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There's no need to use commands for this. Order of material knowledge does not matter - its the amount of knowledge you have.
You can check player menu, one that displays "achievements", to see which material knowledge you've missed.
You can get Ogonite as your first material if you want - but when it comes to ship size and slots, its as if you were at Titanium level.
There's no cheating or balance issue here - mod was designed to allow going in arbitrary order.
Only with Quests like Hackatron or mechanics that are given?
Quest lines are broken, and cannot progress (without cheats). You can enable black market, just expect some issues.
So I turned it off in steam even though it seemed to work with turned off (I had some serious gamebreaking bugs and had to shut down everything extra).
Is it safe? I kinda miss box hacking and without dlc I can't use Shadow Injector module. Or it's only quest lines?
Apologies, I misunderstood your question.
Easiest way to get full information, after Scout command/faction map usage, is to chain jumps to potentially interesting sectors.
Primary purpose of M1 - Scout ships with Scout Core modules is to do just that, as its easy, fast and cheap.
You don't have to pilot a scout yourself, just give orders from galaxy map.
That part will also change in 3.0
1. Ok, kinda understood at least this part.
2. This melts my brain. "Exploration" gives basic info but does it gives info about Economics on that sector (not stations)? It's confusing cause it would only generate economy (if it can) only when I click on it on the map. So "Exploration" is not really helpful.
My issue that Exploration doesn't fill up info or better word "indexing" economic info for quick search in bar on map screen. I have to click on each scouted sector and sometimes I'm out of reach or nebula blocking. Or I need to scout it with merchant?
1. Yellow blips outside faction area ( aka deep space, or no man's space ), largest belts can generate up to ~5 claimables.
2. Scanning is not generating that sector, just picking basic information that's known for sure.
Economic stations are displayed as "???", since there's no way to predict what will be picked before generation.
Displayed resources/nebula indicate what kind of economic stations can be found there, or built.
So, in a way you get "full" information about a sector.
This is all new, and did not exist in vanilla - and will change with 3.0 release of Xavorion.
1.How do I find claimable asteroid easiest way?
2. Yellow Ping either have asteroid belt or salvage or some junk. If I press on it it starts to loading/generating that sector to tell me resources there but until I do that I wouldn't be able to tell what's inside meaning exploration missions are giving about 25% info like there's a shipyard and a bunch of "???????" to scout again. Meaning quick search on M(map) won't bring full results.
Salvage guy scouts salvage, Miner - mining belts.... But like what's type of stuff could be extracted there like Coal or Nebula....?
That's confusing. And yes I build ultimate scout ship and throw a bunch of sector scanners and radars.... unless I missing something. I played vanilla so long time ago I forgot what system was there. Like "Big object spotted there" and yep 99% it's claimable.
Xavorion 3.0 is under development, current 2.5 version will be preserved as is on workshop, just like 1.3.8 was.
No ETA, we'll see how long it takes to finish.
Target major feature is an extension to player economies and station founding,
also a github release and modding framework documentation.
In sectors with tech level 10+, these are easier to find the closer you get to the center, but low tech sectors still appear. You've probably missed few of those before reaching that area.
Thanks!
Repair Docks and Shipyards enable removal of permanent upgrades. Also, they sell upgrades
Ah that explains a lot... The only weapons I have right now are burst so I have to get way closer than I normally would... Fun... Thanks for the info
Only Burst weapons penetrate shields. Those are only used by Assassin role ( AS-F ), or xsotan randomly. It's the shortest range/lowest accuracy type of weapon - shouldn't really be a problem unless you're brawling or ramming.
Boarding works as vanilla, so any default behaviour should apply here.
@Juan_Domingez .Srg
Not sure what happened there, we usually use Quick Install or eXtended Gameplay Preset collections.
@Tant
Ah, that's a bug that needs fixing. Thanks
You'll need "1.0 Orders And Looping" from recommended mods collection for fixed mining loop command.
By default, vanilla mining is used - which depends on captain missions.
@Rémm Yuss
No way, weapons are a part of class system.
