Avorion

Avorion

[2.5.2+] Xavorion: Weaponry
127 Comments
LM13  [author] Nov 27 @ 8:19am 
@Koinzell || Souza

Infinite pirate spawn was fixed a long time ago, it should not happen anymore.
But I've seen someone mentioning issues with one of extra missions, the result was infinite pirate spawn.

As long as you're seeing 10-20 ships per sector, things work as intended.
If i remember correctly, start sector at higher diffs was allowed to get regular pirate events,
so I'd expect some seeds and cases where that might happen too often.
Koinzell || Souza Nov 27 @ 5:49am 
@LM13

Well, havent seen them in a while so i guess youre right, i'll update you if i find anything. thanks!
Different question, is the infinit pirate wave spawn still a thing ? my home sector is being attacked by pirates since forever.
LM13  [author] Nov 27 @ 2:33am 
@Koinzell || Souza

I've seen those just a few times, my only guess is that those are coming from Black Market DLC.
No idea why though, there's nothing in code about them and vanilla turrets shouldn't even spawn.
Koinzell || Souza Nov 26 @ 8:33am 
Hello there LM13, just made a fresh install of Xavorion using your preset collection and im having a problem with mostly the Denfese turrets being named "1%2%3%4%5%6%7%", running the game in english, any idea of what could be causing that ?
LM13  [author] Oct 25 @ 9:17am 
@<CH> R O L T O W N

For RTS you'd want carriers with PTL bombers, regular ship AI performs poorly with any coaxial weapon - not even sure if that's something that can be fixed with mods.

You may get some result with Burst PTL mounted forwards as the only turret on that M3, that's probably the best we can get from non-fighter AI.
<CH> R O L T O W N Oct 25 @ 9:08am 
Figured out bombing runs manually with M3s, its cool. Can i somehow make it RTS bombing runs to make it an M3 bombing fleet? ISo far it looks like the AI handles PTLs really bad. Tried with formations and engine upgrade, but its not wokring well. Or AI bombers are just carrier fighters?
<CH> R O L T O W N Oct 23 @ 5:57am 
We are just outside at the barrier, but yeah we are using the faction packs. Looks like we still have to understand how to make a well built fleet and weponize different ship classes. I think we probably stil lhave the vanilla mentality in ship building then. Thanks for your help, will check the encyclopedia.
LM13  [author] Oct 23 @ 4:59am 
@<CH> R O L T O W N

Part 2:

Also, Trinium weapons have bonus damage - Ogonite is only good for recoil reduction, like adding cannons to smaller ships. Other than that - it's a waste of space.

There's a bit of information about tactics and weapons at in-game encyclopedia, if you havent seen it already.
LM13  [author] Oct 23 @ 4:56am 
@<CH> R O L T O W N

I'd try counter-physical armor and Heavy RBE's with Bombers or Bomber squadron(carrier fighters).
Boosters and Engine upgrades to let your fleet get at close range ASAP. You need critical hits to take down a Capital ship.

I assume you're using faction packs, which add a lot more health to enemies, and you're inside barrier right?

That is the end-game area, and M8s can carry experimental weapons ( Rainfire LRM in this case ). This was supposed to be difficult every time at Veteran+ with faction packs.

There's no meta for this scenario, and you really need a balanced fleet with different builds (upgrades + weapons).
<CH> R O L T O W N Oct 23 @ 4:27am 
Umm, how am i supposed to create/find weapons that can beat an M8 G MLRS? My tech 44 ogonite M8 weapons deal barely 1% of its health and it is oneshotting every single ship it targets.
LM13  [author] Oct 12 @ 4:35am 
@kirb

That looks more like a mod conflict or broken installation.

Point Defense laser is the strongest PD but still it's only good against fighers and torpedos, with damage never exceeding few hundreds omicron.

