Avorion Forum

General => Mods => Topic started by: Popokattepetel on June 11, 2018, 06:50:17 PM

Title: [MOD] [Stable 0.21.4] Avorion Multiverse Beta 1.31
Post by: Popokattepetel on June 11, 2018, 06:50:17 PM
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!!

(https://lh3.googleusercontent.com/Hr_fgL3JVSnel-kT53sV55XmOwNxznBtsGze2trZxgb2ZUvMYhG-uhiFB-c=w1200-h630-p)


100% savegame compatibility for all previous Versions to 1.3 !!

date of last update: 12.05.2019
Download:
Its recommended to delete the old "...\Avorion\data\Mods\AvorionMultiverse" folder before installing this version.
For Avorion Stable Version 0.21.4 r15002 (Avorion Multiverse 1.31) (https://drive.google.com/open?id=1_uEpxrgQmnUbv0MZn4WU43_p6ucRpSEi)


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 1.3 to Beta 1.31:
   Bugfix:
      - Correct the mod call to get better run on linux.
         - Thx for Halfton for this report :)


Changes from Beta 1.21 to Beta 1.3:
   Key Features
      - Honor system:
         - Now you can buy rare ships and flagships from the shipyard but you need additional honor.
           To earn honor you need to get 95000 or more relation and to finish one of some pirate attack events
           or search and rescue mission. Good luck :)
          
      - Settings system:
         - Now you can find the "AvorionMultiverseSettings.lua" in your "...\Avorion\data\Mods\AvorionMultiverse" folder.
            - There you can set the following settings (little explanation are there):
            DefenderFleetVanilla (true/false), DefenderVolumeMultiplier, FactionWarOnlyVanillaFleet (true/false),
            FactionWarFleetVolumeMultiplier, FactionWarFlagShipVolumeMultiplier, FactionWarChance, CargoShuttleCapacity,
            CargoShuttleNoPlayerMultiplier, ShipRequiredHonorMultiplier, ShipRequiredRelationMultiplier, ShipRequiredRelationMax
            - More settings comming with next version of Avorion Multiverse.
          
   Additional Features:
      - Stronger homesector:
         - Now there is one flagship in every homesector, be careful if you want to attack.
   
   Faction:
      - 1 new Ship for Star Wars Galactic Empire from BlazeTheFox (https://steamcommunity.com/id/Blaze_the_fox).
         - Victory-2 Frigate (Artemis, Wasp)
               
   Changes:
      - Renamed some file names to get an shorter search string for workshop.
         - Its recommended to delete the "\Steam\SteamApps\common\Avorion\data\Mods\AvorionMultiverse"
           folder before installing this version to clean the unused files.
      - The amount of fighters for npc carrier depends on the size of the ship, limited to 40 because
        of the performance.
         
   Adjustments:
      - Update localization AM-German and AM_English
   
   Bugfix:
      - The changed Nova Corp faction for older savegames.
      - In some cases the MHM ships and stations do not changed.
      - The new shipyard interface was too small.
      - Some Carrier ships do not spawn fighters.


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 (https://steamcommunity.com/profiles/76561198075499418)

2. Catalon: Mainly by Alonfire (https://steamcommunity.com/profiles/76561197992907771), catalysm (https://steamcommunity.com/profiles/76561198081305279) and some other creators

3. Legion Aerospace Corporation: Mainly by DerpSuperb++ (https://steamcommunity.com/profiles/76561197990709621)

4. MHM: Mainly by Tactical Nuclear Coffee (https://steamcommunity.com/id/WeemaN0000)

5. Nova Corp: Mainly by Two-Hands (https://steamcommunity.com/profiles/76561198003689210)

6. SeaFox Incorporated: Only by Fox (https://steamcommunity.com/id/FoxDieInc/myworkshopfiles/?appid=445220) and SeaFalcon (https://steamcommunity.com/profiles/76561198005867212/myworkshopfiles/?appid=445220)

7. Templar of Brankor: Mainly by Mighty Brankor (https://steamcommunity.com/profiles/76561198121468675)
and some by Arakiss (https://steamcommunity.com/profiles/76561198248611624) and MagnusEffect (https://steamcommunity.com/profiles/76561197987163930)

8. Void Brotherhood: Mainly Thasrion (https://steamcommunity.com/id/Thasrion) and Nokta (https://steamcommunity.com/profiles/76561197993771932)
and some by Hraad (https://steamcommunity.com/profiles/76561198021327585)

9. Star Trek - Federation: Mainly by Anubitfire (https://steamcommunity.com/profiles/76561197983889958)

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

11. Star Wars - Rebels: by many different Creators

12. Warhammer - Empire: Mainly by Kapto (https://steamcommunity.com/profiles/76561197961642607) and Kenpachi (https://steamcommunity.com/profiles/76561197991662270/myworkshopfiles/?appid=445220)





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 (https://steamcommunity.com/id/WeemaN0000), Two-Hands (https://steamcommunity.com/profiles/76561198003689210) and BlazeTheFox (https://steamcommunity.com/id/Blaze_the_fox)
they gives me new ships and new version from existings ships :)

