Avorion

Avorion

Ferocity
41 Comments
DarkSoul1111 25 Feb @ 6:21am 
sry but in that case i have no idea in programing
KnifeHeart  [author] 23 Feb @ 8:56am 
Yeah I generally don't mess with putting settings in server.ini or any .ini settings file. There's a way to do it, but imo it's more trouble than it's worth. Edit data/scripts/entity/init.lua and set the numbers you want.
DarkSoul1111 23 Feb @ 4:51am 
is there a way to increase the HP/Shield from ships and stations only to increase x2 instead of x7 i didn'T found a setting fo HP/Shield in the server.ini
KnifeHeart  [author] 21 Feb @ 6:03am 
The Xsotan wouldn't get the 4th tier, though.
KnifeHeart  [author] 21 Feb @ 6:02am 
Should be both.
DarkSoul1111 21 Feb @ 4:58am 
does this only affect pirate ships with new tiers or Xsotan ships too?
KnifeHeart  [author] 1 Aug, 2024 @ 5:54am 
It should. It's pretty simple.
Stama 31 Jul, 2024 @ 11:58pm 
I hope it still works its the mod i've been looking for!
KnifeHeart  [author] 8 Feb, 2023 @ 7:00pm 
Aaaaaaand then I never updated it. Good job, me!
KnifeHeart  [author] 23 Jan, 2023 @ 9:24am 
Yeah I'll update it later today.
RogueRaiden 23 Jan, 2023 @ 9:23am 
ah, nice. i dont know what happened at that time anyway lol
KnifeHeart  [author] 23 Jan, 2023 @ 7:25am 
Never mind. Easy to figure out.
KnifeHeart  [author] 22 Jan, 2023 @ 7:32am 
How the heck is sector null?

Can you comment on anything that was happening when this popped up?
RogueRaiden 22 Jan, 2023 @ 7:13am 
Next up with Ferocity and No Immunities
https://pastebin.com/VY2w3i7d
KnifeHeart  [author] 16 Jan, 2023 @ 12:13am 
I think so, yes! I'd still encourage you to try that on a test galaxy first, though.
RogueRaiden 15 Jan, 2023 @ 11:44pm 
thanks for the fix!

adjusting the "DamageMultiplier" setting in the server.ini to "=0.5" should effectively change the overall AI damage to "x4" instead of "x8", correct? instead of me editing the mod or making an adjustment patch
KnifeHeart  [author] 11 Jan, 2023 @ 9:22pm 
This one took a lot of figuring out but I think I finally got it fixed. You'll have to tell me if there are more errors, though, since I don't typically use this mod in my playthroughs.
KnifeHeart  [author] 17 Dec, 2022 @ 9:08am 
... Huh. I didn't think those two would conflict but I guess I was wrong.

I'll check it out later today.
RogueRaiden 17 Dec, 2022 @ 12:53am 
with No Immunities and Increasing Threat
https://pastebin.com/zjZWtnSP
Raxos149 1 Dec, 2021 @ 4:32pm 
Could you post that mod Exmortis??
KnifeHeart  [author] 1 Dec, 2021 @ 6:48am 
Yeah I noticed making the ships bigger often came with a fairly significant performance hit, so I made this specifically to try and counteract that.
Exmortis 1 Dec, 2021 @ 3:29am 
Absolutely no stress
Your mod's the first one that dosen't just made ships bigger so it's ticking those boxes
KnifeHeart  [author] 30 Nov, 2021 @ 11:19pm 
Oh, no problem. Sorry I didn't manage to get back to you in time. Been a rough couple of days.
Exmortis 30 Nov, 2021 @ 7:53pm 
I've managed to figure it out myself
I've editted the .lua files that govern the flatout health and damage buff, so that we're facing tanky NPCs that don't have 400k Omicron in the Trinium sectors. This has made pirate engagements take 10-15 minutes each, rather then the point and click and done it was previously, which is great!

Cheers for the Mod!
Exmortis 29 Nov, 2021 @ 6:51pm 
Hey KnifeHeart
Is there any chance to get this sort of thing, just without the massive damage increase?

We are finding on our server that the Pirate/Xsotan damage is about right, but their HP is way too low. x7 HP but with maybe x2 or x1.5 Damage would probably be perfect

Is this something that can be done? Or can I mod the file myself to do so?
Thanks!
KnifeHeart  [author] 9 Oct, 2021 @ 9:18pm 
It does not make AI ships x7 bigger. They will remain the same size but have x7 more HP.
JOHN 9 Oct, 2021 @ 4:44am 
Does this make the Ai ships x7 bigger? I tried x5 beefier Ai ships, and it seems to not work so well with the current optimization, creating some performance loss due to the size of ships and stations.
Elga 4 Aug, 2021 @ 4:00am 
Awesome thank you so much :D
KnifeHeart  [author] 3 Aug, 2021 @ 6:01pm 
Apologies for the wait. This mod has been updated and is now compatible with 2.0.
Elga 2 Aug, 2021 @ 4:37pm 
lovely jubly
KnifeHeart  [author] 2 Aug, 2021 @ 6:15am 
This one will get an update soon. I was planning on looking at it today.
Elga 2 Aug, 2021 @ 2:37am 
this + SDK = <3 cant wait for an update :D
KnifeHeart  [author] 6 Apr, 2021 @ 8:06am 
I strongly recommend against using with this SDK's ship and station overhaul. I'm not going to flag the mods as incompatible because I don't believe in doing that unless the mods are actually truly incompatible, but you are going to get some MASSIVE hp values as a result. It is pure masochism - even more so than enabling this mod by itself.
KnifeHeart  [author] 31 Mar, 2021 @ 1:55pm 
To be clear - removing this will not reset existing ships, but newly generated ships / stations will not have the multipliers attached.
KnifeHeart  [author] 17 Mar, 2021 @ 7:13am 
I can't believe people actually want a mod like this. You're all crazy masochists and I respect all of you <3
Raxos149 13 Mar, 2021 @ 1:23pm 
Yeah... but that only goes into effect when we get past barrier. New weapons are fun to see!
KnifeHeart  [author] 13 Mar, 2021 @ 10:03am 
I wouldn't be opposed, but there's a number of mods out there that already put large weapons into the game. Check out Capital Class weapons by Crazy Scientist and let me know if that does what you're after. I know SDK is planning on eventually making a weapon generator overhaul too.
Raxos149 13 Mar, 2021 @ 9:42am 
Hmmm... on a side note, would you ever be interested in making a counter mod where we can develop something like the capital ship weapons which scale appropriately?

Big numbers are fun to see.
Weaver 13 Mar, 2021 @ 8:40am 
Currently testing this mod, and I'm already impressed. Enemies are dangerous again, versus just being facerolled by any modestly-armed player ship.

If it's a challenge you're looking for, try this with Increasing Threat, High-Efficiency Turrets, and Realistic Block Physics. You won't be disappointed.
KnifeHeart  [author] 12 Mar, 2021 @ 9:33pm 
Flat multipliers in the code. This should work just fine with the 5x AI ship and station size, but uh... you may get some... very large HP values.
Raxos149 12 Mar, 2021 @ 9:17pm 
Does this work by increasing the size and number of guns on the enemy ships? Or does it focus on just flat multipliers in the code?

Also, does this mod work with the 5x AI ship and station size mods?