Author Topic: [MOD] [Stable 19.1] [Beta 0.20.3] Avorion Multiverse Beta 1.21  (Read 5083 times)

Popokattepetel

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Hallo everyone here are the current state of "Avorion Multiverse":

At this Version there are 12 new Races to replace the most ingame Factions. A hand full of Factions are the
original but all others are converted into one of the following below.

Changes:
   - This Mod replaces the most ingame Factions like "The Asholes of Qqqquuuakulum" ;)
     into new ones. There are 12 Factions at this time:
      Algatonisches Imperium, Catalon, Legion Aerospace Corporation, MHM, Noca Corp, SeaFox Incorporated,
      Templar of Brankor,  Void Brotherhood, Star Trek - Federation, Star Wars - Galactic Empire,
      Star Wars - Rebels, Warhammer 40k - The Empire
      
   - All Ship Types are turned into new if that Faction is replaced.
   
   - Change the spawns of the standard "Defender Ships" of any Sector, because the game spawns 3-5 Ships
     in every Sector. Now it is much more different but the volume of all Ship are the same!!
    
   - Change spawned fleets in faction war. There are more different fleets and it is possible for a
     huge flagship to spawn!!




100% savegame compatibility for all previous Versions to 1.21 !!

Download:
For Avorion Stable Version 0.19.1 r12932 (Avorion Multiverse 1.21)

For Avorion Beta Version 0.20.3 r13632 (Avorion Multiverse 1.21)


How to install:
   - Put all the folders found in the *.zip file at "Avorion\Data\" folder and override all.
   - Start the game and change the language to "AM_*" because the factionnames do not match with standard language.


How to quick uninstall:
   - Delete the "Avorion\Data\scrips" folder.
   - Make a gamerepair over Steam by "right click" on game and "click" on properties, "click" on "local data"
     "click" on "verify integrity of game cache", done
   - Start the game and change the language into you normal language.


How to 100% uninstall:
   - Delete the "Avorion\Data\Mods\Avorion Multiverse" folder.
   - Delete the "Avorion\Data\scrips" folder.
   - Delete following files at "Avorion\Data\localization\": AM_English.xml, AM_English.po, AM_German.xml, AM_German.po
   - Make a gamerepair over Steam by "right click" on game and "click" on properties, "click" on "local data"
     "click" on "verify integrity of game cache", done.
   - Start the game and change the language into you normal language.


Changes from Beta 1.2 to Beta 1.21:
   Bugfix:
      - Repaired the broken shipyard since 1.2 for standard (old) factions.
         - Thanks goes to xVALERAx from discord
      
      
Changes from Beta 1.11 to Beta 1.2:
   Key Features:
      - All shipyards in game creates now the new ships from there faction depending on your relation to it.
             If you use this feature plz give the ship creator a like and a subscription (instrucions ingame), thx :)
             Hint: If you want to spawn a Stardestroyer for your own fleet, so do a lot of jobs for The Galactic Empire.   
         
   Additional Features:
      - Added some more ship types to be exchanged:
         MilitaryShip, TorpedoShip, DisruptorShip, CIWSShip, PersecutorShip, BlockerShip
      
   Faction:
      - Change Sentient Nova Corp to Nova Corp (N.C.)
         - Removed all Ships from "Winterdragon" because he wants.
         - Replaced them with the following Ships:
            N.C. Samson, N.C. Memphis, N.C. Miuna, N.C. Tristan,
            N.C. Ausra (Flagship) from Two-Hands
            Gunworks Scabbard Corvette from Martin Rayleigh
            SSV Helvetia from Panda
            Elefant from [BKNE] McKillerroy
            Rusty Betsy from EchoSON
            Legion Heavy Transport from Patman3035
            Eclipse from Murcielago
            SCE Desert Lily from 樱桃派✧
            
      - 1 new Ship from "Korial" for Warhammer 40k Faction
         - Flagship
      - 1 new Ship from "SivCorp" for Star Wars - Rebels Faction
         - Crusader Corvette

   Adjustments:
      - Update localization AM-German and AM_English
         
   Bugfix:
      - Repaired broken "pirategenerator.lua" thx goes to LordXaosa   

      
Changes from Beta 1.1 to Beta 1.11:
   Bugfix:
      - Repaired broken Language Files "AM_English" and "AM_German"
      
   Faction:
      - 1 new Ship from "Tactical Nuclear Coffee" for MHM Faction
         - Athos (Flagship)


Changes from Beta 1.0 to Beta 1.1:
   Bugfix:
      - Factions they are not changed called "The ..." are shown wrong.
      - Add the lost EquipmentDock and the ship "Monarch" back to MHM.