While single combat turret can easily have 5k+ DPS or 20k+ burst damage, not counting coaxials, lasers and railguns which have much larger damage.
kirb Oct 12 @ 3:17am 
Actually, scratch that, the numbers are just flickering rapidly on the tooltip. PD weapons also seem to just be better than normal weapons in every way. VASTLY higher DPS with no downsides.
kirb Oct 12 @ 3:14am 
is there a reason some PD weapons take like 30+ crew
LM13  [author] Sep 18 @ 4:01am 
@ArisenSolution2

Proton Torpedo Launcher (PTL) - a special weapon type usable by carrier fighters (called bombers in this case), or manually in a small and fast ship.
ArisenSolution2 Sep 18 @ 2:00am 
I see the change about bomber squadrons, is it a certain weapon type or a special station? I'm slowly getting back into this.
Brendan||nabnerB Sep 13 @ 3:52pm 
@LM13

I will check the Vsync/frame limit as i currently have no cap on so my FPS is upwards of 200.

Thanks for all your hard work with this mod! I know avorion is very niche and its great to see passion projects for it despite that!

Looking forward to the 3.0 Xavorion release!
LM13  [author] Sep 13 @ 3:34pm 
@Brendan||nabnerB

This is really strange and shouldn't happen.
The only issue that I've seen with seeker LRMs is that some projectiles failed to hit their target.

I have a full weapon rework planned for Xavorion 3.0, so that's something I'll need to check. Thanks

Out of curiosity - have you tried setting up VSync or Frame Limit on Avorion?
There are some known issues with high frame rates, maybe it could be related.

As for bolters, yeah - currently those are "special" type of weapon that only exists as coaxial.
This is going to change for 3.0 release
Brendan||nabnerB Sep 13 @ 2:32pm 
@LM13

Thank you for the reply!

Im noticing that any missile system that ISN'T coaxial is not locking onto targets or seeking them at all. The game just kinda shows the default "aim here" lead indicator for LRM, MRM, and SRM that are not coaxial. Even with autofire on the selected turret its not tracking or adjusting the missiles, just kinda spamming them at the Vanilla lead indicator causing most of them to miss or desync and give ghost hits.

When building turrets in the turret fac adding or removing target cards doesn't seem to apply any stat changes to the turret at all, no matter how high or low you go on them. I have the latest versions and am running ONLY your recommended mods and required mods.

I have also noticed that all Bolter turrets are ONLY coaxial, regardless of size of turret or "ship class". Is that intended?
LM13  [author] Sep 11 @ 3:09am 
@Brendan||nabnerB

Target Lock is the same as vanilla "Seeker" modifier, LRMs should work the same as initial SRM turret you start with.
Is there a chance that LRM was created at turret factory with no targeting cards? Other than that, all LRMs really should track currently selected target.

As for guidance system, it's named like this to include other type of targeting, like velocity based for PTL.
Coaxial just means it cant rotate, regardless of projectile guidance type.

Optimal range is related to accuracy only (and probably shouldnt be displayed for seeker weapons).
Brendan||nabnerB Sep 9 @ 3:54pm 
@LM13 I have a bit of confusion about the missile turrets and systems. Some of the turrets in game have the modifier for "Guidance system" like "target lock" while others have Coaxial listed for tracking. I understand how Coaxial works, but what does the tracking mean? what does "guidance system" mean? I have turrets that have target lock but they don't seem to track anything, even with the enemy ship targeted.

For example:
Gattling LRM-6-GA
Material: Xanion
Guidance system: Target Lock
Range: 28km
Optimal Range: 4km

Targeting an enemy ship in range and the turret starts firing. Granted its Gatling so its just a massive spread of missiles, but it seems none of them track anything. it just shoots like a normal turret. No special indicator that its tracking, no curve in missile trajectory, no adjustment. Its like shooting a normal cannon. Is this intended? does the target need to be at "optimal" range to have tracking?
Marcus Peenix Jul 10 @ 5:25am 
any servers that run this modpack i can join that are hosted?
LM13  [author] Jul 9 @ 3:32am 
@captain_cael

