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  2. # Player Empire Conquest System ## Concept Introduce a system that allows players to form and manage their own empires based on alliances. Each empire becomes a persistent strategic entity that can expand, wage war, and control territory across the galaxy. --- ## Core Features - Create empires from alliances - Define a capital sector - Claim and manage territories - Maintain economy and upkeep - Gain levels and progression bonuses - Interact through diplomacy and warfare --- ## Sector Conquest ### Requirements A sector can be captured only if: - It is adjacent to an owned sector or connected to the capital - No active defending stations are present - No active defending ships are present ### Capture Phases 1. Assault — attack initiated 2. Contest — holding the sector 3. Capture — ownership transfer 4. Consolidate — stabilization period --- ## Economy and Stability Each empire has: - Treasury and upkeep costs - Stability per sector and globally - Influence based on owned sectors - Penalties for: - disconnected territory - unpaid upkeep - unstable regions --- ## Galaxy Map Integration ### Empire Conquest Mode - Territory coloring on the galaxy map - Visual indicators for: - capital sectors - contested sectors - sectors under attack ### Sector Tooltip Sector: X:Y Empire: MyEmpire Type: Capital Level: 2 Territories: 5 Stability: 82% Linked to Capital: Yes Capture: Phase: Contest Progress: 47% Remaining: 05:12 --- ## Diplomacy Empire-to-empire relations: - War - Hostile - Neutral - Allied Affects: - Capture permissions - Interaction rules between players --- ## Gameplay Impact - Adds a structured endgame layer - Enhances PvP and large-scale conflict - Makes the galaxy feel dynamic and reactive - Provides long-term strategic goals --- ## Risks - Increased server load due to periodic updates - Potential for abuse or griefing without safeguards - Balance considerations between NPC factions and players --- ## Possible Extensions - Dynamic NPC empires - Sector events (rebellions, invasions) - Empire fleets and command systems - Tax and resource management systems - Deeper integration with sector economy --- ## Summary This system introduces a persistent strategic layer that transforms Avorion into a large-scale territorial sandbox with emergent gameplay. Translated via ChatGPT I made some of these features into my own mod, but I think many people would like to see it in the game as part of the game itself.
  3. switched to the beta branch on steam, it has the same issue (I just realized beta branch is the same as main rn 🤦‍♀️) clientlog 2026-03-23 14-07-06.txt
  4. yes, unfortunately. Latest client log, I just opened the game and waited about half a minute until it stops responding (didn't even click anything). Maybe an issue with graphics settings? I attached the latest log + my current client.ini and settings.ini clientlog 2026-03-23 14-02-08.txt client.ini settings.ini
  5. In your steam library list, right click Avorion, click Properties, then "Game Versions & Betas".
  6. Does the problem still occur with version 2.5.13?
  7. I agree with this, personally. I'd love to go back and see old Avorion versions, especially considering I started the game at around 2.1.1. I wanna see what it was like!
  8. Check your cargo bays. Did you just come out of a fight which destroyed some of it? Is your bay full? Then check your transporter software. Does it allow fighters to pick up ores and stuff? If all else fails, make a new ship and test it on that if you can. It could be a ship thing
  9. I've never seen the Xsotan Invasion before. What is it exactly? Like i know an invasion but why is it annoying? I have 185 hours playtime
  10. I found a pirate occupied sector and I want to raid it. How do I... y'know, cut it off from the rest of civilization before leaving it in ruins?
  11. I first played Avorion back when ZiggyD did his videos on the game. YouTube says that was 8 years ago. I loved that version. Steam says I played about 400 hours. I would like to play it again, but the oldest "beta" available right now via Steam is at least a year newer, and has already drifted away from the tight, FPS-in-space feel of the older version. I would be happy to pay for an "Avorion Classic" from that earlier period. I've long felt that the game should have split off and gone for an Avorion 2, with its X3/X4 feel of space station ownership, fleet management, etc. In any case: access to the pure, unadulterated early version would be greatly appreciated.
