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Primary goal of X was to extend active play ( as you've noticed with High-volume delivery missions ),
while idling and maxing out stats were - well, taken into account, but when a choice had to be made - active gameplay was a priority.
I'll try to address some stuff, and look at other issues in future updates.
- Xsotan, as stated in encyclopedia, were not reworked due to lack of time. Some can be very dangerous, some easy.
- Rift missions - since DLCs are closed for modding - some issues are impossible to fix.
- Either mission, boss, or mod has some conflict with X, which I did not know about
- During that encounter - logs should spam pink errors, also serverlog should contain information about what went wrong
- If that's not a DLC encounter/mission - it can be fixed, I just need some technical information on the issue
- Flying just a single ship, which gets larger and larger will feel worse than Vanilla
- Overall, gameplay has been based around those limitations - it is a completely different game in that regard
- There are boosters upgrades to increase top speed - but M6-M8 ships should be slow and long-range by design
- For that reason, maps/scout order were meant to give general idea of sectors
- Scout ships (M1) have a role here, those can be order-chained to exlopre sectors of interest
- ( That's an example of active gameplay vs. automated, mentioned at the beginning )
- That is a theme with all detectors, if you want best scanners - that needs more upgrades and/or Core module Scout
- Detection range scales to make it worth having separate ship for mostly that purpose
- Still, player stations did not receive full overhaul, due to lack of time
- Missions have minor issues in general, but amount of code in them makes that a no-go zone
- By design, pre 2.0 order loops were intended way of gameplay - though removing missions is optional
Vanilla turrets & upgrades should not appear in Xavorion, but for some reason they(rarely) do. No idea where those come from.
One thing I forgot to mention that I actually liked, was the fact that Xavorion eXtended on harder difficulties is actually hard for an actual challenge. I did have it in my notes, but did not formally say it in my conclusion in Part 2. Vanilla on Insane difficulty is an absolute joke once you actually know how to play the game. Xavorion Normal is about on vanilla Insane++ in my opinion. So Insane Xavorion is actually nice for an actual challenge.
I forgot to mention that as I initially found it extremely overpowered, imo you should nerf the reward amount by about 15-20%. Sometimes being extremely lucky with b3b/b4b 2-3mil quests seem a bit too much actually hahaha
Oh err, what I was referring to was that whatever bug that Snopzet had in their post. I think you misinterpreted what I said. There are no bugs with rifts anymore. They're working as intended.
I'm actually trying to replicate in this bug to get to you. It's the 'very last' thing I'll do for Xavorion eXtended mod. Very random bug and also relatively rare to occur. Will share the logs when I do see it.
Err "long-range by design" sounds very alien to me. As once I get tens of a single turret I apply that to almost all of my ships. If I reach endgame rolling 500k+ dps plasma/electric pulse turrets, I'm placing that on every. single. ship. Nice and cheap, nice and small armed slot count, great range. Great versatile for all and any kind of ship.
This is the biggest HUH in both of your replies. I... I'm sorry WHAT? M1-class (3 slot) ship not only going one-by-one sector manually scouting (some) of the 1 million sectors in a galaxy playthrough. Not only that, but the thought of a 3-slot "M1-Scout' in both Normal and Insane difficulty doing your scouting for the majority of the sectors in early-mid game... That is a BIG NOPE. Only limiting your ship's hull and shield within 3 slots, even on Normal vanilla difficulty... I am not comfortable even on vanilla's easier difficulties with basically a starter ship's stats both outside the barrier.
Trying to think from another perspective... I guess being a small scout ship I guess it's very easy to replicate the scout ship in case it gets destroyed. For subsystem setup loadout, 1 of the 3 subsystem slots is definitely an M6 Hardpoint to have a coax turret to give it at least 1mil+ omicron for the game to 'simulate' having enough omicron to think it has some fighting chance despite being next-to-no-stats. You need a captain, which then risks that captain being lost, then probably imo Core Module: Defender and Engine: Feedback. Which, still imo is laughably nothing in terms of stats for Xavorion.
Ah, I see. Thank you. Guess part of the factorio side is present in Xavorion. (Also been checking it out myself a bit)
"ambush chance issues" Errr please clarify on this? I had... no issues on ambush chances at all? Working as intended.
I did not play Avorion before 2.0, so I don't understand all the disappointment is from the 1.0 looping is about. I did try out the 1.0 looping mod myself, but was too stupid to even know how to 1.0 loop LOL. I'm just used to what I know the 2.0 way xD
Reason why in the images I've updated in Part 2 I don't have 1.0 looping mod. Am too dumb to understand how to use it.
Errr... just like vanilla game, in the endgame; I leave game on afk at Research Station at base. Periodically every hour or so I do the loop with main ship of; from base (close to 0,0) jump to get XSTN Energy > XSTN Unarmed > Also buy a Hyperspace Interrupter while I'm using the trader guild beacon > XSTN Brotherhood > XSTN AI > jump back to base > spawn Fidget to kill > back to afk at Research Station. (this is also where the very rare bug occurs of XSTN Energy and Fidget bosses may spawn in immune)
To me this loop has been the 'staple' across thousands of hours across all of my 9 playthroughs now in Avorion. Every single time I do this 'loop', to me it equals the subsystems required for either 1 miner or salvager ship I can add to their respective fleets when I'm not lazy. It's the reason why I've been able to get vanilla special turrets (the ones with red text at the bottom) so often.
Seems like the immune bug is coming from one of the mods used above. However from the list of mods for post-playthrough testing, there is actually a small chance that the MAD Lab boss fails to correctly spawn.
It has been overall a nice experience at least with Xavorion eXtended, seeing what this overhaul offers even with how I usually play the game. This mod offers an actual challenging experience compared to vanilla.
Concerning the Wormhole Generator: I think I had this issue only once. I'm not sure why it was so annoying for you, but it might heavily depend on the play style. While doing Into the Swam, I usually drop the generator at the end (so no Xsotan accidentally jumps to normal space), and since I'm sniping most ships, nothing gets close to me and the generator.
Looting with your late game ship... With the booster system, it is OK, but I always deploy 3 - 4 squadrons with the loot command.
Eurgh, dedicating a subsystem slot just for more top speed. Also it isn't the top speed that is the problem, it's acceleration and just movement. Another problem is that these subsystems give more downsides to another aspect to your flying experience, knee-capping it even further.
Even just talking about it, reminding me of Xavorion eXtended's movement is making me frustrated again.
Wormhole Generator, for me it was insanely frustrating. It seemed like 99 times out of 100 that the nearby xsotan that spawned in, would knock the wormhole generator faster than I can rotate my ship and boost in the direction it is knocked in.