Avorion

Avorion

[2.5.2+] Xavorion: eXtended Avorion
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dmlangston Jul 1, 2023 @ 7:07am
Early game money
Do any of you have any good tips about early game money making? I find it very difficult due to the combat changes, is trading just the way to go?

Thanks!
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Showing 1-14 of 14 comments
LM13  [developer] Jul 1, 2023 @ 7:13am 
I'm curious too : D

It should not be that hard, but I'm really interested in what you guys have figured out.

EDIT:
I'll be vague here as much as starting tips are. If that is a real issue for you - DM me.
Last edited by LM13; Jul 1, 2023 @ 7:39am
Scarlet Ice Jul 1, 2023 @ 11:13pm 
Agree, it is insanely hard even on easy mode. How can you beat enemy with at least trinium ship while you are struggling with finding titanium ore....I can't even escape from them, the enemy near my spawn spot can skill me with 3-5 shots...
FreyaTheFloof Jul 3, 2023 @ 1:16am 
i made right at the start of the game millions just with trading and together with the mod that allows to build workshops ships in the shipyard i built a ship that has shield and so on xD as soon as you have a shield early game enemies struggle to damage you but if you don't look out you might end up still being defeated ^^
dmlangston Jul 3, 2023 @ 7:27am 
After playing the mod for around a day, a method I used was mining materials to be able to afford good r-salvaging lasers. I then scrapped ships in high(ish?) tech systems to get decent combat turrets.After this, I started to raid low tech systems and sold all the stolen goods to a smuggler port.
Big Smoke Jul 14, 2023 @ 1:09pm 
Although the fleet formation system is cool and probably awesome in endgame, early game is a keyboard smashing experience of getting hard countered by swarms of xanion-ogonite corvettes hand tailored to counter your ship made even worse by the mod's increased wave spawns compared to vanilla. I was hoping this mod would give a breath of fresh air after burning out on vanilla but being soft locked from anything but mining in safe sectors and a cargo hauler loop is the opposite of fun
LM13  [developer] Jul 15, 2023 @ 3:40am 
Originally posted by Big Smoke:
...

Thanks for sharing.
There is still stuff that can and should change in mod, but it all depends on user feedback - scope of this project is beyond my ability to test anymore.

If you're willing to share some more info, what was the difficulty you've picked ?

There's much more I'd like to ask, as long as you care to share.
Early game was supposed to be action focused, moving towards rts.

Spawn waves have been reported, and will be tweaked soon. Same with threat level in some sectors.

The thing about difficulty and combat is, I'm getting mixed feedback - from too easy and too little action, to insanely difficult and impossible.

I really need to understand where is that coming from.
( As myself, playing on Vet, 1v4 combat is always a deadly threat that I like to figure out with few attempts )

EDIT/Btw:

There's also a topic of weapons, torps and upgrades, you can DM me to talk more about what you've tried, what failed to be delivered by mod etc. if you'd like.
Last edited by LM13; Jul 15, 2023 @ 3:52am
Paradoxon360 Aug 4, 2023 @ 7:30pm 
im not using all mods tomorow im adding sectors and sector gen to test things out
alreddy installed is fleet gen, encounters, classes, combat ai and the framework
didnt like the mining so revertet to default mining system weapons im fine whit the defaults

to the money issue i really dont have any becouse of the lots of defaul garbage turrets/subs ill get almost 5-6 millions on cash + have mostly 1 or 2 traders around whit at least 10k cargohold to trading

for difficult i say its spicier whit the encounter system but i play on easy in sandbox whit turrets V im building my own turrets and by saying this i always can defend my miner whit an light interceptor whit 4 guns mountet and at least 1.5 k om damage in starting sector handling a 1vs6 battle in 3-4 waves whit my light interceptor whyle my miner is doing his stuff

so in complete

Fights and encounters are spicyier than normal (but very easly for me - thanks to Turrets V)
moneyisuses none at all

