Avorion

Avorion

[2.5.2+] Xavorion: eXtended Avorion
 This topic has been pinned, so it's probably important
LM13  [developer] 22 Feb, 2024 @ 3:19am
[FAQ] Questions & Answers
General thread on questions about gameplay.

You can ask anything here, or look for already answered questions.
(I'll probably add most common questions to this post)
< >
Showing 31-45 of 172 comments
LM13  [developer] 17 Jun, 2024 @ 1:36pm 
Originally posted by NovakhinSheppard:
just asking to be sure. maybe i do something wrong.

so in main game, when i jump into a sector i see a group of pirates instantly.
but with the mod when i jump into a sector i see nobody for a second before it lags and spawns pirates, sometimes far away in multiple directions. they also dont move and seem invincible until they begin to move.
so is this how it is, is something wrong there or did i fck up something?

(add. info: playing on nitrado server, didnt check offline)


Besides the lags, thats how new spawn system works.

Ships have a warp in effect, but you're not supposed to notice they're invincible during generation.
( Unless it takes really long, like with high block count faction packs )
OcN.Helbrecht 17 Jun, 2024 @ 6:33pm 
Are all the mods listed as required fully needed or are some not?
LM13  [developer] 18 Jun, 2024 @ 3:53am 
Originally posted by OcN.Helbrecht:
Are all the mods listed as required fully needed or are some not?

Not all of them, but gameplay is balanced for all mods enabled.

[Optional - Recommended Mods]

-Laserzwei's Advanced Shipyard ( Required for workshop ships shipyard )
- Extra Ship Classes Core ( Required for Extra mission pack )

[Can-Be-Disabled]

- Docking ( if you dont use RTS mode/want to dock exactly )
- Starter Ship ( not a good idea though )
- Flight Physics ( affects combat & RTS )
- Mining ( disabling it is just a cheat )

- Formations / CombatAI ( affects combat & RTS )

[Does not make sense to disable]

- Sectors
- Encounters
- Class System
- Class Upgrades
- Weaponry

Those were a form of "major update", but released as a separate mod for technical reasons.
( In theory, you can disable some of those and see how mod worked earlier in development )

All XSF are mandatory.

You are free to tinker with modlist - but you're on your own.
Gameplay preset has been provided, and that's the shape the mod is supported.
OcN.Helbrecht 18 Jun, 2024 @ 9:04pm 
Appreciate the info, loving the mod, makes the game so much better than my time in vanilla.
Hi, what exactly dou you mean by Tpp mode i cant find out what it schuld mean dou you mean the RTS mode ore is theare another mode hiden that i didnt find jet ?
LM13  [developer] 25 Jun, 2024 @ 12:34am 
Originally posted by HATE|DeathKnight/ALLKEYSHOP:
Hi, what exactly dou you mean by Tpp mode i cant find out what it schuld mean dou you mean the RTS mode ore is theare another mode hiden that i didnt find jet ?

The default one you start the game with, Third Person Perspective, TPP for short
Strategy mode is RTS for short
Hi, is theare some whear a special drilling order to create an order loop because if i give the order within a system and want to add other systems it allways says that i cant add more orders after a permanent drilling order
LM13  [developer] 25 Jun, 2024 @ 8:27am 
Originally posted by HATE|DeathKnight/ALLKEYSHOP:
Hi, is theare some whear a special drilling order to create an order loop because if i give the order within a system and want to add other systems it allways says that i cant add more orders after a permanent drilling order

This works like most RTS games - just holding shift will queue orders.

Assuming you have 1.0 Loop Orders enabled,
from galaxy map, select your miner and - holding SHIFT button, enchain Jump > Mine > Jump > Refine etc. orders at different sectors.

Encyclopedia has some information and screenshots on that topic.
If you're stuck with an error, try stop order - then chain again from galaxy map.
if it ist aktivated how can i activate it
LM13  [developer] 25 Jun, 2024 @ 9:45am 
Originally posted by HATE|DeathKnight/ALLKEYSHOP:
if it ist aktivated how can i activate it

It's listed in "Optional Mods" collection at main page, or included in extended preset.

Has to be checked in Mods from main menu -> then when loading up your save, you need to tick a checkbox on the right that says something like "Override mods". ( That is, if you did not have it before )

Forgot to mention, holding shift will display "Loop" order, which has to be added last - nothing else is allowed after it.
Venom Snake 26 Jun, 2024 @ 3:41am 
Hi! How does the technical level gradation work in xAvorion?
LM13  [developer] 26 Jun, 2024 @ 4:41am 
Originally posted by Антон Славик:
Hi! How does the technical level gradation work in xAvorion?

Hello, as shown in encyclopedia - there are 3 regions from the center to the edge of galaxy.
Each region has sectors within tech limits of that region ( 1-20 for outer )

Adaptive difficulty system smoothly scales difficulty between levels, so you don't have to worry about it that much - but high tech levels unlock better enemies and equipment.

In short,
closer to center = more high tech sectors
high tech sectors = better stuff, and more dangerous Roles/Classes of enemies

Type of weapon has larger impact than just tech, so there's nothing wrong with getting lower tech turrets than those you have already.
NovakhinSheppard 26 Jun, 2024 @ 5:03am 
got 2 questions for you.
one is for weapon material. as i understood it titanium weapons have more range. i didnt look at it, but so a titanium turret and a ogonite turret do the the same base dmg at the same tech level? but titanium gets range and ogonite more damage or whatever the other boni was? and how does this effect enemy armor or shield that is above titanium?

(ye that were more than 2 questions already xDDD but here comes the real second)

i wanna make a faction pack, is there any preset, or xavorion mod specific preset where you just have to fill your stuff into?
LM13  [developer] 26 Jun, 2024 @ 5:25am 
Originally posted by NovakhinSheppard:
got 2 questions for you.
one is for weapon material. as i understood it titanium weapons have more range. i didnt look at it, but so a titanium turret and a ogonite turret do the the same base dmg at the same tech level? but titanium gets range and ogonite more damage or whatever the other boni was? and how does this effect enemy armor or shield that is above titanium?

(ye that were more than 2 questions already xDDD but here comes the real second)

i wanna make a faction pack, is there any preset, or xavorion mod specific preset where you just have to fill your stuff into?


#1: Weapon Materials:

Each has unique properties, yes - and all have same base damage at same Tech level
( unless material has a boost to damage, like Trinium or Xanion )

Enemy material affects speed primarily, then durability as secondary.
Weapons are not directly affected by material of enemy armor.

#2: Faction Packs:

There is no special template - if you cover Vanilla template it's all fine.
( check existing ones on workshop, that have full station/ship coverage like AFP/Brankor )

I've considered a special, advanced template - but popularity is so small,
that would just be a waste.
We've got just a few faction packs for vanilla, hard to expect any for X.
NovakhinSheppard 26 Jun, 2024 @ 6:46am 
#1 thanks a lot

#2 alright. understandable, but leads to another question. brankor has the meta and png files of his ships in the folder, are they needed? i assume only the xml would be fine

also how to add a turretdesign to the pack? if thats even possible

and the kinda most important question for xavorion- how to specify the "M" types? the vanilla only shows "fighters". will it check if the ship is in the m1 size and take that design or will it downscale the biggest mothership?
so if i make a ship for every M class and put all under "fighters" will it take the correct one or scale them to death?
< >
Showing 31-45 of 172 comments
Per page: 1530 50