Additional thanks to Fox (https://steamcommunity.com/id/FoxDieInc/myworkshopfiles/?appid=445220) and Two-Hands (https://steamcommunity.com/profiles/76561198003689210) for that very nice station modules


And also a additional thanks to some other creators:
[BKNE] McKillerroy (https://steamcommunity.com/profiles/76561198125204637), {C.S.A} Misfit_1995 (https://steamcommunity.com/profiles/76561198086224850/myworkshopfiles/?appid=445220), 1Bondi1 (https://steamcommunity.com/profiles/76561197984258767), AdmJDL/H3tz (https://steamcommunity.com/profiles/76561198039231091), Ahroxes (https://steamcommunity.com/profiles/76561197986097093), Alchilion (https://steamcommunity.com/id/alchilion), Articevel (https://steamcommunity.com/profiles/76561198102130347), Ashreign (https://steamcommunity.com/id/sruvivalguy/myworkshopfiles/?appid=445220), Aveax (https://steamcommunity.com/profiles/76561198349831594), Barffart  (https://steamcommunity.com/profiles/76561198040145963), Black_Disciple (https://steamcommunity.com/profiles/76561198136438877), Blackwool (https://steamcommunity.com/id/TheBlackwool87), Blade_Blackburn (https://steamcommunity.com/id/BladeBlackburn), bluesky2011 (https://steamcommunity.com/profiles/76561198170868455/myworkshopfiles/?appid=445220), BlueWyvern (https://steamcommunity.com/profiles/76561198046830448), BNS Thorrider (https://steamcommunity.com/profiles/76561198073244210), Breakerwolf (https://steamcommunity.com/profiles/76561198020966283), Buir (https://steamcommunity.com/profiles/76561198007605445), bullexu (https://steamcommunity.com/profiles/76561198163890815/myworkshopfiles/?appid=445220), bunbun (https://steamcommunity.com/id/mrbunbun), Cazaalmas (Eliomar) (https://steamcommunity.com/profiles/76561198054044794), codeeagle4000 (https://steamcommunity.com/profiles/76561198028004894), Codename_Wolf (https://steamcommunity.com/profiles/76561198267317092), Commander Aramix 5803 (https://steamcommunity.com/profiles/76561198184811371), CPTsmirnov (https://steamcommunity.com/id/CPTsmirnov), Daniledman (https://steamcommunity.com/profiles/76561198128742173), DarkaceVids (https://steamcommunity.com/id/Reisenfire), deep (https://steamcommunity.com/profiles/76561197987982854/myworkshopfiles/?appid=445220), Desmondward2080 (https://steamcommunity.com/profiles/76561198066612567), Dewtus (https://steamcommunity.com/profiles/76561198052388453), Digitgidgit (https://steamcommunity.com/profiles/76561198142502873), DingusOverlord (https://steamcommunity.com/id/thefallenrise), DODIDA (überflieger) (https://steamcommunity.com/profiles/76561198025926611), Doomtra1n85 (https://steamcommunity.com/profiles/76561197992316188/myworkshopfiles/?appid=445220), Dougulus (https://steamcommunity.com/profiles/76561198162465336), duty (https://steamcommunity.com/profiles/76561197990011091/myworkshopfiles/?appid=445220), Ebbi Gebbi (https://steamcommunity.com/id/EbbiGebbiPL), EchoSON (https://steamcommunity.com/id/EchoSON), El Documente, Flowjob (https://steamcommunity.com/id/Flowjob), FlyingRare (https://steamcommunity.com/profiles/76561198067459537), Folklore (https://steamcommunity.com/profiles/76561198045010906/myworkshopfiles/?appid=445220), Forest (https://steamcommunity.com/profiles/76561198078791785/myworkshopfiles/?appid=445220), G-Giant99 (https://steamcommunity.com/profiles/76561198348186725), Gilad Pellaeon, Gizola (https://steamcommunity.com/profiles/76561198011743938), Gmech (https://steamcommunity.com/id/grizznakprime/myworkshopfiles/?appid=445220), GTVADeimos (https://steamcommunity.com/profiles/76561198089022017), har81ng3r (https://steamcommunity.com/profiles/76561198148925644/myworkshopfiles/?appid=445220), Helmsgod (https://steamcommunity.com/profiles/76561198060327925), -HoK- Dalix Khan (https://steamcommunity.com/id/dalixkhan/myworkshopfiles/?appid=445220), hOLDtHEdOOR (https://steamcommunity.com/id/hOLDtHEdOOR05), Howpat (https://steamcommunity.com/profiles/76561198029705750), Illyria (https://steamcommunity.com/profiles/76561198156343912/myworkshopfiles/?appid=445220), Impervious, IncredibleHolt (https://steamcommunity.com/profiles/76561198082036096), Jack (https://steamcommunity.com/profiles/76561198035561651), JangoXIII (https://steamcommunity.com/id/JangoXIII), Jayslider [GB] (https://steamcommunity.com/profiles/76561198128205847), Jedi Porg (https://steamcommunity.com/profiles/76561198042052246/myworkshopfiles/?appid=445220), Joak Jabele (https://steamcommunity.com/profiles/76561197982937580/myworkshopfiles/?appid=445220), K1NG