  12. I'm on Windows 10, AMD Ryzen 9 7900, RX 9070XT Trying to run the game on the RX 9070XT it runs flawlessly about a little less than 1 Minute, then stops using gpu (in taskmanager) at all (freezing) and stops responding (still hear the music and it doesn't close on its own, just stops responding) I've been successfully running it on integrated graphics, but sometimes the graphics drivers have a little hiccup and refresh the screens (go black and return) and this immediately causes the same hangup as waiting one minute using the TX9070XT the latest log (22-22-35) is when running on dedicated graphics, the (22-09-15) log is from when i ran on integrated and got that graphics driver hiccup clientlog 2026-03-12 22-22-35.txt clientlog 2026-03-12 22-09-15.txt
  13. Beta Branch Note: These changes are currently available on the beta branch. The beta branch is for testing experimental changes and for finding and fixing errors. This is how you get access to the beta branch (USE AT YOUR OWN RISK): Right-Click on Avorion in your Steam list, Properties -> Betas -> Select branch 'Beta Branch - Newest Changes & Experimental Features'. Rendering [UBR] Added a workaround for a rendering freeze that could occur primarily during Rift missions with AMD cards on Windows A visual distortion effect is now disabled for some AMD cards If you had render freezes or crashes in Rift missions before, please test this beta and report your results in our Discord (channel #beta-feedback) Bugfixes [UBR] Fixed a crash when entering build mode after externally modifying the folder structure for saved templates (when templates were placed in the quick bar)
  14. Hey everyone, If you own an Avorion server, you can add or claim your listing and start building out your page with things like: Server banners Custom descriptions Player votes Community reviews Server ranking visibility A better way to help players find your server Our goal with ServerRanks is to make it easier for players to discover active, quality communities, while giving server owners a free way to promote what they’ve built. If you run a Avorion server, now is a good time to get listed and start growing your visibility. Why list your server? Help more players find your community Build trust through reviews and votes Show off your server with a clean custom listing Stand out from other servers Why use ServerRanks? Free to use Built to help both players and server owners Great for visibility, community growth, and server promotion You can check it out here: ServerRanks.com If you already run a Avorion server, feel free to add it and start building your page. We’d also love feedback from the community on what features you’d like to see added over time. Thanks.
  15. Lag Fix & Rotation Speed Fix Beta Branch Note: These changes are currently available on the beta branch. The beta branch is for testing experimental changes and for finding and fixing errors. This is how you get access to the beta branch (USE AT YOUR OWN RISK): Right-Click on Avorion in your Steam list, Properties -> Betas -> Select branch 'Beta Branch - Newest Changes & Experimental Features'. Networking [UBR] Fixed an issue that could cause lag / rubberbanding in certain situations, especially: Singleplayer with Steam offline mode LAN Multiplayer In rift sectors and sectors with many enemies Gameplay A station's fighters can now perform harvest command sector-wide UI Subsystems can now be removed from disabled slots in the Ship Menu (e.g. after scaling the ship to a smaller size) Removal depends on the same rules as removing from activated slots: Permanent upgrades will be destroyed unless you're close to an equipment dock Bugfixes [UBR] Fixed an issue where ship rotation speed was reduced when having high FPS Fixed an issue where dismissing crew could break the tutorial Fixed an issue where Black Market Trader Missions would not behave as intended in territories owned by factions the player is at war with [UBR] Fixed an issue where the window of an active supply factory command could show outdated information or information from another ship [UBR] Fixed an issue where fighter subsystems' bonuses would not be displayed correctly in build menu stats [UBR] Fixed camera animation shown when entering rift moving through big player ships Fixed an issue where changing slider values in shipyard's build ship menu with the mouse wheel would not work correctly Fixed an issue where shield buffs would not be reset after successfully boarding a buffed pirate ship Fixed encyclopedia search not being able to match "co-op" entries [UBR] Fixed an issue where commands would be issued through open windows in strategy mode [UBR] Mod uploader no longer uploads files or folders starting with a dot (e.g. ".git") Dedicated Server Runner: Fixed an issue where the freeplay settings window and the troubleshooting window would only be partially visible (UBR = User Bug Report)
  16. I'm looking for any support to override the generated names that are complete gibberish. Is there any way to override the code that generates names and create your own name lists in the same way you would Stellaris and similar games?