   Faction:
   - 7 new ships from "Tactical Nuclear Coffee" for MHM Faction
      - Odyssey Mk1, Odyssey Mk2, Odyssey Mk3, Razorback, Tigon (Flagship), Crab, Mayflower (Flagship)
      
   - A Hole new Coloring of all Ships for MHM Faction by "Tactical Nuclear Coffee"

   - New Faction "Void Brotherhood" as Pirates
      Ships by BNS Thorrider (1), Ebbi Gebbi (1), har81ng3r (1), Hraad (4),
      IncredibleHolt (1), Nokta  (6), R3m1D4R (1), Thasrion (9), wildskunk (1)
      
      Stations by BNS Thorrider, Breakerwolf,
      Buir, Keptora, Siewca, suprememb, warpSpeedNyanCat();
      
   - With Beta 1.0 only Stations with type of Shipyard, EquipmentDock, RepairDock,
      MilitaryBase, ResearchStation, TurretFactory, FighterFactory are changed.
      Now all other Stations like Trading Station or some Factories are changed too.


   Features:
   - Removed the standard attachments for Repairdock and Shipyard for some Stations
   - Added up to two favored Weapons for some Factions. For example The Star Wars
     Galactic Empire only use PluseCannons and Railguns. The Star Wars Rebels use
     to 50% the PlasmaGun and to 50% everything else.
   


Factions (12):

1. Algatonisches Imperium: Mainly by Brummbear

2. Catalon: Mainly by Alonfire, catalysm and some other creators

3. Legion Aerospace Corporation: Mainly by DerpSuperb++

4. MHM: Mainly by Tactical Nuclear Coffee

5. Nova Corp: Mainly by Two-Hands

6. SeaFox Incorporated: Only by Fox and SeaFalcon

7. Templar of Brankor: Mainly by Mighty Brankor
and some by Arakiss and MagnusEffect

8. Void Brotherhood: Mainly Thasrion and Nokta
and some by Hraad

9. Star Trek - Federation: Mainly by Anubitfire

10. Star Wars - Galactic Empire: by many different Creators

11. Star Wars - Rebels: by many different Creators

12. Warhammer - Empire: Mainly by Kapto and Kenpachi





Big BIG thx to all the creators of ships and stations they put their work to public steam workshop :)

Special thanks goes to Tactical Nuclear Coffee and to Two-Hands
they gives me new ships and new version from existings ships by himself :)

Additional thanks to Fox and Two-Hands for that very nice station modules


And also a additional thanks to some other creators:
[BKNE] McKillerroy, {C.S.A} Misfit_1995, 1Bondi1, AdmJDL/H3tz, Ahroxes, Alchilion, Articevel, Ashreign, Aveax, Barffart , Black_Disciple, Blackwool, Blade_Blackburn, bluesky2011, BlueWyvern, BNS Thorrider, Breakerwolf, Buir, bullexu, bunbun, Cazaalmas (Eliomar), codeeagle4000, Codename_Wolf, Commander Aramix 5803, CPTsmirnov, Daniledman, DarkaceVids, deep, Desmondward2080, Dewtus, Digitgidgit, DingusOverlord, DODIDA (überflieger), Doomtra1n85, Dougulus, duty, Ebbi Gebbi, EchoSON, El Documente, Flowjob, FlyingRare, Folklore, Forest, G-Giant99, Gilad Pellaeon, Gizola, Gmech, GTVADeimos, har81ng3r, Helmsgod, -HoK- Dalix Khan, hOLDtHEdOOR, Howpat, Illyria, Impervious, IncredibleHolt, Jack, JangoXIII, Jayslider [GB], Jedi Porg, Joak Jabele, K1NG HULKZ, Kadian11C, KeksWolf, Keptora, Khillmarr, kireas, Korial, Lemming, lmss1994, LoneWulf, Lord Clang, Lord Zen'Zynan, Lostkeeper(KOJ), luisedgm, Manzo05, Martin Rayleigh, Master Spy Lake Walker, Mattyboy0066, Maverick , Murcielago, Panda, paranoider.ninja, Patman3035, R3m1D4R, razake, ribera1945e, Sabrebravo, ShadowHeart, siegemode, Siewca, SivCorp, Skyguy , Spartanjackwar, Star Chaser, Stone, suprememb, Sychin, Tzaot, Ugandan Chicken, warpSpeedNyanCat();, wildskunk, wizard76, wizgsy, Wossogsd, xXChaosXx, Zebra DeliShine, Zoey, 樱桃派✧

