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Wayleran

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Everything posted by Wayleran

  1. Glad you like it dude. Yeah as far as the scaled up gun sizes (which do look awesome though) there's nothing I can do about that now because it comes with the increased volumes on ships. Also the ships are all randomly generated and again I can't do anything about that but in a way it's cool to see Pirate Motherships and Xsotan ships that are menacingly large. LOL I need to tweak quite a few things, especially the economy mod. I want the amount of goods you receive from raiding to be a fun amount but not economy-breaking. I may have gone overboard with the volumes for some really expensive things, but that's because I need to see how many goods drop and then adjust it down. I want it to be where you receive maybe 1-50 large/expensive goods, like Mining Robots, but not 1000-5000... Because then after 1 raid you have 100's of millions of credits and the economy in the game is meaningless. Let me know if you find anything to be TOO intense or overkill OR if there's anything that's not nerfed enough. Balance is a hard thing to get to without player feedback. Thanks.
  2. New modpack went up today with TONS of new stuff. Feels pretty solid now but I'll still need to tweak it and maybe have a couple different versions for people who want these mods but a little less intense challenge. Anyways, thanks and let me know what you think.
  3. Hehe, I'm glad. Remember to lower the difficulty on your galaxy to AT LEAST Veteran or Normal. Normal should feel harder than vanilla "Insane". So don't play on Insane WITH these mods until you get used to it. I've found Veteran to be challenging and hard but not "scary". My intent is make normal feel "normal" and challenging but still relaxed and Veteran to really start kicking your ass... Beyond that it should get INSANE!!! ;)
  4. Yeah the modpack download is already compiled. Just unzip it and copy the "data" folder into your Avorion folder and you're good to go. The other "compilation" is just all the mods individually if you'd rather pick and choose, but TBH, I think they work best if you use them all. ;)
  5. Actually I've included 2 downloads now... The Modpack is the one that's already compiled for a single installation. The other "compilation" is all the mods individually so you can pick and choose if you'd like. But you'll need to install them each.
  6. I have an entire mod pack available now with this and many other mods. Please come check it out! Galaxy Modpack
  7. Please visit my Galaxy Modpack page for any of my other mods or to ask questions and leave feedback. This mod has been COMPLETELY redesigned to only impact raiding and not have a negative effect on trading. Previously the volumes of certain high priced goods were modified to try to curtail the ludicrous profits of raiding but this of course also negatively impacted legitimate trading. The new system of only restricting the amount of goods on "trading ships" that you destroy during raids, I feel is a better solution to the problem and has nearly no impact on normal trading. Galaxy Mod - Economy - Trading ships such as cargo haulers and salesman previous had between 50 to 500 goods on board regardless of the volume OR value of those goods. - Roughly 50% of those goods survive to be looted when that ship is destroyed which would lead to players being able to easily attain 100's of high priced goods PER ship they would raid. - To slightly counteract the extremely high profits one could attain, I have restricted those trading ships to carry only between 10 to 50 goods total. - So a player can still amass great wealth through raiding trade ships but you just have to be a bit more patient and "farm" trade routes that involve transporting valuable items such as Mining Robots or Body Armors for example. - I find this to be more fun and getting a "good haul" of maybe 15-20 goods on a kill feels more satisfying than making 10's of millions of credits in a few seconds. I would recommend you undo any changes made by the previous mod before installing this version. Simply because that of course changed the volume of certain goods and this does not. However if you liked those "volume changes" simply add the goodsindex.lua file into this mod to get BOTH effects. Galaxy_Mod_-_Economy_0.15.7.5.zip
  8. Please visit my Galaxy Modpack page to download this OR any of my other mods or to ask questions and leave feedback. I will no longer be updating this page but the mod and any new versions will be available there. Thanks, Wayleran Galaxy Mod - Artifacts I've reworked all 8 alien artifacts to be more interesting and much more balanced, instead of all being a generic +5 turret upgrade with ZERO energy cost. They're now all a different type of "legendary" tier upgrade (with some unique twists). I intend for them to be very powerful, but very costly to use and also potentially not the best-in-slot legendary. Click the spoiler below for more info: Click here to download!
