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These ship never become hostile to you even if you attack them or capture them, they never shoot back at you and the rest of those ships in system do not bother you no mater what
a way to exploit this is you go to that system attack a station until those ships warp in as reinforcement, (but do not do anything). And you can capture the biggest ship that your crew can take, go and repair it , delete it for a good amount of profit. rinse and repeat
If you repaired it at the repair station that you used as your reconstruction site, the repair are free
No risk taken, the only loss are some of the boarders that died capturing the ship
Swoks spawn was left as Vanilla, not sure about a mission?
AFAIK that boss was always a random encounter in empty sector.
If a mission fails to spawn over and over, server error logs would be needed.
In that case, I'd need some details posted at "[Bugs] Report Thread"
Upgrades module [data/scripts/systems/*]
coresubsystem.lua @ Line 359 (Core Module: Hauler)
lootrangebooster.lua @ Line 104 (Transport System: Collector)
transportersoftware.lua @ Line 104 (Transport System: Trading)
You'll find lines:
FMath.Lerp( _Alpha, 0.1, 0.5 ) * Unit.KM
which read as "from 0.1 km at Petty to 0.5 km at legendary"
We have the mission with the pirate boss, but as soon as we jump into the target sector, no one is there.
Weaponry module at [data\scripts\TurretsDatabase], contains turret groups like "CombatArtillery.lua". You can edit all weapon parameters there.
Look for lines:
Range = 28 * Unit.KM,
But keep in mind, all turrets have Barrel type variations, some are hand tweaked there, others treat that range as base value that is automatically changed for each barrel type ( ex. Burst is 0.5x )
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 :)