  17. QoL & Bugfixes Gameplay (Into The Rift) Acid Fog environmental effect is less severe now Overall damage is slightly reduced; maximum damage has been halved Affected material progression has been shifted towards the center of the galaxy, so that there is more of the next safe material available in nearby sectors Rift Research Data loot is now marked when using an object detector Scannable radiating asteroids change their color back to normal after being used Added a visual indicator when ships are getting damaged from radiating asteroids Quantum Xsotan now stay closer to the fight Activated wormhole generators are now highlighted and shown in Strategy Mode's sector overview Quality of Life Added preview for new mass and new number of subsystem sockets when scaling ship in Build Mode (in Modify Whole Ship window) UI Strategy Mode: added message beacons, sector renaming beacons and marker buoys to sector overview Added "delete word" functionality to multiline text boxes (Ctrl+Backspace and Ctrl+Delete) Input dialog windows (e.g. ship renaming) can now be confirmed with "Return" Photo Mode now has HUD buttons to exit Photo Mode and to show/hide the Photo Mode window Performance Optimized spawning multiple Xsotan at once The game will still have a short performance impact when spawning new ships, but it should be much better now Optimized cleanup of overlapping blocks when importing a craft/template/turret Scripting API Added new function WaveUtility.createXsotanWaveAsync(namespace, callback, ...) that allows for async generation of predefined groups of Xsotan this function's spawning behavior is exactly like the existing WaveUtility.createXsotanWave() even if you do not want to use the callback parameter, the namespace parameter has to be given in order for the internal callback structure to work Added Sector():dropTorpedo(...) that drops a torpedo as loot at the given position Bugfixes Fixed an issue in Build Mode where undoing ship scaling would result in lost turrets Fixed an issue where marker buoy messages would not be shared between all permitted players Fixed an issue where rift mission cargo would not be removed after ending the mission Fixed an issue where objects in rifts were not scannable by player drones (using the player drone in a rift sector is not recommended, though) Fixed an issue where Build Mode's subsystem socket icons would not update correctly when changing ship size [UBR] Fixed an issue where ship building progress was no longer visible at the shipyard after saving and reload [UBR] Fixed an issue in Free Play settings (when creating a new galaxy) where the unlimited maximum ship size checkbox was incorrectly disabled Fixed an issue where camera would jump when entering Photo Mode if Cruiser Steering Mode was active Fixed an issue where some HUD buttons were visible in Photo Mode [UBR] Fixed Turret Build Mode requiring Titanium building knowledge to build [UBR] Fixed Turret Build Mode showing additional unavailable block types if player is missing some building knowledge [UBR] Fixed several issues in torpedo tutorial [UBR] Fixed rift teleporter being boardable [UBR] Fixed an issue where the tooltip of dropped loot is showing in a wrong position when using a custom UI scale [UBR] Fixed casino not showing up in the encyclopedia's goods glossary (UBR = User Bug Report)
  18. Can you test 2.5.11 (beta)? Does the problem occur with 2.5.11 as well? If it does, less often or about the same as with 2.5.10?
  19. More clearer background texture, starry sky, and more interesting planets. The ship can make a long time, but the longer playing time is monotonous and the limited repetitive environment is the most dirty person ...
  20. sometimes i like to have a specific amount of fighters on my ships, i would like to see a simple limiter for the number of fighters that the ship will produce per flight.
  21. QoL & Bugfixes Beta Branch Note: These changes are currently available on the beta branch. The beta branch is for testing experimental changes and for finding and fixing errors. This is how you get access to the beta branch (USE AT YOUR OWN RISK): Right-Click on Avorion in your Steam list, Properties -> Betas -> Select branch 'Beta Branch - Newest Changes & Experimental Features'. Gameplay (Into The Rift) Acid Fog environmental effect is less severe now Overall damage is slightly reduced; maximum damage has been halved Affected material progression has been shifted towards the center of the galaxy, so that there is more of the next safe material available in nearby sectors Rift Research Data loot is now marked when using an object detector Scannable radiating asteroids change their color back to normal after being used Added a visual indicator when ships are getting damaged from radiating asteroids Quantum Xsotan now stay closer to the fight Activated wormhole generators are now highlighted and shown in Strategy Mode's sector overview Quality of Life Added preview for new mass and new number of subsystem sockets when scaling ship in Build Mode (in Modify Whole Ship window) UI Strategy Mode: added message beacons, sector renaming beacons and marker buoys to sector overview Added "delete word" functionality to multiline text boxes (Ctrl+Backspace and Ctrl+Delete) Input dialog windows (e.g. ship renaming) can now be confirmed with "Return" Photo Mode now has HUD buttons to exit Photo Mode and to show/hide the Photo Mode window Performance Optimized spawning multiple Xsotan at once The game will still have a short performance impact when spawning new ships, but it should be much better now Optimized cleanup of overlapping blocks when importing a craft/template/turret Scripting API Added new