  9. Please visit my Galaxy Modpack page to download this OR any of my other mods or to ask questions and leave feedback. I will no longer be updating this page but the mod and any new versions will be available there. Thanks, Wayleran Galaxy Mod - Events Many events have been reworked to be more challenging and offer more variety. Galaxy Mod - Events - Pirate Attack - Increased the variation and severity of the events and added threat levels - Scaled rewards to correspond to the difficulty of the encounter Galaxy Mod - Events - Trader Attacked by Pirates - Increased the trader's headstart so players have a chance to arrive in time - Increased the volume of the trader so it has a chance to survive until help arrives - Increased the variation and severity of events - Scaled rewards to correspond to the difficulty of the encounter Galaxy Mod - Events - Alien Attack - Increased the variation and severity of events and renamed ships Galaxy Mod - Events - Convoi Distress Signal - Fixed mission completion and removal from mission log - Scaled rewards to correspond to the difficulty of the encounter - Increased the variety and severity of the events Galaxy Mod - Events - Event Scheduler - Increased the pause time between events to compensate for the harder encounters Galaxy Mod - Events - Fake Distress Signal - Increased the variety and severity of the events Click here to download!
  10. Like I said I put a recovery up but it occurred to me that there's probably only ONE reason you're concerned about steam authentication... We all know what that is... but anyways please just ask politely and I'll do my best to accommodate anyone's requests. Thanks bud but I have done TONS of work on the "new" Systems Mod going up later today and I also reworked ALL the Artifacts too so not only are they balanced but they all do different things and are, what I'm calling, "Parasitic Upgrades". This just means they're energy use "leeches" all the energy it can while still keeping the "host" alive. :) Check later today for more!!!
  11. Hellatze, bud... I appreciate you trying out all my mods but this is the 3rd seperate occasion where you've harshly criticized them and also misunderstood them quite a bit. You also totally missed the point about this being a "Work-In-Progress" and that I'm looking for constructive criticism not just flippant responses and DEMANDS to fix this or that and "i expecting creating new system after you nerf the current system." I'm happy to make multiple versions for people to test out and try to make everyone happy, but like Blaine said, these are not MANDATORY to use and if you don't like my work please be positive and let me know and I'll work with you. I've posted a "recovery file" for you in a reply to ANOTHER similar comment you posted in my MOD PACK post here: http://www.avorion.net/forum/index.php/topic,4375.0.html Just work with me here buddy. All I want to do is add options for people who want a bit more challenge. Thanks, Wayleran
  12. Thanks for that great feedback Blaine. I did probably hit them too hard but keep in mind that it's a fine-tuning process right now. And in regards to the shield nerfs...THAT one actually is intentional. There are two shield upgrades in the game currently. "Shield Booster" gives 100%+ with literally NO downside because the energy requirements are way too low and the other, the more balanced one, is a % to % "re-route" of energy to shields. This one SHOULD and according to the comments even in the devs scripting, it appears THIS one is the one that should affect shield durability and the "Shield Booster" should be for shield regeneration and the KEY thing is that "on depletion: recharges 25% of your shields" once every 5 mins. So you should only use 1 of those and the "Energy to Shield Converter" with it's balanced % to % approach IS your option for increasing overall shields. Also I've reworked mostly ALL the systems as of today to at least have more balanced energy requirements. I mean as it is in vanilla your energy concerns and upgrade usage is never a problem. You slap in a bunch of generator blocks and never need to worry. I'm trying to eliminate this problem by making systems more costly and balanced and this will bring into play having to sacrifice ship area to MORE generator blocks and also upgrade slots can't ALL be +5 turrets anymore giving the player OP firepower or even 1 generator upgrade that's ~100% and 1 shield booster that's ~100% with trivial energy costs. I want to make it were if you want to be "tanky" you'll need to sacrifice upgrade slots to multiple "Energy to Shield Converters" that each have % based costs and less turrets/firepower....OR if you want more firepower than you shouldn't ALSO have ridiculous shield capabilities too.... And finally I want to bring the use of Energy Storage blocks and Battery Upgrades into play. As it currently stands there's really no need for either because keeping your required energy to about 25% at all times is easy to do. I want your required energy to be near full capacity and those "downtimes" when you're not boosting/fighting/jumping to be times where your replenishing your reserves into your massive battery backup. It will add a new element to gameplay. I'm reworking these a lot and stay tuned for a new version that should be up today with more changes and I'll perhaps scale the nerfs down a bit, but probably not on the generator and "shield booster" because like I said with that one, that's not the one that should be intended for increasing shield durability or else why even have the "energy to shield converters" in the game and have them be so much better balanced? But again thanks for the feedback.
