Avorion

Avorion

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[2.5.2+] Xavorion: Sectors
   
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1.192 MB
21. juni 2023 kl. 18:34
1. juli kl. 5:55
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Abonner for at downloade
[2.5.2+] Xavorion: Sectors

I 2 samlinger af LM13
[2.5.2+] Avorion eXtended - Quick Install
27 genstande
[2.5.2+] Xavorion: eXtended Gameplay Preset
38 genstande
Beskrivelse
New galaxy generator, extending gameplay with Economy Types, Natural Resources, new stations and more depth for exploration.

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.

Procedural Sector Generation

Avorion sector templates have been replaced by procedurally generated sectors.
Those differ in sizes, shapes and content - based on natural resources and type of local economy.

New generator has been tweaked to offer galaxy-wide unique sectors, and unexpected situations.

Inner Faction Areas
- Much safer than other regions, with faction wars and pirate attack being rare
- Largest population and station density, offering best trade opportunities
- Natural resources are actively mined by factions, resulting in lower resource availability
- Higher population can result in NPCs competing with players for trade routes and asteroids

Outer Faction Areas
- While safer than deep space, outer regions can be controlled by pirates and attacked by other factions.
- Population is much smaller, with less stations available
- Natural resources are more available, and less likely to be actively mined by factions
- Competition with NPCs is small, and trade routes can be more profitable than in Inner regions

Deep Space
- Most dangerous regions, usually populated by Pirates and Xsotan
- Extremely valuable sectors can be found in those regions

Extended Exploration

It's unlikely that you'll find two similiar sectors. Each will differ in rarity, tech, economy, resources, prices and many other factors.
As content changes with faction regions, each playstyle should be rewarded by manual exploration.

Natural Resources

Mineable and extractable resources are specific to certain sectors, with Economies built around those resources.
It is not possible to gather non-existing resources anymore.

- Gas extraction depends on Nebula, with 3 different types composed of different elements
- Mines depend on asteroid belts, with 5 different types composed of different resources
- Buildable materials are part of natural resources, and differ greatly between sectors and regions

Sector Economies

There are 9 types of economies in Xavorion, each with different types of stations and goods.
Mixed types of economies can be found, depending on natural resources of a sector.

- Those add a predictable way to identify sectors of interest
- Certain types of stations can only spawn in their related economies
- Local and regional prices are affected by economies, making each part of galaxy unique
- Struggling economies can be found, providing an opportunity for station builders or traders
- Long range trade routes can be found, including wormhole jump between different regions

Dynamic economy - Supply, Stock, Demand

In addition to regional economies, prices change based on local stock of goods.
Economy overview provide regional, averaged pricing - actual values will differ from station to station.

- Produced goods will be sold at lower prices, when stations run out of space to store them
- Factories and stations will pay extra for goods they need, but don't have

As NPCs and Players trade, prices of goods will change instantly.
It's possible for NPC traders to snatch your profit in highly populated areas.
( If you're coming from X series, that should feel familiar )

New stations, new shops

Equipment Docks have been removed, instead - all buyable equipment is distributed between 10 stations.
A total of 4 new stations have been added, offering a specialized selection of equipment.

- Upgrading your ship performance belongs to Repair Docks and Shipyards
- Trading Posts offer equipment for merchants and haulers, and "imported" equipment added from other mods
- Scrapyards deal in equipment for salvagers
- Resource Depots deal in equipment for miners
- Scrap Markets offer entry level salvaging equipmnet, and cheap selection of other items
- Missile Markets deal in torpedos, missile launchers and proton torpedo launchers
- Civil Defenses Market are hubs for defensive systems and weapons
- Combat Equipment Markets offer combat specific weapons and upgrades
- Military Outposts have best selection of defensive and offensive equipment

Station Founding

Founding stations is much, much cheaper and accessible at early game.

But, not every station can be built everywhere.

You can't mine resources that don't exist, and
unrelated stations cannot be built in certain economies.
Chemical factory is not welcome in Farming sector.

Functional stations, like Repair Docks, can be built anywhere.

