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Fenrir

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Everything posted by Fenrir

  1. This mod from the Bigger is Better Series aims to fix the far to small Hiring pools for bigger ships. The base amount for every crew type is increased and the scaling factor is strongly increased. BiggerIsBetter_Crew.zip
  2. And another one of the Bigger is Better Mods. This one increases the range of Mining & Salvaging Turrets & Fighters to 2,25 Km (3 times the default) Updated to 1.6.1 BiggerIsBetter_CivilRange.zip
  3. Another one of the Bigger is Better Mods. Better Systems targets are the following: Better Balancing between the Modules. Adding Abilitys to the Xostan Artefacts (Based on: https://www.avorion.net/forum/index.php/topic,1918.0.html) and rebalancing them. Increasing the overall amount of weapons. Some of the Changes: - Vastly increased the Scan size for Mining and Valuable Scanners (Beside the Sector/Sector Variants) - Increased effect of Storage systems - Vastly boosted the Shield converter so he can compare to the Shield-Booster - Improved Speed Modules - Doubled turret amount for turret systems - Strongly increased the hyperdrive cooldown artifacts (So you don't have to use 5 to remove it...) Planned Features: (If possible) - New Systems like Crew, Breakspeed, Pitch/Yaw/Roll Speed - Making the shield booster regenerative effect randomized (Faster/slower timeout & more/less % regenerated) - Hull Repair Module - Further Balancing (Feedback needed for this :D) Update Notes: - Update to B18 (Balance Changes and Added the "new" Modulessince the last update) - Fixed Shield Booster Calc BiggerIsBetter_BetterSystemsV18C.zip
  4. This mod aims to add more PvE Threats. Currently the Xostan & Pirate Sector attacks are changed. When an attack (Xostan/Pirate) is spawned it gets now an threat level. This threatlevel is between 1 to 100. This level is shown in the sector message for the Attack. (i.E. Scanner show a threatlevel of 37) So what does it mean? Every attack has now two modifiers: The attack type and the attack size. I created 10 type of attacks for Xostan and pirate. This includes the pirate mothership currently not used in the base game. The attack size can increase up to 10 (this scales size and weapons). Resulting in ~ 3 times the size and ~5 times more firepower on 10. Also both now scale with the number of players in the sector. This means the pirate Mothership will reach the power of faction battleships around a size factor of 5. !If you see a Pirat or Xostan with Ludicrous Omnicron values: Keep Calm they just have burst Weapons! While we are at Factions: The faction will sometimes send defense forces against the invading pirates. Pirates? Not Xostan? Yes since the Xostan are sneaky guys they will not trigger the alarm of the faction until they damage a station. Planned Features: - Optimizing Faction Battles (i.E. removing Fighters for Performance) - Better Scaling of Faction War ships - Better Artefakt Bosses (For a better Xostan Guardian look here: https://www.avorion.net/forum/index.php/topic,3614.0.html) - Better Events (Transporter Raider Attack, Pirate Ambush etc.) - Performance optimization for Xostan Ship spawning (Some ship plans take quite some time on threat level 100) Patchnotes: 1.1 Fixed Xostan Scaling - 500 000 Omicron is dangerous V18 Updated for Beta 18 (+Increased Attack Event Timers, New Ship Typs, Xenon Mothership and deactivated NPC Torpedos) V18C Better Pirate Response Fleets IMPORTANT: This is a Testrelease. I have jet to test it completly. If you want torpedos: data\scripts\lib\shiputility.lua Line: 385 change torpedofactor = 0 to torpedofactor = torpedofactor or 0 BiggerIsBetter_EnemiesV18C.zip
  5. Shame on me... Seems I messed something up when packaging the mod :o Just fixed it, did some more improvements to the code, and moved modfiles do /mods folder. Well... what the hell did I do there yesterday... it is still bugged. However, will fix it asap. Please do not use it until next release. I should only release mods when im less drunken then yesterday.... Is it still bugged? Also a question. If i defeat the guardian and re spawn him another time, is he even stronger? It would be really nice if he gets like 10% stronger for every respawn. (Best would be that he stores the "kill counters" per player) Xostan Guardian 13 with 1000 Million Live and 200k omicron ;)
  6. Maybe split it into subforums like: Mods Modders resources Modding questions At least it could be splitted into mods and modding questions. I thought to make it like the beta sub forum. Maybe split it into subforums like: (Mods WIP is for mods that are not finished and need tests) Mods Mods (WIP) Modding resources Modding questions
  7. I find the current Modding Area quit cramped. Questions may go unnoticed because of Mod updates and Mods go back 20 Pages just because of update requests of old mods.