Even if we could revert to vanilla, it wouldn't make much sense.
Progression may take a while to "click" after playing vanilla.
It's really about a class system and builds, not resource grind.
Yes, works with current 2.5.7
@Elga
There's something missing from X mods or conflicting with version/other mods. Please verify you have all X mods enabled.
Blank UI on turrets means an error, and details should be present in your client.log file.
@JadedChris
Economy is dynamic, you will find profitable routes but those change and run dry quickly.
Overall, income is balanced - getting couple of mils isn't as much as you'd think.
If you need extra challenge, try eXtended Gameplay Preset and higher difficulties.
Is there a way to get the mods runs properly with all except the weapons changes? or all of the mods are MUST HAVE to have it run properly
Hello there. Could I ask you to start a new discussion here:
https://steamcommunity.com/sharedfiles/filedetails/discussions/2923179923
I don't want to spam notifications for everyone, since we'll probably need to exchange few posts and logs.
Fighters work fine unless you meet heavily defensive enemies, M*-Ca or M*-CIW ships.
Those roles will shoot down most fighters and torpedos in their PDs range.
You can watch "Carrier Combat" video linked at the top to see actual combat setup.
Going full carrier is an option, with long range fighters and some bomber squadrons.
Adding escort ship works better though.
@Alpharius
Thanks! Really glad it works like that :)
https://steamcommunity.com/sharedfiles/filedetails/?id=3434546627
Working on single and serv. 100% of the mod should be translated but users gonna tell me anyway. Would modify description when i have time :)
thank you for this awesome mod
Hey, thanks for asking.
Sure you can, I'll pin it to localization collection if you don't mind.
Hello there, glad you liked it enough to try full overhaul.
Weapons here are completely new with replaced sound effects, at least most of them.
So SFX replacement may not change much, but will work where it can.
Any tweaks to weapons, like rate of fire, are not needed and won't work anyway.
Real Stations mod, not sure how it works, can't check its files yet.
Try adding it to X save after you've seen how new stations work, just to be sure.
(I expect no issues, but you never know)
In general, I'd recommend starting fresh with just Xavorion, checking out new stuff, and only then adding other mods.
Keep in mind, you need to start new save file with X, and most modules cannot/shouldnt be removed or disabled.
Question I does you mods list above play nice whit mods that replace sound effects, music, or weapons speed?
I also use real captions an stations. I saw your mod adds and changes upgrade modules would I have any issues here good sir?
Freeplay settings have no impact here. Only game seed provided on galaxy creation.
Still, rare material sectors can appear near starting area.
Those only make game harder, unless you've removed Mining overhaul.
Subsystem slots have no impact on speed. Only block volume & mass.
For ships above M6(Vanilla cap), you still can boost rotation by 60% with Gyro upgrades,
same applies to speed and boosting.
Current default balance won't change, but it's very easy to tweak,
and has been done already for some servers.
All balancing data can be found in a single file:
[ClassSystem\data\scripts\ShipBalancer\Lib\ShipsDatabase.lua]
where every ship class has simple parameters like so:
Data.Pitch = 0.7 * 0.5
If you need help in creating your own mod tweak, let me know.
Just keep in mind, those values are not "hard caps",
but base values boosted further by crew and upgrades.
It doesn't make much sense to hinder larger ships to extreme, when proper placement of thrusters are being used. I can double or triple the amount of thrusters in those sections and it won't change the "hard cap" values this mod seems to make all ships of size 12 and up use.
Any consideration for a little re-balancing of this? Not every ship should be equal when it comes to movement, especially if you are set up for it. It's one thing to have some giant battleship / star destroyer hulking around and being slow, but different if you have another config of the ship that is set up with extra thrusters and gyro systems.
SDK and X can't work together, unfortunately.
Both make lots of changes as overhaul mods, so really there's no way of mixing them.
It's possible to add new upgrades to X, but someone would need to re-create that Refinery Bay upgrade.
To be fair, gameplay was supposed to depend on order loops to refine ores.
I'm not planning any new content right now, but I'll keep that request in mind.