Avorion

Avorion

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[2.0] - (SDK) Overhaul - Ship & Station Generation
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File Size
Posted
Updated
451.174 MB
24 Oct, 2020 @ 4:24am
10 Nov, 2022 @ 9:30pm
22 Change Notes ( view )

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[2.0] - (SDK) Overhaul - Ship & Station Generation

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Description
                                                If You Enjoy This Mod:
                                                            
Description:
This Overhaul replaces the Ship and Station Generation in the game and adds several features. Additionally, this mod comes with several default ships and station designs that were provided by other community members. The goal of this mod is to make the universe feel more realistic and have more depth. The default scaling of the game and distribution of station and ship classes made combat become stale quickly and reduced the overall replay value. This mod will also make stations feel like actual stations.

Discussions: (Links):
Since the comments can get really hectic to keep track of feedback I ask that you use look at the Discussions area to use one of the current Discussions or Start a new one.

Content:
This mod is fully functional for release and works, but it is under content development still. The parts that are under development are all additional content such as more ship and station designs, added AI scripts, new boss designs, and much more... Please let me know what you think as you play. I'll be using your feedback to develop more content.

Extra Downloadable Content:

Overview:
  • Redesigned the Ship and Station Generation.
  • Global Ship & Station Designs if no Faction Pack is used.
  • All Sizes of ships will spawn though out the galaxy now.
  • All Station Sizes have been increased to provide the feel of real stations. (In the first picture, the Ship at the dock is a Slot 15 ship)
  • Additional Custom Designs may be added using the Extension Mod (linked below).
  • Various Event and Mission Updates (Just One At The Moment)

Ship Overhauls:
All Ships will now use Global Designs.

Xsotan:
The Xsotan have been reworked from the ground up. Their mechanics, spawn rates, ship designs, weapons, and abilities have been updated. The below list is an overview of the changes made:
  • Two new ship classes: Latchers and Annihilators
  • Various class ships can become Quantum types based on the difficulty of the game.
  • Incubators (Carriers) contain 12 fighters total.
  • Summoners share all minions in a sector to prevent flooding the sector.
  • Summoners can summon Hunters, Decimators, Annihilators, and Reclaimers.
  • Reclaimers act like Summoners, but they only summon Latchers.
  • Summoning speed, and the number of minions is adjusted based on game difficulty.
  • Ship sizes are adjusted base on the difficulty of the game.
  • Minions are not marked as Minions but their normal ship class
  • The closer to the core you get the Larger the Classes of Xsotan you will encounter.
  • The Wormhole Guardian & Prototype will always be made of Avorion, and maintains a static size. Only the damage values change.
  • Insane difficulty should now feel insane...

Military Ships & Carriers:
Military Ships and Carrier have the ability to spawn any class of ship in ANY region of space. So you can see Titan class iron ships near the start sector. All Military ships have been broken down by their volume in the new Generator to the classes listed below.

Military Ships:
  • Scout
  • Corvette
  • Frigate
  • Destroyer
  • Cruiser
  • Battleship
  • Dreadnought
  • Titan
Carriers:
  • Support Carrier
  • Fleet Carrier
  • Battle Carrier
  • Dreadnought Carrier
  • Titain Carrier

Civilian Ships: Miners, Freighters, and Salvagers
I have broken Civilian ships down into 3 volume classifications: Light, Medium, and Heavy. The smallest Cargo ship by design is 5 slots and all Cargo ships have a basic level of turret defenses. All sizes of these ships will spawn throughout the galaxy.

Station Overhauls:
  • Station Sizes Greatly Increased
  • Station Boarding is Harder (But Worth It)
  • All Stations have a Minimum of 28 Arbitrary Turret Slots
  • Various Crew members on stations are 2.5 to 10 times more effective.

Event/Mission Overhauls:
  • Updated "Lady Adventurous". She now has three types: Combat, Cargo, and Miner

Highly Recommended Mods (Clickable Links):

Updates:
Update #5 Part 1 has been uploaded. Please see the Change Notes or the Discussion on it for more information.

Additional Credits:
I want to say thank you to the following people for supplying ship and station designs for this mod. Please stop by their workshop and subscribe to them. (Will update with direct links to their profiles soon)
  • Black Disciple
  • Arakiss
  • SivCorp
  • FELDruebe
  • Zajc212
  • Nyancat
  • Drazhill

Discord: Avorion Community Developers (Click To Join)
[discord.gg]
Join the discord to provide feedback, suggestions, or to report bugs. - Shadow Doctor K
Popular Discussions View All (17)
87
10 Aug, 2024 @ 11:56am
Feedback - Balancing
SDK
24
30 Jan @ 8:49am
Remove ship explosions
Ra
9
11 Nov, 2022 @ 2:24am
No Xsotan
Matari
353 Comments
Trinium 9 Sep @ 8:46am 
well the transfer vessel missions are broken now
Baka yellow 5 Sep @ 12:05am 
May be causing problems with turret merchents and fighter merchents.
OldPayphone 27 Aug @ 6:07pm 
This applies to the enemy ships too only having around 23 Omicron (firepower). It's like this mod wasn't tested during the beginning of the game which his weird. It's like you have to install this mod when you reach mid game for it to properly work.
OldPayphone 27 Aug @ 6:03pm 
Designs look great, but every fight (at least at the beginning) takes like 20 minutes. The enemy ships have like 20k HP and 10k shields, so your starter weapons doing like 10 dps is horrible and battles are a slog. Unless this gets re-balanced for early game, I'm going to have to unfortunately uninstall this mod.
Fryskar 9 Aug @ 11:38am 
I'll have to repeat what has been said, very early to early game the enemy hp is busted. Using peashooters which deal maybe 20dps vs >12k hp ships isn't exactly fun.

Also the deathzones appear to invalidate having ai controlled follower ships as well as salvaging for most of it.

But the designs look great.
Cade Stirling (Riley) 25 Jul @ 1:15pm 
i am actually having the same concern as Fleeb_Meister. using other weapons, such as cannons and rail guns do such little damage that again more pirates show up.
ships have WAY too much health, and at starting a game, these fights take FOREVER x.x
{SoR} Blackfire1 26 Jun @ 10:48pm 
Hi. There is a bug where equipment dock tabs go past the window and thus aren't select-able. Any idea how to fix?
Twi'lek_Smuggler 6 May @ 8:29am 
This is a truly great overhaul mod and thank you to those who worked on it!
I really hate the death clouds from stations and ships, since my AI Captains don't avoid them.
"Yay we won! Hay, why did 9.. No 12 capital ships just auto die?"

A bit of tinkering and I found a fix. In the mod's SDKBackgroundSectorManager.lua, if you go through and change all the rads to 0, no more clouds. :)
Fleeb-Meister 26 Mar @ 4:35pm 
What a strange mod, while I admit the ships look great, and the stations are gorgeous, I have to wonder why at the start of the game, shielded ships are warping into the sector equipped with pea shooters to do battle with defender ships who ALSO have pea shooters in fights that take upwards to 20 minutes to play out.

The fights go on so long that 2 more pirate raids took place. What's worse is when I actually took one of those ships down, it just began to explode, denying me salvage (and blowing my ship up)

I don't really understand.

Looks great though!
PhoQT00b 18 Feb @ 9:14am 
AVENTUS when you create a game go to the settings and change EVENTS to a lower number. The higher the number the more events, like pirates or Xsotan