Avorion

Avorion

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[2.5.2+] Xavorion: Class System
   
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21 Jun, 2023 @ 6:31pm
11 Jul @ 8:06am
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[2.5.2+] Xavorion: Class System

In 2 collections by LM13
[2.5.2+] Avorion eXtended
27 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://steamproxy.net/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
65 Comments
LM13  [author] 18 Jul @ 12:15pm 
@Jedithenoooblet

Glad it's fun so far :)
As for upgrades, this mod adds basic few to Equipment Docks - Engine, Gyro and Framework.
Those replace 3 upgrades from base game, few of those were limited by game to Titanium zone and above.

Full set of upgrades requires full set of mods (added by Class Upgrades, the most recent addition).
Reason was, most features required extensive changes to game - and distribution among new equipment stations.
( There's just too much stuff to fit into single one as base game does )
Jedithenoooblet 18 Jul @ 11:45am 
Thank you for the info! I decided i'd stick with just a few of your optional mods (this one included) and so far I'm having a lot of fun. Also, how do I acquire these class upgrades? Is this a feature added from another X mod?
LM13  [author] 18 Jul @ 8:42am 
Hello there @Jedithenoooblet

1. It can't be removed easily( as most eXtended mods ). NPC ships will be corrupted, your own ships will just fly as base game.
New upgrades will also turn into corrupted items.

2. Very easy, vanilla ships just work. Moving from X to vanilla usually is just about replacing thrusters with gyros, or adding more.
Great example of workshop ship built with Class System, where author made sure to check it on both games:

https://steamproxy.net/sharedfiles/filedetails/?id=3290741953

Btw.
As you are a new player, Xavorion is a pack of 16+ mods that add gameplay built for Class System.
You can try out just this mod in creative mode - but actual gameplay only makes sense with full overhaul.
Jedithenoooblet 17 Jul @ 8:41pm 
Hi, i'm new to avorion and am interested in this mod but have a few questions

1. Is it possible to remove this mod later if I find I dislike the class changes? (if I removed this mod after I added it, would it corrupt my save or just break the functionality of the ships I built with this mod?)

2. How easy is it to port designs to and from this mod? Do I need to completely redesign ships built in vanilla --> this mod / redesign ships from this mod --> vanilla?
Pteromaxylus 5 Jun @ 3:24pm 
Thankyou so much, that really cleared up a lot. I'll make sure to let my friends know why those upgrades seemed bugged.
LM13  [author] 5 Jun @ 2:40pm 
@Pteromaxylus

Calculations and ratios for Block/Mass to Thrust are much more forgiving than vanilla - and yes,
upgrades can improve ships that lack thrusters or engines(which was not allowed in based game).

Gyros are subsystem upgrades now, sold at Shipyards. Those can be used to improve or pick desired rotation style.

As for UI - the new one on the left displays correct values. It may take a second to refresh.
Original right side UI values can be wrong (those just can't be changed).

Not sure what ships you have there, but since build mode is Class based now - you're always building a relative performance for that class.
If a ship falls into M5 Frigate class, it cant ever be faster than M4 or M3.

Calculations are CPU heavy, so you can see "old" values for a second after placing blocks.
Full explanation with screenshots has been provided at in-game encyclopedia, in case you need it.
Pteromaxylus 5 Jun @ 2:22pm 
I'm porting my designs over from vanilla so that is likely the case, most of my ships are like 40% thrusters lol. Is that saying that if I had too few thrusters it would be allowed to be improved by those systems? Also you mention gyros. But I'm not allowed to make gyros, they always get automatically converted to thrusters at the same moment that my stats update to what the mod thinks my maneuverability should be. Incase that isn't clear enough, for instance when I'm placing a large thruster on the side of a ship it'll say it'll dramatically increase handling, then after placing my stats update to that value then get retroactively nerfed back down.
LM13  [author] 4 Jun @ 1:02am 
@Pteromaxylus

Vanilla acceleration and velocity bonuses cant work, so that's normal.
Xavorion engine/gyro upgrades should affect speeds - unless your ship plan is already at 100% efficiency.
Pteromaxylus 3 Jun @ 7:28pm 
Hey, my friends and I have been playing with these mods and are really enjoying them but we ran into some really upsetting hickups, none of the xavorion mobility subsystems work. They all say some number + p.p. and when you install them, you do lose energy production but clearly do not gain any handling. And all the vanilla into the rift acceleration% and velocity% are nullified by this mod. Is this an issue we caused or a normal thing?
Mister Anubis 21 Apr @ 5:24pm 
Ah okay, Thanks for the awesome mods LM!