Avorion

Avorion

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ferncamper Aug 12, 2023 @ 1:58am
Searching mod to reduce production time of fighters
I search for a mod which is reducing fighter production to 10 secnds for the low tier ones up to a maximum produciton time of 30 seconds for the high tier ones.

In my opinion the producition time is redicoulsly high if you only play for 1-2 hours per day you can not really enjoy fighter play because after a big fight when you loose fighters you always will have a very unpleasend down time.
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Showing 1-15 of 17 comments
. Aug 12, 2023 @ 2:58am 
https://steamcommunity.com/sharedfiles/filedetails/?id=2040620529&searchtext=fighter that makes fighter 10x cheaper , the less the cost the less the production speed you can also modify the value without a mod if you go in your steam folder where avorion is go into data>scripts>lib>inventory item price >function FighterPrice(fighter) but its better just to modify existing mod so you dont have to search the values yourself ( not sure what the cap on production is but else you need a lot of production blocks and not sure what the cap is i think 1-2 minutes)
Last edited by .; Aug 12, 2023 @ 3:00am
ferncamper Aug 12, 2023 @ 3:04am 
Thanks for the fast answere. Unfortunately this seems not to work like you explained it. Cheaper means only if you designe your own fighter it do not cost (like in default game) 1+mio. The lower price doesnt seem to influence the production time if so its 100 times more dump as i thought it is, because with this mod ( i have it already installed) a cheap Naonite mining fighter still need 8+ minutes to build which means in default game it would build for 80 minutes....
ferncamper Aug 12, 2023 @ 3:08am 
The modifying the game files option seems also not to work i read a post in redit that someone tried that and production time+ still was 10+ minutes. Blocks are oviously a also rediculous solution because you would than need a cube big like a small planet to reduce prduction time by a few minutes.
. Aug 12, 2023 @ 3:11am 
my bad the mod only seems to affect fighters bought , i gonna look a moment
. Aug 12, 2023 @ 3:16am 
function FighterPrice(fighter)
local value = ArmedObjectPrice(fighter)
if value <= 0 then
value = 100000
end

if fighter.type == FighterType.CrewShuttle then
value = value + 40000
end

local baseValue = value * 0.125 that would make it 10x cheaper ( try setting it to 0.05 or so and see how it goes)


its line 113 in inventoryitemprice i assume thats for merchants/factory
Last edited by .; Aug 12, 2023 @ 3:18am
. Aug 12, 2023 @ 3:24am 
https://steamcommunity.com/sharedfiles/filedetails/?id=2875009536 this is also a mod i used but modified because they were to fast , the price reduction is includet you can also just adjust the maximum hp they can get so there atealst a bit more durable against anti fighter ships ( there is also a mod for increasing the range from 3 km up to 22.5 km but its also just a single line you would need to change )
Bobucles Aug 12, 2023 @ 4:06am 
Fighter production time is pretty goofy. Instead of the good ol' system of "x build effort divided by build power", it's a flat clock "x clock time minus time bonuses".

The former allows any amount of build power to give a considerable bonus to fighter production. The latter is extremely asymptotic. Half your effort is spent doubling production speed, and half more effort spirals to the production cap. Always cap out your production speed, and do not bother with any lesser effort.
ferncamper Aug 12, 2023 @ 4:06am 
I modified the value you mentionded to 0.05 nothing happens with production time. Also I build in a module into my ship which eats up one slot and says in the descripiton it would reduce production time by more than a minute but that has also no influence.... i guess they break it and this for years some of the posts in other forums i found were 3 years old where people complain that nothing they do reduces the production time... but maybe i have some luck here and someone (maybe a developper) can explain why they messed up the production time like that... it should be simple like 10 seconds for iron 20 for titanium 30 for nanonite and so on but in late game 10+ minutes where enemies shoot half of yourh fighters which than means a down time for you from several hours.... and no a production station is not the solution i dont want to fly always duzens of jumps through the galaxy back to my production ship/station... its only a game not the real life....
. Aug 12, 2023 @ 6:53am 
did you use a new galaxie to test the changes or a safefile? it could be if you used a mod you installed its not loaded into the safefile...else if it didnt change anything its might somewhere else but pretty sure those changes affect something
rickcarson Aug 12, 2023 @ 9:42pm 
I added some faster build time to the appropriate xsotan artifact (number 6?), but not excessive (e.g. in-line/balanced with other reds and purples), and noticed that that made quite a big difference. So then I would load up the station with multiple hydra systems, each of which chops off 2-3 mins.