  13. Really? If you're serious then all you need to do is right click on Avorion in your Steam games list and uninstall then reinstall and the default game files in the "scripts" folder will automatically be updated. I've also attached a recovery of the completely vanilla/default "scripts" to replace all of the ones I've modded in the description below. These are the scripts as they currently are as of today. I literally just did a quick uninstall/reinstall through steam (which only takes a few seconds since this is a small game install). I'd recommend in the future though to ALWAYS backup your "scripts" folder in the... ...\Steam\steamapps\common\Avorion\data\... folder. That's all you need to do. No other game files are affected by mods. Hope this helps. Recovery_Scripts.zip
  14. I've tested out the shield recharge element of the Shield Booster upgrades while writing some systems mods and using one of these upgrades actually seems to LOWER the natural shield recharging speeds. And I did test this out on a completely fresh "vanilla" build of the game. Hope this helps. P.S. - The mod I was writing was to lower the effect of the Energy to Shield Converter so it's a bit less powerful and make these "Shield Boosters" ONLY work as shield recharge and the "upon completion" effect since they have such low energy requirements. I think that would be a nice addition to the game. 2 DISTINCT shield upgrades. Thanks, Wayleran
  15. Please visit my Galaxy Modpack page to download this OR any of my other mods or to ask questions and leave feedback. I will no longer be updating this page but the mod and any new versions will be available there. Thanks, Wayleran Galaxy Mod - Systems System upgrades have been balanced to be less over-powered and require a more reasonable amount of energy. These changes DRASTICALLY improve the overall challenge of the game by requiring players to be smarter with their upgrades and use more of the game mechanics, such as batteries, etc... The three main adjustments were to the Generator, Shield and Turret upgrades. Galaxy Mod - Systems - Arbitrary Turrets - Increased the energy requirements of these systems Galaxy Mod - Systems - Civil Turrets - Increased the energy requirements of these systems Galaxy Mod - Systems - Military Turrets - Increased the energy requirements of these systems Galaxy Mod - Systems - Energy Booster - Reduced the effectiveness of these systems by 50% Galaxy Mod - Systems - Energy to Shield Converter - Reduced the effectiveness of these systems by 50% (more powerful than the Shield Booster) - Increased the energy requirements of these systems Galaxy Mod - Systems - Shield Booster - Reduced the effectiveness of these systems by 60% (due to the other bonuses of this upgrade) - Increased the energy requirements of these systems - Converted the energy usage to a % based format to balance this with the other shield upgrade Click here to download!
  16. I will work on that after I get some good feedback on baselines for things like enemy Hull/DPS and what feels "NORMAL" on normal and also the economy/goods changes I've made and the upcoming SYSTEM changes will drastically increase the challenge... So I need people to try them out, test them and most importantly CHECK FOR UPDATED MODS. Because I've already made about 3 iterations of most mods.