function WaveUtility.createXsotanWaveAsync(namespace, callback, ...) that allows for async generation of predefined groups of Xsotan this function's spawning behavior is exactly like the existing WaveUtility.createXsotanWave() even if you do not want to use the callback parameter, the namespace parameter has to be given in order for the internal callback structure to work Added Sector():dropTorpedo(...) that drops a torpedo as loot at the given position Bugfixes Fixed an issue in Build Mode where undoing ship scaling would result in lost turrets Fixed an issue where marker buoy messages would not be shared between all permitted players Fixed an issue where rift mission cargo would not be removed after ending the mission Fixed an issue where objects in rifts were not scannable by player drones (using the player drone in a rift sector is not recommended, though) Fixed an issue where Build Mode's subsystem socket icons would not update correctly when changing ship size [UBR] Fixed an issue where ship building progress was no longer visible at the shipyard after saving and reload [UBR] Fixed an issue in Free Play settings (when creating a new galaxy) where the unlimited maximum ship size checkbox was incorrectly disabled Fixed an issue where camera would jump when entering Photo Mode if Cruiser Steering Mode was active Fixed an issue where some HUD buttons were visible in Photo Mode [UBR] Fixed Turret Build Mode requiring Titanium building knowledge to build [UBR] Fixed Turret Build Mode showing additional unavailable block types if player is missing some building knowledge [UBR] Fixed several issues in torpedo tutorial [UBR] Fixed rift teleporter being boardable [UBR] Fixed an issue where the tooltip of dropped loot is showing in a wrong position when using a custom UI scale [UBR] Fixed casino not showing up in the encyclopedia's goods glossary (UBR = User Bug Report)
  22. Problem solved! Updating the drivers for my external audio interface (Minifuse 2) fixed the crash. The game now launches and runs perfectly. Thank you for the accurate diagnosis about the audio issue!
  23. On first glance the stack trace looks like an issue with audio. Can you try to reinstall audio drivers? If you are using your mainboards onboard audio, try using the newest audio drivers from the mainboard manufacturer website. You can also try to change the default audio device (for example if you have onboard audio and another audio device for sound over HDMI) before starting Avorion. Please report back what you try and if one of those steps fixes it. If the problem persists, tell us more about your audio device(s).
  24. Subject: Game crashes on startup with EXCEPTION_ACCESS_VIOLATION during script loading Game Version: actual steam OS: Windows 10 GPU: NVIDIA GeForce RTX 4060 GPU Driver: 581.81 CPU: AMD Ryzen 7 5700X RAM: 16GB Problem Description: The game consistently crashes during startup with an EXCEPTION_ACCESS_VIOLATION error. The crash occurs during the script initialization phase, after basic graphics and system initialization are completed successfully. What I've already tried: Installed latest NVIDIA Game Ready drivers (clean installation with DDU) Installed/updated Microsoft Visual C++ Redistributables and .NET Framework Verified game files integrity through Steam multiple times Completely uninstalled and reinstalled the game Tried various launch parameters (-windowed, -safe, -nosound, -disablepreload, -force-opengl) Reset all configuration files (deleted settings.ini) Ran the game in Windows compatibility modes Disabled fullscreen optimizations Performed clean boot to eliminate software conflicts Reinstalled OpenAL manually Error Pattern: The game initializes successfully until the script loading phase, then crashes with: text Thread 1 Error: EXCEPTION_ACCESS_VIOLATION Thread Name [28]: Lua WorkerPool Thread 3 The crash occurs consistently at the same point in the initialization process, regardless of graphics settings or launch parameters. Additional Observations: Graphics subsystem initializes correctly (OpenGL 4.0 context created) Window creation successful OpenAL context creation shows error, but crash happens later during script loading Game doesn't respond to -nosound parameter (still crashes) Standard troubleshooting steps haven't resolved the issue Complete log files attached. Question: Has anyone encountered similar startup crashes in version 2.5.10? Are there any known issues with script initialization or Lua worker threads in the current version? Any guidance would be greatly appreciated. Thank you! clientlog 2025-11-24 19-51-49.txt
  25. I fire it from any range, in tube 1, by pressing G, nuclear type, other types tried too. Adventurer just says dang, and gives me another torpedo. Can't complete. Most annoyingly, it resets you to targeting the adventurer, so if you're not carefully watching, your next torpedo target is him. This has been an issue for years. This tutorial, imo, should be removed or overhauled, since it has been a nuisance for a long time. I just want it off my mission list, personally.
  26. In the Turret and Inventory screens there are options for Rarity, Material, DPS DPS/slot, but there is no option to sort by range. This will be helpful if you are building a short medium or long range attack vessel so you can scale the range of your equipped weapons. For example, If I want a missile boat with some long range shooting capability I want to make sure that I dont have to fly too much closer before I can reach, or if I have a vessel that has high damage close range weapons I will want to look for similar weapons for that style of combat.
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