Another thing I experimented with is multiple _massive_ blocks of assembly - millions of credits worth.

Even without the massive blocks, with a bunch of hydra systems I can get a build time in the low two minute range.

---------

The problem is though, that as soon as I add a second line of (fighter) production, the build times shoot up.

So instead of building one fighter in 2 minutes, I can build 2 fighters in 15 minutes. Bwuh???? ¯\_(ツ)_/¯

Allegedly the formula makes sense, but adding a second work queue making everything worse seems ... counterintuitive.
rickcarson Aug 13, 2023 @ 5:31am 
I think there might be a different kind of 'sweet spot' - e.g. the game doesn't want you to have more than one line of production, but that causes a problem of do we want to have to keep going back to clear out that queue? But wait! Let's say you're building mining fighters, if you send out the mining ship for a 1 hour mission then a single queue needs 12 fighters to fill up, and then if you can get a build time of 5 mins per fighter (which should be relatively easily doable without twiddling any game files), then you can send the ship on the one hour mission, when it comes back swap into it and load up another row, then send it out for another hour (rinse and repeat ad nauseam (or five times if you don't have any extra hydras on the ship))

It's 'optimal' - but you're optimising something kind of weird, e.g. minimal effort into making the fighters pump out fast (hence only one row), and then minimal player effort (only swap in once per hour ... and if you send the ship on the mission from adjacent to the station it'll return adjacent to the station).

Maybe it's optimising for 'laziness'?

Maybe it wouldn't be too hard to get two production queues going with ~5 minute build times, but it might involve hucking a couple of mil (or even 10-20 mil) of assembly blocks at the station for the privilege.

The point being that if you're going to spend that much just on assembly, you're probably better off building a second station?

-------

TLDR: maybe we're looking at it wrong, maybe the problem is that we want to have multiple lines of fighter production, and if we just accept that having one is waaaaaay better than two or three then maybe that'll take a lot of the pain out of building fighters quickly???

???

(NB: I could be grossly and radically wrong, if so I apologise)
Miss Incarnadine Aug 14, 2023 @ 12:09pm 
The minimum production time for a fighter is 1 real-time minute, or 10% of its base production time. If it takes 45 minutes base, it'll take 4.5 minutes minimum - that reduction includes any hydra subsystems installed, as well as massive assembly blocks.

Your best bet for producing (non-garbage) fighters quickly and being able to replace them as needed is to have a couple of stations producing them. That way if you ever lose fighters, you can just head back to one of your stations and replenish to get back into action. The station will start producing again while you're playing.

I have long suggested that fighter factories should provide a boost to production of a docked ship's fighters, but ♥♥♥♥ knows why the devs don't want to make useless stations actually useful.
ferncamper Aug 15, 2023 @ 7:26am 
Thanks for the answeres. I also dont know why dev decide to fit games to the 2-3% full time players which also have additional time to complain about the "easyness" in forums so that the game will be even more patcht to the disappointment of "normal" players. You can monitor this in many games this days.
Weaver Aug 15, 2023 @ 11:57am 
They do it to fit the current industry standard of 99.9999% waking moments devoted to gameplay, for some reason. I don't know when, but the gaming industry decided to hard-left straight into ALL THE GRIND ALL THE TIME.

If I had to hazard a guess as to why the fighter production times were altered in such a way, it would be "a balancing issue" which is code for "we just don't want you replacing them during combat."

So we get to wait three days IRL for a full hangar instead, only to see them automatically and instantly wiped out against literally any enemy. Nice.

I will restate my opposition to hardcapping and AGAIN recommend making it expensive to achieve instead of mathematically impossible. Let the players sacrifice one function for another. Let them create. Let them strategize.
Last edited by Weaver; Aug 15, 2023 @ 11:59am
ferncamper Aug 16, 2023 @ 2:20pm 
I start using mods to fix fighter durability/survivability, which works fine. I also installed op weapon mods because the poor standard weapons are ♥♥♥♥♥♥♥♥ against motherships or carriers from pirates. Even with phasers which deal op damage its sometimes hard dot fight pirate mothers ships or insane waves of highlevel pirates. And from my experience in the past i know that it is best to imediately dock all fighters if you engage a mothership, or you will loose 30% of them. My impression for such changes in production speed is that some deves , which are responsible for turret mechanics and such , had complains about fighter mechanics and so it gets changed. A nother laughing matter are the torpedos. 99% of them are getting shoot from defense systems. I which my ships defense systems would do the same good job ;-)...
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Date Posted: Aug 12, 2023 @ 1:58am
Posts: 17