  17. The "GALAXY MOD" may do that but it's progressive now so it's 1x Hull and 1x DPS at the edges and PROGRESSES to the 10x Hull and 5x DPS in the center. And there's NO WAY it "still feels the same". The time it takes for encounters and the DPS increase alone is a massive difference... BUT I have an entire MOD PACK now. I have numerous mods to balance out over-powered elements in the game. I've been CONSTANTLY writing new mods and updating/balancing the others... I've tried to balance out the over-profitable raiding by drastically increasing the volume of goods so you won't get 1000's of body armors anymore for instance, maybe you get 10-50... I'm also working right now on balancing SYSTEMS so that they require MUCH MORE energy and are drastically less effective. Shield Boosters for instance are about 25% of what they were and require a lot of energy so a huge ship with 1-3 TW of energy will actual feel the loss of using all your system slots. Please don't just disregard them so easily. Give them all a shot and see what you think. I think I'm making decent progress and the game feels entirely different to me now. Thanks.
  18. Hi. I've written and am continuing to write mods to help balance combat and the economy in the game. It's coming along great but I need people to test it out. The aim of this mod pack is to balance out the game's broken systems to add a lot more challenge and fun. I have future plans for things like making upgrades require much more energy so that you can't just load up on shields and turrets and trivialize the game. And the mod pack already has progressive enemy hull and dps as you get closer to the core. Also to balance raiding I've simply increased the volume of all goods so that neither you nor stations/cargo ships can have nearly as much. I mean having 5000 body armor drop on 1 raid and selling them for 500,000,000 credits is game-breaking. Now you may get lucky with 10 dropping along with other things. But just letting everyone know and looking for input. -- Galaxy Mod Pack -- Thanks, Wayleran
  19. Galaxy Modpack 0.15.7.5 (download at the bottom of this post) Update 1/26/2018: Version 0.15.7.5 - The Economy Mod has been re-integrated and COMPLETELY redesigned so it now only impacts raiding and has little to no negative impact of legitimate trading. - Trading ships will now carry less goods overall and therefore yield less profits, however players can still "farm" high value goods (like Mining Robots or Body Armors) by paying attention and finding good trade routes and simply waiting on more trade ships to enter the sector. - Pirates have had their hulls and dps slightly increased after the last version of the mod nerfed them a little too much. I'm fine-tuning things like this to find a balance between making enemies more challenging while also not adding "grind" to the game. - Both Pirate Attacks and Convoi/Fake Distress Signals have also had the number of enemies that spawn slightly modified. Some harder encounters may have 1 or 2 more enemies than before, while easier ones are still the same. - Alien Attack events have also been adjusted to have an extra ship in most cases and the sizes of the Xsotan Reavers, Dreadnoughts and Motherships have also been increased because they too were nerfed too much in the previous version of the mod. Update 1/22/2018: Version 0.15.7.4 - Both shield upgrades have been reworked to offer DISTINCTLY different benefits so a player will likely want to have at least 1 of each equipped. - Shield Boosters now require less energy but also have less "Shield Durability" and always have "Shield Recharge Rate" with the possibility of the crucially important "Upon depletion: Recharges 25% of your shield." bonus! - Energy to Shield Converter upgrades are now THE way to get higher end "Shield Durability" benefits. In vanilla they offered little benefit over the Shield Boosters, but now both are different and work well together. - Turret upgrades have been reworked to require slightly less energy, but are still costly at higher rarities to balance out end game dps potential. - Alien Artifacts now have no energy costs, except for the turret and shield related ones. - Added "+2 unarmed" to Artifact IV so it's now +5 armed, +2 unarmed. This change was to keep it valuable even compared to a normal "+5 turret" counterpart. - Artifact V is now a +60%/-35% Energy to Shield Converter which is slightly more energy efficient than a normal legendary upgrade with that Shield Durability bonus. - Some Pirate and Xsotan ships seemed to be a bit TOO big and fights were slightly more tedious than they were fun. So some of those ship's volumes were modified slightly to still offer longer encounters and challenge while not being too "grindy". - Slightly increased the volume of spawned "traders" in the "Trader Attack" and "Convoi Distress Signal" events so they were able to survive a bit longer and give players time to "save" them. Also the spawned trader ship in the Trader Attack event will spawn more towards the center of the sector with the pirates usually trailing behind "on their tails" so it will be easier for players (and even alliance ships) to come to the rescue instead of having to fly too far out first. To install mods: 1. Backup your "...