Something is missing, or you've got other mod that is incompatible ( like SDK ).
I'd recommend using one of preset collections at main mod page - either Quick Install or Extended Gameplay - it is really easy to missclick a checkbox with all those mods
Atchitutchuk Jun 16 @ 12:29pm 
Did just beat the game on insane, enjoyed it much more than vanilla. The only downside was a random xotan in a random sector with about 20 10 slot cannons and 158 million dps, which just ate my main ship and one capital before I could destroy it.
captain_cael May 18 @ 1:05pm 
i think i am missing something but when i enable the mod and start a new game all the icon in some menus are broken and don't display. i am missing a requirement?
LM13  [author] May 5 @ 4:32am 
@RDMLTRS

Just M1 and M3 launchers are coaxial, that's below tech level 18.
RDMLTRS May 4 @ 2:12pm 
Hey LM13,

Are all the Missile Launchers supposed to be coaxial?
LM13  [author] Feb 28 @ 3:01am 
@Malachi

You can add modded weapons, but can't remove new weapons or combat system.
DLC stuff should still appear if enabled - we just can't modify/fix it.

If you prefer Vanilla, there's only CombatAI , Formations and FlightPhysics working there.
If you want to tweak X, check main mod page for collections, difficulty tweaks, or mod compatibility discussions.
Palad1n Feb 27 @ 2:51pm 
@LM13

Is it possible to use some of the Xavorion mod parts with vanilla? For example, because of the major difference in weaponry that Xavorion has, would it be possible to have all the other parts of the mod in play, and just remove the weapons entirely?

The goal would be to have Xavorion and allow the factions / AI to use vanilla / modded weapons, thus allowing players who have the DLC able to use the Rift weapons and Black Market rewards.

Our group is enjoying many parts of the Xavorion overhaul, but may be looking to dial things back a little so wasn't sure if this was possible.
LM13  [author] Feb 26 @ 10:02am 
@Malachi

Ah, yeah, faction packs add extra difficulty and much stronger ships at late game.
It's interesting that railguns work, as they were supposed to be "same" as lasers.

I'll take a closer look at this.

As a side note, that deathray is the actual name of that laser.
It was meant to vaporize capital ships(M8) at close range, but its a capital class coax.

Other than that, laser stats you've posted look fine, actual damage should go around 500k per "charge",
but I'll try to test more around late game with faction packs.

Many thanks for detailed feedback
Palad1n Feb 26 @ 6:47am 
Most of the players have resorted to rail guns, which seems to be the main go to weapon now over everything else, simply because we feel there are few options to contend for real dps.
Palad1n Feb 26 @ 6:46am 
@LM13

Thanks for the reply! The lasers from the enemy side then seem to crit often, at least the ones on the M7/M8 versions, and it looks like some sort of thick deathray at times. When I look at these lasers we can build (not in the core yet, so talking at highest, tech 38-42 we have found) the DPS of these lasers come out at around 32-48k, with 1.6 second use, and 24+ seconds recharge.

When we use these lasers, they don't do any real damage against M6,M7,M8 ships for some reason. I think part of that issue may be because the server I am on is using some ship mod packs, some of them toting 3-4m hull strength alone.

It would be nice to find a balance with the lasers, and perhaps even another variant that can be used like a pulse laser but turret abled (not coax). and even a variant more akin to phasers.
LM13  [author] Feb 25 @ 1:03pm 
@Malachi

Just checked lasers, It's probably worth considering to buff them a bit.
Still, DPS value is not as important as hit damage and crits.

NPCs are using exact same RBE lasers, unless you've met enemies at tech 48+ inside barrier (unique, drop only)
Lasers depend on critical hit damage, and currently scale to nearly one-shotting same class enemy with single turret.
Coaxial weapons are mostly usable by small ships that depend on speed and shield regen, usually up to 50k in durability.
Proton torps only work if you can manage their "skill-shot" with small ship.

You've mentioned 1M hull ships - those are usually late game, M6+ class.
At this point, you should have access to at least HPE plasma weapons and SRM-5 launchers.

