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Editing ShipDatabase.lua values to your liking is the way to go. It's been used for servers and personal tweaks.
Keep in mind, values there are not "caps", but "base values" for each ship class.
Don't go any higher than M1-Scout speed, or below M8 - valid functional speed range has been used by default.
Removing Class System is not possible
If you've got extended faction packs with Brankors or NovakhinShepard(much harder) packs then there's not much I can do about difficulty.
I assume you've already added difficulty mods from eXtended Gameplay Preset collection.
Btw. normally, players complain that game is too hard ;D
Other than that, you'd have to manually mod boss encounters.
Thanks, I'll check it later. Here's another thing, at maximum difficulty with your complete Xavorion build, the players on my server run inside the rift in a day, can we strengthen the bosses?
All you need to do is create new mod, with dependency on this mod and single file override
[ \data\scripts\ShipBalancer\Lib\ShipsDatabase.lua ]
contents of this file should look like so:
[code]
-- M4 Class
ShipsDatabase[4].Velocity = 270.0 -- whatever value you want
-- M5 Class
ShipsDatabase[5].Velocity = 220.0
[/code]
For a list of properties, check original file.
Just remember, that a file override should not have a "return" statement, and should not delete data via "Variable = {}" statement.
Everything is great! But I would like to change the speed characteristics on the server. (make it closer to the original starting with the M4). I tried to find, edit and re-salt it myself, and it started, then one mod broke, then another.
Glad it's fun so far :)
As for upgrades, this mod adds basic few to Equipment Docks - Engine, Gyro and Framework.
Those replace 3 upgrades from base game, few of those were limited by game to Titanium zone and above.
Full set of upgrades requires full set of mods (added by Class Upgrades, the most recent addition).
Reason was, most features required extensive changes to game - and distribution among new equipment stations.
( There's just too much stuff to fit into single one as base game does )
1. It can't be removed easily( as most eXtended mods ). NPC ships will be corrupted, your own ships will just fly as base game.
New upgrades will also turn into corrupted items.
2. Very easy, vanilla ships just work. Moving from X to vanilla usually is just about replacing thrusters with gyros, or adding more.
Great example of workshop ship built with Class System, where author made sure to check it on both games:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3290741953
Btw.
As you are a new player, Xavorion is a pack of 16+ mods that add gameplay built for Class System.
You can try out just this mod in creative mode - but actual gameplay only makes sense with full overhaul.
1. Is it possible to remove this mod later if I find I dislike the class changes? (if I removed this mod after I added it, would it corrupt my save or just break the functionality of the ships I built with this mod?)
2. How easy is it to port designs to and from this mod? Do I need to completely redesign ships built in vanilla --> this mod / redesign ships from this mod --> vanilla?
Calculations and ratios for Block/Mass to Thrust are much more forgiving than vanilla - and yes,
upgrades can improve ships that lack thrusters or engines(which was not allowed in based game).
Gyros are subsystem upgrades now, sold at Shipyards. Those can be used to improve or pick desired rotation style.
As for UI - the new one on the left displays correct values. It may take a second to refresh.
Original right side UI values can be wrong (those just can't be changed).
Not sure what ships you have there, but since build mode is Class based now - you're always building a relative performance for that class.
If a ship falls into M5 Frigate class, it cant ever be faster than M4 or M3.
Calculations are CPU heavy, so you can see "old" values for a second after placing blocks.
Full explanation with screenshots has been provided at in-game encyclopedia, in case you need it.
Vanilla acceleration and velocity bonuses cant work, so that's normal.
Xavorion engine/gyro upgrades should affect speeds - unless your ship plan is already at 100% efficiency.
No plans to add more. Current 8 classes almost completely exhaust possible speeds and other values available in game.
It is possible to add more, but overall balancing and content has grown around those 8 - meaning, it would be a lot of work to adjust spawns, weapons, upgrades, and other stuff too.
If you can't see any difference when using Directional Thrusters, or Gyro upgrades then something is wrong - mod conflict most likely.
Directional thrusters have same effect as gyro blocks did
(but gyros have issues, and had to be removed).
Conversion is automatic to match gyro direction - so nothing really changes, and there's no need to tweak existing ships.
Class upgrades are not required - but since class system is a large change, full modpack is recommended, unless you know what you're doing.
Does it require class upgrades as well for gyro's to be usable?
Class is based on volume, with weight variants landing somewhere inbetween those raw values:
[code]
M1 ~100
M2 ~500
M3 ~1 000
M4 ~3 000
M5 ~9 000
M6 ~25 000
M7 ~75 000
M8 ~200 000
[/code]
Question... What is class based on? Volume? Mass? also how much of X does each class require? trying to nail down some world building using this mod for our server and it would be very helpful to know what volume separates each class (assuming they use volume)
Combat Roles are assigned by Fleet Generator at spawn time, with custom weaponry loadouts.
That part is implemented by Weaponry and Encounters module.
For player ships, it's manual - you're free to follow NPC roles, or mix/name something of your own. New upgrades help with that.
No ship those sizes really should hit max thrust of Pitch and Yaw.
Heck Ship size only mattered for Rifts, and that was Tonnage to worry only. Either you brought one super ship max tonnage you could, or you brought 3-5 ships using subsystem to crank out more hp/shield count between all your ships. With super fighters that ruled the battlefield.
After seeing the latest update, and thinking of playing a game i remembered this mod and I would of loved to try it so. I am going to do so.
Classes, their size and stats have been picked and tested to fit within game limits,
while extending the game for usage of all 8 classes.
It does change the game a lot, but all other changes were built specificaly for that type of gameplay.
M9 - Super Capital - Equivalent Slot 16
M10 - Super Dreadnought - Equivalent Slot 16
M11 - Fast Titan - Equivalent Slot 16
M12 - Titan - Equivalent Slot 17
M13 - etc ?
2023-12-14 21-34-13| Error while enabling mod: 2992808773 is problematic: Mod 'Xavorion: Class System' [2992808773]'s base game requirement (2.0 to 2.3.9) doesn't match version 2.4.1 of the game.
2023-12-14 21-34-13| Error while enabling mod: 2992808843 is problematic: Mod 'Xavorion: Flight Physics' [2992808843]'s base game requirement (2.0 to 2.3.9) doesn't match version 2.4.1 of the game.
You mean, starting up a dedicated server? Any chance of specific serverlog information?
The only thing that could cause that error are Optional mods that have not been updated yet.
There is no reason for dedicated server to fail, while singleplayer startrs up. It's still a server.
Flight Physics is responsible for that, not Class System.
Thanks for the quick reply (and apologies for my delay).
I failed to keep track of which submods I had. :(
Everything works when committing to your full mod package, though! Excellent mod, btw... I can no longer play without it ;)
Let me guess, those ships are stuck in a sector that did not have any stations in the beginning, but you've build one there (or spawned with devtools) ?
It was fixed 5 hours ago, any chance you did not have that update yet?