\Avorion\data\scripts" folder. These files are the ONLY ones affected by mods so you can easily revert back to vanilla at any point by replacing your scripts folder with your own backup. You can also simply uninstall then reinstall Avorion through Steam to revert back to vanilla. Your saved ships and galaxies will not be affected. 2. Copy the "data" folder(s) from the mod packages into your "...\Steam\steamapps\common\Avorion" folder and overwrite the default files when prompted. Mods included in this Modpack Galaxy Mod - Enemies All enemies in the game have been reworked to be bigger and stronger. Normal will feel more intense and higher difficulties will ramp up dramatically! - Enemy hull size is increased by 2x - Enemy DPS is increased by 4x - Modified all individual pirate ship stats to make them more formidable - Normalized the volume of all Xsotan ships to other normal ships (from .5 to 1x) - Normalized the DPS of all Xsotan ships to other normal ships (from .75 to 1x) Galaxy Mod - Events Alien Attack - Increased the variety and severity of the events - Renamed and added additional Xsotan ships (Hunter, Reaver, Dreadnought and Mothership) - Reworded the warning messages for each of the 4 encounters to give the player a "clue" on what's about to arrive Convoi Distress Signal - Fixed the missing "Mission Complete" message - Mission will now properly be removed from your mission log upon completion - Scaled rewards to correspond to the difficulty of each encounter - Increased the variety and severity of the events Event Scheduler - Slightly increased the pause time between events to compensate for the harder encounters Fake Distress Signal - Increased the variety and severity of the events Pirate Attack - Increased the variety and severity of the events - Added "Threat Levels" to encounters to indicate not only their difficulty, but also their rewards - Scaled rewards to correspond to the difficulty of each encounter Trader Attacked by Pirates - Increased the trader's headstart so players have a chance to arrive in time - Increased the volume of the trader so it has a chance to survive until help arrives - Increased the variety and severity of events - Scaled rewards to correspond to the difficulty of each encounter Galaxy Mod - Economy - Modifies the amount of goods that cargo ships are carrying to a randomized amount between 10-50 back and forth from enemy stations - Roughly 50% of the goods being carried will "drop" from destroyed ships so players can still have fun and profit from raiding but also need to be patient and find good trade routes to "farm" - This will limit raiding profits while not negatively impacting legitimate trading - You can still however destroy stations but once you do they won't respawn, so I'd recommend restricting yourself to only raiding cargo ships Galaxy Mod - Systems System upgrades have been balanced to be less over-powered and require a more reasonable amount of energy. These changes DRASTICALLY improve the overall challenge of the game by requiring players to be smarter with their upgrades and use more of the game mechanics, such as batteries, etc... The three main adjustments were to the Generator, Shield and Turret upgrades. Arbitrary & Military Turrets - Increased the energy requirements of these systems exponentially to balance out end game player DPS potential - Low tier upgrades still require a small amount of energy while high tier upgrades require increasingly more Generator Upgrade - Reduced the effectiveness of these systems by 50% - Players will be forced to use more generator and energy storage blocks in their ships to compensate Energy to Shield Converter - Reduced the effectiveness of these systems by 50% - These systems are more powerful than Shield Boosters but lack the other bonuses - Increased the energy requirements of these systems Shield Booster - Reduced the effectiveness of these systems by 80% due to the other bonuses of they provide - Increased the energy requirements of these systems - Converted the energy usage to a % based format to balance this with the other shield upgrade Alien Artifacts - I've reworked all 8 alien artifacts to be more interesting and much more balanced, instead of all being a generic +5 turret upgrade with ZERO energy cost. They're now all a different type of "legendary" tier upgrade (with some unique twists). I intend for them to be very powerful, but very costly to use and not a best-in-slot legendary. Version History Update 1/21/2018: Version 0.15.7.3a - I've streamlined and fine-tuned my mods and I think they're in a pretty good state now. - In addition I've removed the "Economy Mods" from the package because I felt the impact of them was minimal and a lot of people were either not using them or had legitimate concerns about them making the game and acquiring credits feel a bit too "grindy" and I agreed. So now I'm focused on balancing combat and improving events, etc... - I'm also only releasing 1 download package with the individual mods for separate installation. - I've also added an "optional" mod to remove all AI fighters because they are buggy and cause a lot of problems. - Install the "No AI Fighters" mod last so it overwrites the "Xsotan" mod correctly. -- Old Versions -- Galaxy_Mods_0.15.7.5.zip