Galaxy Scanner

Simple sector scanner is available from Galaxy Map, providing basic information about sector economy and resources.
Initially, its range is limited and blocked by Nebulas. Deep space scanners extend range and negate nebula interference.


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
51 kommentarer
LM13  [ophavsmand] 1. nov. kl. 10:13 
@스타더스트

- Shipyards for Hangar Bay
- Repair Docks for Core Module: Carrier
- Both for Transport Module (fighter loot collection)
스타더스트 1. nov. kl. 9:07 
Where can i find subsystem for fighter?
LM13  [ophavsmand] 23. sep. kl. 16:07 
@2G33K4U

That mod ( More Traders ) seems to break TradingUtility script.
Author has an error at (Line 11) @ [tradingutility.lua] which removes all changes other mods have made to that file. That's why you see an error related to "TradingUtility.AssignTradeRoute" - it's just gone.

On a side note - Xavorion already has increased merchant traffic, no need and no point in using other mods for that.
2G33K4U 21. sep. kl. 0:39 
Part 2
From More traders author ( i am not a programmer)
xamlo: I assume that the modification of the merchant ship by the Havorion mod does not happen for all the ships of the station, but only for one. When the second ship arrives, it turns out to be unmodified and problems occur when trying to calculate it
2G33K4U: so it is like a phantom ship?
xamlo: No. I'll explain now. 'AssignTradeRoute'
This is a function from Havorion. it modifies the path of the merchant ship to the station, as I understand it. But for it to work, all merchant ships must be modified by this mod (the author adds attributes to them, as I understand it). Apparently, he did not take into account that there can be more than 1 ship and then they do not all receive these attributes. As a result, when trying to call the function, the server gets an error
xamlo: 107:
local _bSuccess = TradingUtility.AssignTradeRoute( Entity(), Sector(), AIPatrolMerchant.RNG )
xamlo: i thing AIPatrolMerchant.RNG is null
2G33K4U 21. sep. kl. 0:35 
PART 1
Greetings I have a mod i like to use . More Traders id=2874770991 It would seem that Sectors has an issue with it. and throws up a lot of errors. "
Object: N2cp13ServerScriptsE
Execution Context (inner to outer):
#0: AIPatrolMerchant.updateServer C:\Users\2g33k\AppData\Roaming\Avorion\galaxies\Xavorion\workshop\content\445220\2992809240\data/scripts/entity/ai/patrolMerchant.lua
could not execute function 'AIPatrolMerchant.updateServer' in '"C:\Users\2g33k\AppData\Roaming\Avorion\galaxies\Xavorion\workshop\content\445220\2992809240\data/scripts/entity/ai/patrolMerchant.lua"':
C:\Users\2g33k\AppData\Roaming\Avorion\galaxies\Xavorion\workshop\content\445220\2992809240\data/scripts/entity/ai/patrolMerchant.lua:107: attempt to call field 'AssignTradeRoute' (a nil value)
stack traceback:
it would seem that it points to patrol.lua and not being able to handle more than 1 trader.
LM13  [ophavsmand] 15. sep. kl. 12:29 
@Mister Anubis

Extended Faction Packs, as long as faction packs you use have stations.
If not, generated ones will be used.

Scanning for others packs with stations to fill in gaps is probably not a good idea anyway.
Mister Anubis 14. sep. kl. 17:45 
Is there a way to make the stations custom at all? I'm currently using a star wars faction pack and the random stations stick out like a sore thumb lol
LM13  [ophavsmand] 2. sep. kl. 5:15 
Yup, that's something that could be fixed/changed if I'll ever have the time to touch station founding.
::Maethendias:: 1. sep. kl. 10:45 
i really really really do not like the fact that gas collectors have double restrictions...

not only do you have to find a secor with nebular... but it apparently ALSO has to have an economy that permits building a gas collector in the first place?

thats... obnoxious
FDK 17. aug. kl. 4:52 
Ah okay thanks for clearing that up. Thought I had some conflicting mod I wasn't aware of.