As a reference from Normal difficulty, a ship that is nearly invulnerable by itself before reaching barrier:
> 7-slot M4 Corvette with 600k HP and 43k DPS
> 2xRBE-5 & 2xSRM-5
Palad1n Feb 25 @ 11:17am 
The group I am playing with is using this modpack, and so far it feels like we are being pushed to use Coax weapons. There are not many good options for turret weapons, and laser weapons are completely useless.

lasers are giving very low dps, with 1sec or less of fire time, and then 15-20+ seconds CD.
Proton torps are OP, with 2-4m+ dmg
Enemies are using some sort of mega beam that is 1 shot most ships, even with 1m hull and shields, no idea what this is.
Would love to see more laser turret options, similar to the phaser beams we have seen in other mods, with reasonable use time and CD.
Revontulet Feb 16 @ 6:21pm 
Whatever weapon you added that fires guided yellow orbs, it has CRAZY pushback and sends even my medium-sized utility miner-salvager ship spinning out of control. Definitely needs to be tweaked.
LM13  [author] Feb 2 @ 2:34am 
@CooP

Cannons are defined at:

/data/scripts/TurretsDatabase/CombatArtillery.lua

If you want to change damage, look for lines

ShotDamage = WeaponTTK.ToDamage( 8, _CounterClass, 0.75 )

- First number ( 8 in this case ) means - seconds of continuous shooting to destroy normal target.
Lower == higher damage.

Note, cannons have "Barrel Tweaks" section - damage listed there overrides "Damage & DPS" section located earlier in scirpt file.
CooP Feb 1 @ 1:46am 
any way to change some of the cannon damage numbers because they are doing ♥♥♥♥ all damage at the moment where is the module located
LM13  [author] Nov 1, 2024 @ 3:48am 
@Ra

X supports other weapon/upgrade mods. Assuming you're using full overhaul.

You'll find modded items at Trading Stations under "Imported Turrets" shop tab.

If you've got a turret/upgrade mod enabled - and it's not showing up there - then it cant work with X.
Ra Oct 31, 2024 @ 8:07pm 
Is the Arsenal Extension mods compatible with this at all? i know its unlikely but i thought i'd ask
LM13  [author] Oct 29, 2024 @ 4:32am 
@AAA萨依拉龙息碳烤坦克虫

SDK mods that don't require "Shadow Lib" should be compatible.
Not full SDK overhaul, submods only
SPC H.Nidhogg [Bot] Oct 28, 2024 @ 4:24am 
Can add compatibility with SDK's mods?
LM13  [author] Jul 10, 2024 @ 4:53am 
@香取型練習巡洋艦2番艦

Recent patch lowered fighter speed to 600. Try creating new fighters at Fighter Factory - existing ones cant change.
Klukai Jul 9, 2024 @ 6:19pm 
airplane speed 1200 is too high to land properly.
need to land 2-3 times after the fight

any suggest ?
BubblesTheMister Jun 25, 2024 @ 1:59am 
Thanks its working
LM13  [author] Jun 24, 2024 @ 4:16pm 
@BubblesTheMister

Should be fixed now, thanks
BubblesTheMister Jun 24, 2024 @ 4:06pm 
thanks for the fast answer man, appreciate it
LM13  [author] Jun 24, 2024 @ 4:05pm 
@BubblesTheMister

Got it, a bug that came with 2.5.2 update... sigh...
Thanks, I'll fix that asap
BubblesTheMister Jun 24, 2024 @ 3:58pm 
i created a new save and still doesnt work and used that collection: [2.5.2+] Avorion eXtended
BubblesTheMister Jun 24, 2024 @ 3:07pm 
i used the turretbuilder mod but didnt use turrets created by that
LM13  [author] Jun 24, 2024 @ 2:49pm 
@BubblesTheMister

Sounds like a bug or mod conflict - you don't use any other mods that change turrets or turret factories right? I'll need to check
BubblesTheMister Jun 24, 2024 @ 2:17pm 
Turrets of class above M3-Vanguard cannot be mounted on a fighter. Thats the message i get when i try turrets like that