Fenrir Posted October 18, 2017 Share Posted October 18, 2017 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 Link to comment Share on other sites More sharing options...
Mithril Posted October 26, 2017 Share Posted October 26, 2017 Suggestions for additional module, if I may be so bold: Armor effective module, it should have a drawback like jump cooldown, maneuverability, acceleration, top speed, or a combination. A Jump calculation time reduction, low percent boost highish power draw. Shield tradeoff modules, less capacity faster recharge and more capacity but much slower recharge. Crew effectiveness modules, either flat or percentage based (Flat could be like "robotic crew unit), most likely cost balance would be power consumption. If the game ever allows for it: weapon/damage type shield/armor hardening. "Set bonus" modules. Fleet boosting modules. Link to comment Share on other sites More sharing options...
Fenrir Posted October 27, 2017 Author Share Posted October 27, 2017 Suggestions for additional module, if I may be so bold: Armor effective module, it should have a drawback like jump cooldown, maneuverability, acceleration, top speed, or a combination. A Jump calculation time reduction, low percent boost highish power draw. Shield tradeoff modules, less capacity faster recharge and more capacity but much slower recharge. Crew effectiveness modules, either flat or percentage based (Flat could be like "robotic crew unit), most likely cost balance would be power consumption. If the game ever allows for it: weapon/damage type shield/armor hardening. "Set bonus" modules. Fleet boosting modules. A Jump calculation time reduction, low percent boost highish power draw. Shield tradeoff modules, less capacity faster recharge and more capacity but much slower recharge. Crew effectiveness modules, either flat or percentage based (Flat could be like "robotic crew unit), most likely cost balance would be power consumption. This are the only one possible atm. I will look into it. Link to comment Share on other sites More sharing options...
Mithril Posted October 27, 2017 Share Posted October 27, 2017 Cool, thanks for considering them! Link to comment Share on other sites More sharing options...
aurion Posted October 28, 2017 Share Posted October 28, 2017 Great work your Big mod compilation is awesome. What do u think when it will be possible to make a Pitch/Yaw/Roll Speed module? Link to comment Share on other sites More sharing options...
Schorresch Posted February 15, 2018 Share Posted February 15, 2018 Distances somehow do not work. the mining system says 49.42km, and actual distance is about 4.68km(wich should be the vanilla) :/ Link to comment Share on other sites More sharing options...
ZSampson Posted July 6, 2018 Share Posted July 6, 2018 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) where do i install this ? Link to comment Share on other sites More sharing options...
UnseenOni Posted July 7, 2018 Share Posted July 7, 2018 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) where do i install this ? Open the ZIP file, the file structure starts with Data, so it should just go in your game directory, that being said, if you have other mods that utilize the same files, you may have to edit them to include code from both, which complicates the process. Link to comment Share on other sites More sharing options...
Vortex Posted July 26, 2018 Share Posted July 26, 2018 where do i install this ? Open the ZIP file, the file structure starts with Data, so it should just go in your game directory, that being said, if you have other mods that utilize the same files, you may have to edit them to include code from both, which complicates the process. he means where is the download link, i cant find it either Link to comment Share on other sites More sharing options...
plablo Posted July 26, 2018 Share Posted July 26, 2018 you need to log in and btw - New Systems like Breakspeed, Pitch/Yaw/Roll Speed is this possible now? im not asking for you to make it, just some clarification Link to comment Share on other sites More sharing options...
Fenrir Posted July 27, 2018 Author Share Posted July 27, 2018 you need to log in and btw - New Systems like Breakspeed, Pitch/Yaw/Roll Speed is this possible now? im not asking for you to make it, just some clarification No it's not so far i tested. Many Parts that i wanted to add were not possible for all the bib mods (like to add a config option for the main menu to select the astoroid size) This toghether with the nearly always mod breaking updates made me lose interest in modding Avorion seriously. Now i may update my mods when i start a new round with my friends and thats not that often ... Link to comment Share on other sites More sharing options...
plablo Posted July 27, 2018 Share Posted July 27, 2018 you need to log in and btw - New Systems like Breakspeed, Pitch/Yaw/Roll Speed is this possible now? im not asking for you to make it, just some clarification No it's not so far i tested. Many Parts that i wanted to add were not possible for all the bib mods (like to add a config option for the main menu to select the astoroid size) This toghether with the nearly always mod breaking updates made me lose interest in modding Avorion seriously. Now i may update my mods when i start a new round with my friends and thats not that often ... not even a file related? sorry for the questions but thanks tho Link to comment Share on other sites More sharing options...
Fenrir Posted July 28, 2018 Author Share Posted July 28, 2018 Updated to B18 And no i didn't find any way to add this cind of modules :/ Link to comment Share on other sites More sharing options...
Dragonchampion Posted July 28, 2018 Share Posted July 28, 2018 Quick question, is this retroactive, or do you have to find new modules? Link to comment Share on other sites More sharing options...
Fenrir Posted July 29, 2018 Author Share Posted July 29, 2018 Honestly i don't know. I tested the mod with a new universe. I would suggest: Backup and test it :) Link to comment Share on other sites More sharing options...
Fenrir Posted August 1, 2018 Author Share Posted August 1, 2018 - Fixed Shield Booster Calc Link to comment Share on other sites More sharing options...
Anexgohan Posted August 3, 2018 Share Posted August 3, 2018 yeah the Distances do not work, the mining system says the range is increased to like 40km+ but the real distance is still about the same as vanilla. Any fix for this. Link to comment Share on other sites More sharing options...
Fenrir Posted August 3, 2018 Author Share Posted August 3, 2018 hmm seems to be a engine limit :/ I checked the code and it was correctly set there. Link to comment Share on other sites More sharing options...
EcoHolo Posted March 3, 2019 Share Posted March 3, 2019 V0.20.5 of game is out, is this still a working mod? Link to comment Share on other sites More sharing options...
t3mainframe Posted March 14, 2019 Share Posted March 14, 2019 Any updates? I know its not fun popping out updates so fast. I just would like the mod to know we love the work you do and to keep it up :) Link to comment Share on other sites More sharing options...
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