« Last Edit: February 03, 2019, 04:27:35 PM by Popokattepetel »



Kamo

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on: June 11, 2018, 07:36:46 PM
Ohohoo ! So the mod would scale the ship to a certain volume, so it automatically balances based on core distance while staying faithful to the ship shape and (volume-calculated) class ?
Pretty good !
Maybe you'd need to add "probability mass" to the ship, as in, the probability of the ship spawning instead of another of the same class.
Also needs a "basic/simple station" Type (that would also be a default falloff for other station types) and a "mining station" Type for those asteroid bases :).


Also, the game is unstable at the moment and on the verge of an update which'll probably change the ways ships are handled and armed (there will be coaxial weapons, ship blueprints with turrets and turret blueprints).
« Last Edit: June 11, 2018, 07:59:11 PM by Kamo »
Colorize messages, with the colors of materials (from wiki) !
Ir #FFB380 Ti #FFFFFF Na #4DFF4D Tr #4D9AFF Xa #FFFF4D Og #FF8133 Av #FF2626



Popokattepetel

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on: June 11, 2018, 07:57:16 PM
The minVolume and maxVolume is not for scaling. With that options you can say, ok the game wants to spawn
a ship with 2000 volume which ships are avaible for that. Because it looks not so good if a huge stardestroyer
is scaled down to a litte starter ship  ;)

Ah, the ship names are optional, if its blank the mod will take the random name from the game. The title ist
optional too and if its blank the game decides because of the volume.

The scaling in the mod works at this time with volume, duration and cost (credits + all resources convert into credits).
I think this is important because for example a hull block and a armor block are too different in cost, resource cost and
duration. At this point should i add the masscalculation??

The different station are no need to define but you can. If a race have only one station we can set that plan to all stations,
but we dont need.



Kamo

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on: June 11, 2018, 08:22:49 PM
Ah ok :).
Well, for instance, if the mod tries to spawn a 2000 volume ship of a certain type, it may still find several ships, like, let's say, one with a mass of 100 and one with a mass of 50.
In this example, the first ship will have twice the probability of spawning than the second ship, the mod randomly selecting a number from 1 to the masses' sum.
Such a system would allow faction-makers to select how rare their ship designs are, and limit the appearance of low-minvolume zero-maxvolume ships (which would spawn a lot by meeting the volume criteria).

It would be good to indicate which ship types fall off to what: if there is no, like, DefenderShips, where will the mod will search next to spawn a DefenderShip ??? ? A lot of "player-made factions" do not have particular ship models separated into defending and militarizing, or differentiate trading or freighting.
Colorize messages, with the colors of materials (from wiki) !
Ir #FFB380 Ti #FFFFFF Na #4DFF4D Tr #4D9AFF Xa #FFFF4D Og #FF8133 Av #FF2626



Popokattepetel

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on: June 11, 2018, 08:41:40 PM
Good idea to integrate a rarity option, i like it  :)

At this time the mod will spawn only one ship if the game wants to spawn one ship. Here a litte look at the spawnmechanics:
1. The game says: i want to spawn a ship like that volume = 2000
2. My mod say, ok i need to take a look at my ships for that race (the race ist definded before)
3. The mod filtered all ships with minVolume > 2000 and maxVolume  < 2000
4. The mod has 5 ships and choose one per random (here i can modify the mod for rarity)
5. the mod convert the choosen ship into target material and scale the ship up or down to find a balance between duration, volume and cost + resourcecost in referenz to the original plan
6. the new ship is done but its volume can be greater or lower than 2000 after conversion but ist not far away
« Last Edit: June 11, 2018, 08:50:03 PM by Popokattepetel »



Popokattepetel

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on: June 11, 2018, 08:43:34 PM
All Ship/Station Types they are not definded spawns with the original avorion plan.
DefenderShips are ships they spawned to defend the sector and the have 10x volume, that from original game not me.