  20. Just an FYI, the new version no longer simply increases shipVolumeInCenter and turretsInCenter anymore it's more progressive as you get from the edges to the center. I'm working on ways to fix these issues you've all brought up currently. I haven't even needed to use the equipment vendors because I've gotten more than enough turrets as drops thanks to the increased rewards in my other mods and also I've written a new version that scales DPS 1x at the edge to 5x in the center AND hull size from 1x at the edge to 10x in the center so BOTH are progressive. Also raiding/(making billions killing other factions for goods) has always been a problem that breaks the economy.... To counter this I've found a semi-decent solution by simply increasing the volumes of all goods to more appropriate levels. This way when things drop they have a more reasonable volume restriction for not only stations and cargo ships, but also for you. So for instance a station/ship will no longer be able to carry 1000's of " war robots" that were only size 8 yet sold for around 100k EACH!!! One raid would yield 10's of 1000's of high priced items that could easily net you 100's of MILLIONS... It was game-breaking IMHO... Now a "war robot" still has approx the same value of around 100k, but the size is now 185 instead of 8 so neither you nor the cargo ship or station can carry 1000's so you'll still make some good money, but in a fun way not a ridiculously broken way.
  21. I updated the mod. Instead of a flat DPS multiplier, it will go progressively from 1x in the outer rim to about 2.5 in the middle and then around 4x in the very center! Much better now because before in the early stages it was too hard and then in the later stages it got too easy. This is a perfect balance now I think.
  22. I'm not quite sure I understand what you mean, but I am writing a "Pirate Attack Mod" that will have 10 different types of encounters with Threat Level 1-10 and scaling rewards (money/rep/items) to correspond to the difficulty. And I also did the same for the boring "Distress Signal" and "Trader Attacked by Pirates" events that aren't worth doing. I added variation and scaling rewards along with fixing the bug where the mission didn't show as "accomplished" upon completion of the distess signals. They'll all be up soon.
  23. Remember if you already have a galaxy created I'd recommend backing it up and changing the server difficulty to perhaps normal or veteran at first until you get accustomed to it. To do that go to your Avorion settings folder which you can find at: C:\Users\<YOUR USERNAME>\AppData\Roaming\Avorion\galaxies... AppData is hidden by default of course so you won't see it under your User folder until you un-hide it. Then in the galaxy folder open the server.ini file in notepad and change the difficulty to normal (-1) Server Difficult Settings in server.ini: Beginner: -3 Easy: -2 Normal: -1 Veteran: 0 Difficult: 1 Hard: 2 Insane: 3 Let me know if you have any questions.
  24. Please visit my Galaxy Modpack page to download this OR any of my other mods or to ask questions and leave feedback. I will no longer be updating this page but the mod and any new versions will be available there. Thanks, Wayleran Galaxy Mod - Enemies All Enemies: - Enemy ship volume is increased by 2x - Enemy ship DPS is increased by 4x Pirates: - Modified all individual pirate ship stats Xsotan: - Normalized the volume of all Xsotan ships to other normal ships (from .5 to 1x) - Normalized the DPS of all Xsotan ships to other normal ships (from .75 to 1x) Click here to download!
  25. BTW, the pirategenerator.lua only affects a few events like fakedistresssignal.lua, clearsector.lua (wipe out pirates missions), pirateasteroidfield.lua, and the pirates who spawn with spawnswoks.lua, for example... You need to modify the asyncpirategenerator.lua too for a lot of the other events that spawn pirates... I've got a really good handle on all the scripts and am working on a BIG set of mods to make the game feel intense but manageable on normal, as it should when you can of course easily get 4-5mill shields going with medium size ships and an upgrade. The mod will be posted soon.
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