  8. There seems to bee a really strange bug in the last version: Sometimes my complex goes into negativ assignable cargo. It's seems to be random and it can be "fixed" be adding more cargospace. (But the negativ "void" remains. I just added more then it had) Also the trader mod seems to be incompatible with better docking or the new Avorion version.
  9. Thanks a lot. I'm currently "updating" (integrating the code into the updated Base files) many "old" mods but i can't replace a hole file :D
  10. The 0.5 download seems to miss the "story/wormholescout.lua" script
  11. I don't mind. Also my mod also changes asteroid field sizes, amounts of ressource asteroids, astroids in the field etc. So this is a more straightforward edition :D Also the more mod/modvariety the better. Mods for everyone :D
  12. I tried to make an mod that increases the break and turn values of the ship. The problem is that they don't seem to be accessible like velocity. Is the API documentation unfinished or is it simply not possible at the moment? https://avorion.gamepedia.com/API:StatsBonuses
  13. Or simply jumping out and in of the sector.
  14. Since i constantly changed the values while testing: It will be fine to be removed. I don't create "new" things i just optimize/modify vales that are already available.
  15. Under the Main Post is an attachment for both parts of the mod.
  16. update please? :'( The fighter ui has problems since the 0.14 update (example: missing building cost)
  17. I did increase the space where asteroids are spawned. The Picture is from a "dense asteroid field" I'm currently playtesting it but it takes time to get to really big ships. Regarding the Xostan: That's the point. The Xostan should be able to wipe out an sector with an invasion fleet. Thats why it is an invasion fleet. This way you require some defence forces for your own sectors. But the sector fleet also sounds nice. I will look into it, that way i can spawn different responses etc. Mhh... The possibilities are nice. Thanks for the idea.
  18. I really didn't like that most Asteroids hat around 10 000. Good Mining Lasers just meant that you would fly more around. Building a Mining fleet was nearly meaningless since they mined the sector faster then you could build them... Or you could just buy / salvage more Ressource. Also it's strange that the asteroids in Avorion just feel small. More like Debris of the real asteroids... So i started modding. The Asteroids... Well.. Pictures tell more then thousands of words: The bigger size of the Asteroids may cause some Stations/Mines to teleport to a save location. I can't change this but it is a one time thing and so far i have seen rare. I highly recommend to play without collisions with this mod. This asteroids will not budge when you ram them. You will be the one to be obliterated... Changelog: 1.0 Initial Release 1.1 Added Defense Forces to Pirate Attack 1.2 Added another 5 sizes to pirate attacks. (Including the previously unused pirate mother ship) 1.3 Added Servermessages for Pirate attacks & defense forces 1.3.1 Split the mod for enemies and Asteroids 1.4.0 Rebalanced for bigger Ships (More space between Asteroids) & resized claimable asteroids (they where smaller then pebble :D) 1.5.0 (Made by Rotors) Hotfix for Gate Spawn V18 Updated to B18 and included changes from douglasg14b V18B Fixed a Bug that prevent Station Spawning (wuups...) BiggerIsBetter_AsteroidsV18B.zip
  19. Thanks. Now Station/Capital Ships may live longer then 10 seconds against rapid-fire cannon fighters :D
  20. It seems that the little Fighters don't use Energy for Weapons like Lasers or Powered Salvagers. AND far worse: If you use a burst fire cannon on the fighters ... they fire continuously .. without cool-down phases. (Overheat) You can massacre stations in seconds with a squad... This makes them far overpowered. Edit: Picture of 12 Fighters wrecking chaos: Edit2: Fixed with the last BETA Update.
  21. ... Damn... I'm to used to "all mods break on update" Sorry and thanks for the confirmation.
  22. Are you planning to update for V14?
  23. Live Version is 1.3. This Pack is for 1.2.7 There is the Problem.
  24. I can't test because im out of the land atm but you could test if they work when you remove the changes to the turretfactory xml. if you now its that you can re-add one change after the other for the salvagers. I think it's quite likely that one value is "overflowing". I ether guess its the turret rotation speed (the server doesn't recognize the fast movement(?)) or the beam length or size.
  25. i have the same issue that wphebb has. It seems that the range is faulty. I can only salvage when i get the turrets near zero range.
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