Popokattepetel

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on: June 11, 2018, 09:19:53 PM
The different ship and station types like
Quote
DefenderShip, CarrierShip, MilitaryShip, TradingShip, MiningShip, FreighterShip, Shipyard, EquipmentDock, RepairDock, MilitaryBase, ResearchStation, TurretFactory, FighterFactory

are a result because that my mod do not spwan additional factions, my mod edit the existing factions and change there plans.
at this point i found a way to "rename" the faction. its not very smart but it works  ::)



Popokattepetel

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on: October 20, 2018, 12:40:47 PM
moved to Post one...
« Last Edit: December 10, 2018, 10:47:53 PM by Popokattepetel »



Popokattepetel

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on: November 11, 2018, 05:25:19 PM
Hallo Guys the first version ist done and is waiting for you:

https://drive.google.com/open?id=1s_U8NtrWsdp1eXw-LZRIJyGdx_vhudSr

have fun :)



Weeman0000

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on: November 11, 2018, 06:21:34 PM
Very well done Popokattepetel!

Have you been working on it all this time? It must have been 3 or more months! Your dedication shows tho. Ill be sure to test it out later on or tomorrow!

"There are more different fleets and it is possible for a huge flagship to spawn"  OMG! Awesome! :D
« Last Edit: November 12, 2018, 12:47:10 AM by Weeman0000 »
Tactical Nuclear Coffee...



maximilian6547s

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on: December 16, 2018, 01:04:00 PM
Hello. Now i am testing your mod.
Some errors from log file.
Spoiler: show
   Line 19906: 2018-12-16 14-03-51| <!AvorionMultiverse - Avorion Multiverse - Sentient Nova Corp: > No plan exsits for PersecutorShip / Titanium / 1016
   Line 19909: 2018-12-16 14-03-51| <!AvorionMultiverse - Avorion Multiverse - Sentient Nova Corp: > No plan exsits for PersecutorShip / Titanium / 1019
   Line 19912: 2018-12-16 14-03-51| <!AvorionMultiverse - Avorion Multiverse - Sentient Nova Corp: > No plan exsits for BlockerShip / Titanium / 493
   Line 20022: 2018-12-16 14-29-02| <!AvorionMultiverse - Avorion Multiverse - Sentient Nova Corp: > No plan exsits for PersecutorShip / Titanium / 993
   Line 20025: 2018-12-16 14-29-02| <!AvorionMultiverse - Avorion Multiverse - Sentient Nova Corp: > No plan exsits for PersecutorShip / Titanium / 1004
   Line 20028: 2018-12-16 14-29-02| <!AvorionMultiverse - Avorion Multiverse - Sentient Nova Corp: > No plan exsits for BlockerShip / Titanium / 465
   Line 21590: 2018-12-16 14-57-23| <!AvorionMultiverse - Avorion Multiverse - Sentient Nova Corp: > No plan exsits for PersecutorShip / Iron / 973
   Line 21593: 2018-12-16 14-57-24| <!AvorionMultiverse - Avorion Multiverse - Sentient Nova Corp: > No plan exsits for PersecutorShip / Titanium / 971
   Line 21596: 2018-12-16 14-57-24| <!AvorionMultiverse - Avorion Multiverse - Sentient Nova Corp: > No plan exsits for BlockerShip / Titanium / 455
   Line 21628: 2018-12-16 15-55-51| <!AvorionMultiverse - Avorion Multiverse - Sentient Nova Corp: > No plan exsits for PersecutorShip / Iron / 1095
   Line 21631: 2018-12-16 15-55-51| <!AvorionMultiverse - Avorion Multiverse - Sentient Nova Corp: > No plan exsits for PersecutorShip / Titanium / 991
   Line 21634: 2018-12-16 15-55-51| <!AvorionMultiverse - Avorion Multiverse - Sentient Nova Corp: > No plan exsits for BlockerShip / Titanium / 485
   Line 21681: 2018-12-16 16-21-28| <!AvorionMultiverse - Avorion Multiverse - Sentient Nova Corp: > No plan exsits for PersecutorShip / Titanium / 882
   Line 21684: 2018-12-16 16-21-28| <!AvorionMultiverse - Avorion Multiverse - Sentient Nova Corp: > No plan exsits for PersecutorShip / Titanium / 848
   Line 21687: 2018-12-16 16-21-28| <!AvorionMultiverse - Avorion Multiverse - Sentient Nova Corp: > No plan exsits for BlockerShip / Iron / 410

