Avorion

Avorion

Capital Weapons Foundry (Size 10 Turrets and more)
31 Comments
FenFenScreeScree 23 Jul @ 2:18pm 
Where do I have to go to find these weapons?
Laevathea  [author] 22 Jun @ 5:29am 
No looted CWF weapons outside of modded bosses (Leviathans, The Large AI) but you can build one.

The mod is based on turret factory logic, so it is somewhat expected as the optimal path. I added the NPC ones for immersion purposes honestly.
Breaker_p16 22 Jun @ 5:16am 
Alright thank. Guess I can make one myself if all else fails. Or just loot the weapons (I hope)
Laevathea  [author] 22 Jun @ 1:58am 
Normal sectors, they are somewhat rare but if you cant one in like 3 factions at that stage its probably because it was applied to a pre-existing map
Breaker_p16 21 Jun @ 8:04pm 
I used an existing galaxy, located a new faction but can't find the stations. Do they spawn in hidden mass sectors or just normal sectors (I bought the faction map and searching "foundry" or "capital" doesn't show anything)
Mister Cthulhu 26 Oct, 2024 @ 4:34pm 
For some reason I can't build the Hypervelocity Cannon with the Custom Turret Builder V mod, I made a new galaxy with only CWF/CWL and CTBV but I still can't build them.
Laevathea  [author] 24 Jul, 2024 @ 8:45am 
Hi!

After testing this myself, I found the mod working entirely as intended.
Please note that this mod does not simply copy the TF turrets (You won't ever see a chaingun) and uses the same distance based probability for their appearances.

In simpler terms: You won't see anything bar mining/salvage lasers at the iron region. Please move closer to the core (Xanion is reccomended minimum) and I'm sure you'll see more.
Laevathea  [author] 23 Jul, 2024 @ 5:21pm 
Which missions precisely, may I ask?
Bob0831 23 Jul, 2024 @ 11:55am 
Theres some sort of wacky conflict between this and Knifeheart's new missions. Foundrys seem to only be selling mining/salvaging turrets. Ive disabled all mods except this, new missions and dependencies but the problem persists
Laevathea  [author] 19 Jul, 2024 @ 4:49pm 
Huge update to this mod!
You'll now need the Capital Weapons lib support mod under required items or this mod will NOT work.

This mod also adds it's own sector to the generation that'll spawn these stations naturally. These won't appear unless you have unexplored area in an existing galaxy or starting from scratch!
Mr Blue 4 Jul, 2024 @ 12:44pm 
can we got infinite scale able weapon size ?
Laevathea  [author] 4 Jul, 2024 @ 12:29pm 
Okay I might need to add a little warning that my ability to test the new soundfiles for the CWF weapons is limited and it may be a little unbalanced.

If it is, please let me know.
Laevathea  [author] 2 Jul, 2024 @ 5:16pm 
Also pondering performing a split of this mod to require a dependency/library and this mod to add the player made factories. The idea behind this being I can use the library for the weapon types for boss based mods without forcing people into using the current CWF stations and how they potentially affect balance.
Laevathea  [author] 2 Jul, 2024 @ 5:14pm 
Huge update to this moment.

Quick and dirty:
-Balancing pass over turrets to be more in-line with the 10-20k dps/slot expectations
-Removed plenty of turrets that just didnt feel right in the mod
-Updated most of the remaining turrets to feel like upsized variants of their base game versions more
-Unique sounds
-Coax Superlasers now drain excessive power to counter their huge burst damage potential

-Factories can now be rerolled like normal TF's for all that clicking goodness at a 20mill cost. This is also married to a general cost reduction including founding cost down by half.
-Turretingredients now accurately reflects the size of the turrets/balances them by costing extra.
Might expand on that last one to make them take larger, more expensive goods such as fusion gens or accelerators.
Laevathea  [author] 9 Sep, 2023 @ 6:36am 
You will have to enable transport mode and move it between sectors.
Mr Blue 9 Sep, 2023 @ 6:22am 
can this mod enable reload blueprint ?
Myst 8 Jul, 2023 @ 10:10pm 
Hell yes!
Laevathea  [author] 1 Jul, 2023 @ 5:41am 
This mod has now been updated.
Myst 22 Jun, 2023 @ 11:41am 
Hey, do you think you could update this to 2.3.1? If you're still invested in mod creating! I really need to get my hands on bigger cannons. Bitches love cannons.
Artea 24 Aug, 2022 @ 2:19pm 
pls update again :)
Laevathea  [author] 20 Dec, 2021 @ 12:08pm 
Mod updated.
SpaceMarine4040 20 Dec, 2021 @ 11:28am 
none of these were coaxial...
Laevathea  [author] 20 Dec, 2021 @ 11:05am 
Coaxials are meant to be powered. I would certainly expect some powerful coaxial weapons.

Otherwise per slot values should be about equal to v1.1.4 averages. Will take a look at it.
SpaceMarine4040 20 Dec, 2021 @ 9:24am 
Sure, the ranges are great and need no change

tech 49 Laser 49km range max materials 1,2M dps 8 slots 7.2 billion credits (credit cost is not the objection same factory has many other ridiculous lasers.

Anti-fighter cannon (same factory) 250k dps, 5.2 billion cost 37k.7m range 9 slots this is so far beyond what an anti fighter cannon does in vanilla it is not funny

PDC (same factory) 9 slots 37km, 121k dps 348M cost

All weapons here in the first factory drastically outpaced a the per slot dps on rusty's server where you have elongated turret factories and 1500 seeds in some cases. so while i cannot give you enough data on how far this mod's turrets can go, I can state that they vasty outperform the best of 1,500 turret factories.The greatest turret I saw was a 35k dps/slot at 40km for 2 slot launcher using non-capital turrets. While the range is easily justifiable as a trade-off for tracking speed, over 100k dps/slot is likely not.
Laevathea  [author] 20 Dec, 2021 @ 1:26am 
The nature of turret factories is incredible variance. This mod is also balanced around the values common to Avorion Version 1.1.4.

Please provide - Turret Type, Tech Level, Turret Damage and the cost to build them in a turret factory.
That will allow me to sample and fix any outliers.
SpaceMarine4040 19 Dec, 2021 @ 4:58pm 
This is a bit too powerful, the defence weapons in particular are rather extreme
TESLA 18 Dec, 2021 @ 4:54pm 
That's actually perfect, I played with a capital class weapons mod before and the Xotan in the center all seemed to have capital weapons and they would absolutely devastate any ship unless it had over 4m shields lol
Laevathea  [author] 18 Dec, 2021 @ 4:30pm 
I ain't that smart.
Player built only, both station and weapons.
TESLA 18 Dec, 2021 @ 3:59pm 
Are there randomly spawning capital sized weapons with this mod? And do NPC/alien/pirate ships spawn with capital weapons?
Laevathea  [author] 29 Nov, 2021 @ 9:56pm 
This one can be built anywhere like a turret factory could, and obeys their rules. So core-foundries are naturally more powerful.
Raxos149 29 Nov, 2021 @ 4:11pm 
Yaaaaaaas. Is it limited to "within the barrier"?