Avorion

Avorion

29 ratings
[2.5.2+] Xavorion: Class System
   
Award
Favorite
Favorited
Unfavorite
Mods: Mod
File Size
Posted
Updated
572.459 KB
21 Jun, 2023 @ 6:31pm
29 Aug, 2024 @ 6:46am
25 Change Notes ( view )

Subscribe to download
[2.5.2+] Xavorion: Class System

In 2 collections by LM13
[2.5.2+] Avorion eXtended - Quick Install
28 items
[2.5.2+] Xavorion: eXtended Gameplay Preset
38 items
Description
Extension and rework of Ships, including upgrades, flight model, progression and build mode ruleset.
Adapts gameplay for 8 ship classes from M1-Scout to M8-Capital, with their own stats, roles and weapons.

Part of "Avorion - eXtended" gameplay overhaul.
For more information, check "Xavorion: eXtended Avorion" mod page.


  • Save Game Altering: Yes, this mod can't be removed.
  • Ship Design Altering: Yes, do not overwrite your Vanilla ships.

Purpose of this mod:

- Replace Vanilla game approach of "bigger ship is better"
- Allow usage of mixed fleets of smaller and larger ships
- Add a purpose for all sized ships at any stage of the game
- Make it easier to build functional ships
- Class System is a Core concept of Xavorion, with all other modules built around it.

Easier build mode

Building ships is much easier, and requires less thrusters and engines to keep your ship functional.
Math behind blocks to stats conversion has been completely replaced and depends much more on ship size.

Volume of a ship defines a Class, which converts to Base stats and Top stats available.
Build mode UI displays how well your ship is built, relative to its current class.

New build system is flexible, allowing for advanced tinkering - balancing slots, durability, speeds and weapons.
New upgrades allow less advanced modifications to be made without editing blocks.

New Upgrades - Engines, Gyros, Boosters and Roles

Total of 18 new upgrades have been added to allow quick modifications, specializations and combat boosts for any kind of ship or scenario.

-Engine and Gyro upgrades can be used to revive non-functional ships, or change their flight behaviour.
-Boosters upgrades enable combat related abilities, overpowering your weapons, shields, or adding more "kick" to your engines.
-Framework and Core subsystems add a quick way to specialize your ship.

Ship Classes - Overview

All ships are automatically adapted by volume into one of 8 classes with either Light, Medium or Heavy variant.
Each class and variant defines base stats of a ship - speeds, rotation, and shield recharge time.

New ruleset is simple to follow - smaller ships have better speed, evasiveness and shield regeneration.
Larger ships are slower to fly, rotate and recharge - but tougher and capable of using powerful, long range weapons.

The fun part is, build mode is flexible enough to bend those rules.

Velocity below is a base minimal value just for reference.
Actual values depend on crew, block materials and upgrades.

  • M1 - Scout: Base: 585 m/s Slots: ~2
  • M2 - Interceptor: Base: 570 m/s Slots: ~3
  • M3 - Vanguard: Base: 440 m/s Slots: ~4
  • M4 - Corvette: Base: 270 m/s Slots: ~8
  • M5 - Frigate Base: 220 m/s Slots: ~12
  • M6 - Cruiser Base: 180 m/s Slots: ~15
  • M7 - Dreadnought Base: 150 m/s Slots: ~15
  • M8 - Capital Base: 110 m/s Slots: ~15

Xavorion-only Features

New flight model for AI
Requires Xavorion: Flight Physics, Formations

- Enables class-based flight model for AI and RTS controlled ships

New RTS gameplay
Requires: Full Xavorion Overhaul

- Smart attack controls
- Improved movement & positioning
- Formation system
- Role system, tactical combat
- Class-based weaponry & torpedos
- Improved AI

Discussions, Suggestions, Bug Reports

Questions, discussions and bug reports for full overhaul are available at main mod page.
If you have anything to ask/share but are not sure where, that's the place:

https://gtm.steamproxy.vip/sharedfiles/filedetails/discussions/2923179923
Popular Discussions View All (1)
11
28 Jun, 2023 @ 7:21am
Setting a Dedicated running with a few of your mods, to share the log
Koinzell || Souza
81 Comments
A lil Birdy 1 Sep @ 5:32am 
Hey, its there a guide on how the roll system works, is this something we can manually changed to make the ships in a fleet fly in specific formations?
Syl 30 Aug @ 5:24am 
I just cant seem to get my m6 to increase yaw and pitch, no matter howmany thrusters i add. The numbers look to change, then a couple seconds later they change back to much lower stats in yellow. Sure seems like a cap to me :/
Koinzell || Souza 28 Aug @ 3:09pm 
Wonderfull to see that you still improving the project ! its a really nice mod, thanks for the work and time youre investing in this, cant wait for the 3.0.
LM13  [author] 28 Aug @ 8:58am 
@terhun11

It's been a long time since I've checked which Xavorion mods could work as standalone,
at this point I'd suggest either using all of them, or none.

I think, in your case, is that shield component(custom code added by X), throws errors in some cases - due to missing X mods.
That would explain your issues, but that's just a guess.

I am working on a 3.0 version now, which will be just one package instead of 17+ mods, but it also means current version will stay as it is.
terhun11 27 Aug @ 6:23pm 
It MOSTLY worked before, however I found that after testing to see what mod messed w/ shields it managed to brick the class displays on everything basically. and I run a bunch of errors such as smoothflightcomponent.Lua:307, and BalancerComponent.Lua:539
terhun11 27 Aug @ 6:21pm 
I have a bunch of mods, but none that modify ships except for pirates (so ik why they were renamed)

as well as the fact that I only had xavorion class system (this mod) installed.
LM13  [author] 27 Aug @ 5:07pm 
@terhun11

Doesn't sound right, if it got disabled you would see missing icons as big black-yellow squares.

Not sure what's going on there - M4 takes around 45 seconds to fully recharge, with 25 second cooldown after damage. And even Heavy M8 Capital takes around 5 minutes max.

Did you have full Xavorion (17 mods) installed on new save? Or some other mods that could cause issues?
terhun11 27 Aug @ 1:51pm 
to clarify I understand recharge is "Slower" on bigger ships but im barely an M4 and my shield regen is basically a 40 minute adventure in itself.
terhun11 27 Aug @ 1:48pm 
Something I noticed about the mod after it somehow getting disabled on the world, it was severely capping shield regen to absurd rates on my playthrough I believe. It is the only mod currently off due to it somehow turning itself off and my shield regen is back to normal.. Is this intentional?
LM13  [author] 1 Apr @ 5:56am 
@The Last Another Crystal Wings

Editing ShipDatabase.lua values to your liking is the way to go. It's been used for servers and personal tweaks.

Keep in mind, values there are not "caps", but "base values" for each ship class.
Don't go any higher than M1-Scout speed, or below M8 - valid functional speed range has been used by default.

Removing Class System is not possible