sectors will be testet on next day how it adds up to my gameplay
-- need to test sectors couse on my current world i havt setcor gen on it and the merchant m-1-7 shicks comming and stuck in sector got a sector whit 700+ ships brb
but if sectors is fixing that by cleaning up then this prob should be gone

im hope that the sector gen isnt mixing up evrything couse dont want to lose the early game stages (what i am meaning by that-- well i like the first cycle where stations and ships dont have shields and the first shields appear shortly after naonite area ) hopefully the galaxy shape stays the same

btw sry for any miss writings its 4:30 am at my location :D
JackTheRedCreeper Sep 24, 2023 @ 3:23pm 
Early on if pirates are running around with higher tier ships, you simply don't fight them, you bail out asap.
@LM13 It'd be great if we had confirmation on what tier of enemies we're bound to find in each sector. Are spawns tied to the sector's minerals?
LM13  [developer] Sep 25, 2023 @ 4:29am 
Originally posted by Jaaaaaaaack:
Early on if pirates are running around with higher tier ships, you simply don't fight them, you bail out asap.
@LM13 It'd be great if we had confirmation on what tier of enemies we're bound to find in each sector. Are spawns tied to the sector's minerals?

Combination of sector materials and tech levels. ( eg. T5 Iron / Naonite should be easier than T5 Naonite ) - tech has major impact on difficulty, materials are a secondary factor.

This will not change but,

Rework of spawn system is in progress - current version generally fails to do its job.
( It will change a lot )
Last edited by LM13; Sep 25, 2023 @ 4:44am
JackTheRedCreeper Sep 25, 2023 @ 6:28am 
Thanks for the info!
Gensei Dec 28, 2023 @ 3:57pm 
Originally posted by LM13:
Originally posted by Jaaaaaaaack:
Early on if pirates are running around with higher tier ships, you simply don't fight them, you bail out asap.
@LM13 It'd be great if we had confirmation on what tier of enemies we're bound to find in each sector. Are spawns tied to the sector's minerals?

Combination of sector materials and tech levels. ( eg. T5 Iron / Naonite should be easier than T5 Naonite ) - tech has major impact on difficulty, materials are a secondary factor.

This will not change but,

Rework of spawn system is in progress - current version generally fails to do its job.
( It will change a lot )
Do you know if it is the same in vanilla? has the spawn system been reworked?
Djkid131 May 7, 2024 @ 6:52am 
Just in case anyone still has issues with early game money. One of the easiest ways to advance early without trading etc. Find big asteroids and sell them (ranges from 200k - 600k depending on faction need) you can find at least 1 big asteroid in about 1/3 asteroids belts with a chance to have up to 3 or 4 in a sector.

Easy couple of mil at the start. Then you can just buy ore and guns etc. And building knowledge. For whatever the stations can give you, aim to find at least naonite for shields. Then build your ship and buy materials as required and chuck on as many guns and etc. As you can afford / slot and you should be able to survive early game hordes no problem
JackTheRedCreeper May 11, 2024 @ 2:55pm 
Originally posted by Djkid131:
Just in case anyone still has issues with early game money. One of the easiest ways to advance early without trading etc. Find big asteroids and sell them (ranges from 200k - 600k depending on faction need) you can find at least 1 big asteroid in about 1/3 asteroids belts with a chance to have up to 3 or 4 in a sector.

Easy couple of mil at the start. Then you can just buy ore and guns etc. And building knowledge. For whatever the stations can give you, aim to find at least naonite for shields. Then build your ship and buy materials as required and chuck on as many guns and etc. As you can afford / slot and you should be able to survive early game hordes no problem

Unless they changed it in this mod, there should be a big asteroid in the starting sector too
LM13  [developer] May 13, 2024 @ 7:21am 
Thanks for posting. Claimable asteroids can spawn in start sector, but don't have to.

Galaxy generator is random, but always provides few ways to earn quick money - as long as you're willing to risk & explore.

You'll often find rich sectors during explore or clear pirates missions, but that's just one way to get early money.
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