« Last Edit: December 16, 2018, 02:39:37 PM by maximilian6547s »



Black_Disciple

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on: December 20, 2018, 04:45:27 AM
Hi I like this mod its very interesting and I would love if you would ask permission to use my ships first next time especially since I will be having some ships posted on a patreon account soon. thank you for crediting with the name but id love to know what's going on with my stuff next time lol.



maximilian6547s

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on: December 22, 2018, 12:27:42 PM
This is a great mod. Finally, the universe was not so square. Thank the author for the work done and hope for the further development of the idea.



LordXaosa

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on: January 12, 2019, 02:16:01 PM
Hi there! I found an error, that cause Swoks not to spawn.
in /data/scripts/lib/pirategenerator.lua line 100
you should move local ship var outside of if else block, becase it can't be returned after it.
Also you should move local faction outside too, becase
local race = faction:getValue("AvorionMultiverse_Rasse")
calls earlier then faction initializes.

Fixed function should be like this:
Code: [Select]
function PirateGenerator.create(position, volumeFactor, title)
-----------------------------------------------
---------- AvorionMultiverse Changes ----------
-----------------------------------------------
local faction = Galaxy():getPirateFaction(PirateGenerator.pirateLevel)
local race = faction:getValue("AvorionMultiverse_Rasse")
local ship
if (race ~= nil and race ~= "") then
position = position or Matrix()
local x, y = Sector():getCoordinates()
PirateGenerator.pirateLevel = PirateGenerator.pirateLevel or Balancing_GetPirateLevel(x, y)


local volume = Balancing_GetSectorShipVolume(x, y) * volumeFactor;
local plan = PlanGenerator.makeShipPlan(faction, volume)

package.path = package.path .. ";data/mods/avorionmultiverse/?.lua"
avorionMultiverse = require("AvorionMultiverse")
local material = PlanGenerator.selectMaterial(faction)

--Possible title from "pirategenerator.lua" and "asyncpirategenerator.lua"
--"Outlaw", "Bandit", "Pirate", "Marauder", "Disruptor", "Raider", "Ravager", "Pirate Mothership"
local raceObject = {}
if string.match(title, "Mothership") then
raceObject = avorionMultiverse.GetRaceObject(faction, plan, material, "CarrierShip")
else
raceObject = avorionMultiverse.GetRaceObject(faction, plan, material, "DefenderShip")
end
plan = raceObject.plan

ship = Sector():createShip(faction, "", plan, position)

PirateGenerator.addPirateEquipment(ship, title)

if (raceObject ~= nil) then
ship.name = ship.name.." by "..raceObject.Creator
if (raceObject.IngameName ~= nil and raceObject.IngameName ~= "") then
ship.name = raceObject.IngameName.." by "..raceObject.Creator
end
if (raceObject.Title ~= nil and raceObject.Title ~= "") then
ship.title = raceObject.Title
end
end


ship.crew = ship.minCrew
ship.shieldDurability = ship.shieldMaxDurability
else -- original code!!
position = position or Matrix()
local x, y = Sector():getCoordinates()
PirateGenerator.pirateLevel = PirateGenerator.pirateLevel or Balancing_GetPirateLevel(x, y)

--local faction = Galaxy():getPirateFaction(PirateGenerator.pirateLevel)

local volume = Balancing_GetSectorShipVolume(x, y) * volumeFactor;

local plan = PlanGenerator.makeShipPlan(faction, volume)
ship = Sector():createShip(faction, "", plan, position)

PirateGenerator.addPirateEquipment(ship, title)

ship.crew = ship.minCrew
ship.shieldDurability = ship.shieldMaxDurability
end
-----------------------------------------------

    return ship
end



Popokattepetel

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on: January 19, 2019, 07:57:39 PM
Your right, i will fix the "pirategenerator.lua" for next version!!