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It would be nice if you folks would consider going back through and doing another balance pass on all these weapon systems. Currently, they are OP for vanilla gameplay even on harder difficulty.
Phasers are putting out high damage while maintaining a low number of slots used, with very long use times and very short recharge times. Torps are all very powerful and I noticed when you find them in random drops, they are worth a crazy amount of credits,, making it a fast and easy way to make money in game.
Perhaps look at the vanilla laser systems and how they scale, then make changes appropriate for the phaser systems and also the same for torpedoes. I do like the mod a lot, but when players feel like they have to use them to be competitive and leave most of the vanilla weapons in favor of these, that becomes a problem.
Xavorion is definitely the problem there. Xavorion completely changes most of the game including balance, you cannot use it with other mods unless they have versions made specifically for it.
It was updated in june, it was only 4 months ago and there hasnt been a game update since either. It works fine right now.
We're glad to hear you like the mod! We appreciate your support.
Regarding your idea, I will talk with the team about the idea of expanding current weapons to include larger sizes and the balancing involved with it. It was something I considered some time ago but forgot about. Might be time to put some thought into again, thank you for your suggestion. :
First, i LOVE this Mod!
Whenever possible i outfit my ships exclusively with these weapons.
It's just a joy to see them in action!
One question though, would it be possible to add a subsystem that reduces the amount of possible turrets (maybe by 0,5) and increases damage output of each turret (by x2 maybe?)?
I'm not a longtime player, but i have noticed that most if not all turrets are size 1 and that you can put TONS of them on one ship in later game. Maybe it's just a matter of taste, but i would prefer if ships had lesser but more powerful weapons (especially phasers. Again that's just my personal preference).
Another idea was to incease turret size to 3 or bigger, while increasing their damage output in a similar manner.
OR they could simply have more downtime, so they act more like in the shows where they release one blast every few seconds, instead of continously fireing.
No matter if that's possible or not, thank you for creating this mod!
Me and several friends have been using it in the current update without issue.
Steam may not have auto updated it for you, manually unsub and then resub to it to force an update.
Greetings Democratic Foxx, Druak is correct in that the coding language is lua, and that most if not all mods are practically re-engineered from lifted content. Though I'd argue that can be said for many games out there. Anyway, I am indeed looking for willing volunteers to help develop and generally update the mod. Anyone (including yourself) can add me or DM me, and I can give you a run down of the details.
It wasn't intended to be snarky. Modding requires you to look yourself, if you can't then you just won't be very helpful. It's not meant to be mean, just the reality of modding games.
E.g. Most of your examples do not even apply to Avorion mods, which you'd know if you looked first.
Anyway, your question was "How hard is it to mod? What's the language?", which I answered politely, the rest is on you.
DM them if you want to ask them specifically, that way you can have a conversation. This is a comment section for the mod, which is why this'll be my last reply on the topic.
First, I can do without the snarky comment.
Second: I know I can just crack open his mod and look at it but that doesn't answer the question. He said he is looking for HELP. All looking at his code will do is tell me how much work I would have to put in if I wanted to make it myself, not how much help he's looking for. Is he looking for coding help, animation help, model design help, help uploading, downloading loading the torpedos? Is he asking for help with lore? Seeking someoone to discuss the finer points of temporal mechanics with? I was asking him how hard it was so I could judge whether or not I might be able to assist him. I want HIS answer..
You can open the files from your workshop folder yourself if you're curious though? If you can't be bothered to do that much, you probably won't get very far developing a mod.
If you understand the basics of coding its relatively easy as they use Lua but that depends on how complex what you want to do is.
Most of modding is just reverse engineering the code we can see from the files to do new things with it.
I apologise for the delay in updating to the latest game version, but here it is! Please let me know if the mod has any issues and I will add them to the bucket list for the next update.
- Chances are however, I may not be able to do another update for a while again. Still no luck with finding someone who may be interested in assisting with mod development, but who knows!
And, the weapons usually spawn naturally where ever in the game. From pirates, Equipment docks, the lot.
One thing I will say, is I'm sorry for not giving an update as to what's happening on my end. I completely forgot to make an update to let you guys know I am still tied down. I know I said I'd get something done by the end of Feb, and that's my bad. Unfortunately I'm unable to put work into making an update just yet. I will let you all know when I do.
Just to let you know, I had gotten back to a busy state after the New Years. I hope you all had a wonderful festive season! As a result of my busyness, I won't be able to update the mod for a little while. However, I will see what I can do about any patches and minor updates by the end of February. Please let me know if any of the weapons still feel under or overpowered, and I shall tune it more finely so it is perfectly balanced. In the meantime though, thanks so much for playing with my mod!
Unfortunately however, because Christmas is coming up, I won't be able to work on the mod until some time after New Years. Because of this, I shall ask for all of you if you have a report to make, to chuck'em in Bug Reports so I can list them and fix them after the festive season. In the meantime however, Happy Holidays, I hope you all have a good time!
I plan to make a patch update in mid December, around the 15th at latest. During that time I will be looking into all the potential changes and patches that can be made. If there are any parts of the mod that you feel needs tweaking, like the DPS again, the prices, the newly integrated modifiers, please let me know. Right now however, I am a little occupied and won't be able to start work on it until around the 5th. Plenty of time to find and patch some issues to make this mod 100% before getting started on the next!
Thanks again to everyone who has been helping out and playing with the mod since, you're all awesome!