HULKZ (https://steamcommunity.com/profiles/76561198068004543), Kadian11C (https://steamcommunity.com/profiles/76561198069600862), KeksWolf (https://steamcommunity.com/profiles/76561198007641356/myworkshopfiles/?appid=445220), Keptora (https://steamcommunity.com/profiles/76561198153791645), Khillmarr (https://steamcommunity.com/id/Khillmarr), kireas (https://steamcommunity.com/profiles/76561198015287203/myworkshopfiles/?appid=445220), Korial (https://steamcommunity.com/id/aopdfafoaa), Lemming (https://steamcommunity.com/profiles/76561198023991404/myworkshopfiles/?appid=445220), lmss1994 (https://steamcommunity.com/profiles/76561198007697448/myworkshopfiles/?appid=445220), LoneWulf (https://steamcommunity.com/profiles/76561198064131863), Lord Clang (https://steamcommunity.com/id/CHAOS-LORD/myworkshopfiles/?appid=445220), Lord Zen'Zynan (https://steamcommunity.com/profiles/76561198045883450), Lostkeeper(KOJ) (https://steamcommunity.com/profiles/76561198092974616), luisedgm (https://steamcommunity.com/profiles/76561198031987528), Manzo05 (https://steamcommunity.com/profiles/76561198276914795), Martin Rayleigh (https://steamcommunity.com/profiles/76561198025773882), Master Spy Lake Walker (https://steamcommunity.com/id/SpyLakeWalker), Mattyboy0066 (https://steamcommunity.com/profiles/76561198144434131), Maverick  (https://steamcommunity.com/id/45451988), Murcielago (https://steamcommunity.com/profiles/76561198142101388), Obiwan (https://steamcommunity.com/id/obiwan007), Panda (https://steamcommunity.com/id/PandaWithLove), paranoider.ninja (https://steamcommunity.com/profiles/76561198003324872), Patman3035 (https://steamcommunity.com/id/patman3035), R3m1D4R (https://steamcommunity.com/profiles/76561198014972429), razake, ribera1945e (https://steamcommunity.com/profiles/76561198093367595/myworkshopfiles/?appid=445220), Sabrebravo (https://steamcommunity.com/profiles/76561198093270635), ShadowHeart (https://steamcommunity.com/id/ShadowHeart524), siegemode (https://steamcommunity.com/profiles/76561197976383135), Siewca (https://steamcommunity.com/profiles/76561198016105951), SivCorp (https://steamcommunity.com/profiles/76561197994047181), Skyguy  (https://steamcommunity.com/id/thehunterwillsleep), Spartanjackwar (https://steamcommunity.com/id/Spartanjackwar), Star Chaser (https://steamcommunity.com/profiles/76561198018608680), Stone (https://steamcommunity.com/profiles/76561198142437759), suprememb (https://steamcommunity.com/profiles/76561198156523202), Sychin (https://steamcommunity.com/profiles/76561198081005454), Tzaot (https://steamcommunity.com/id/Tzaot), Ugandan Chicken (https://steamcommunity.com/id/taskcommander), warpSpeedNyanCat(); (https://steamcommunity.com/profiles/76561198036852402), wildskunk (https://steamcommunity.com/profiles/76561198008959217/myworkshopfiles/?appid=445220), wizard76 (https://steamcommunity.com/profiles/76561198048707479/myworkshopfiles/?appid=445220), wizgsy (https://steamcommunity.com/profiles/76561198252938164/myworkshopfiles/?appid=445220), Wossogsd (https://steamcommunity.com/id/wossogsd), xXChaosXx (https://steamcommunity.com/profiles/76561198060599209), Zebra DeliShine (https://steamcommunity.com/id/Zebrestia), Zoey (https://steamcommunity.com/profiles/76561198030597878/myworkshopfiles/?appid=445220), 樱桃派✧ (https://steamcommunity.com/profiles/76561198096337914)

Title: Re: [MOD] Avorion Multiverse
Post by: Kamo 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).
Title: Re: [MOD] Avorion Multiverse
Post by: Popokattepetel 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.
Title: Re: [MOD] Avorion Multiverse
Post by: Kamo 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.
Title: Re: [MOD] Avorion Multiverse
Post by: Popokattepetel 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
Title: Re: [MOD] Avorion Multiverse
Post by: Popokattepetel 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.
Title: Re: [MOD] Avorion Multiverse
Post by: Popokattepetel 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  ::)
Title: Re: [MOD] Avorion Multiverse
Post by: Popokattepetel on October 20, 2018, 12:40:47 PM
moved to Post one...
Title: Re: [MOD] Avorion Multiverse
Post by: Popokattepetel 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 (https://drive.google.com/open?id=1s_U8NtrWsdp1eXw-LZRIJyGdx_vhudSr)

have fun :)
Title: Re: [MOD] Avorion Multiverse
Post by: Weeman0000 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
Title: Re: [MOD] [0.20.1] Avorion Multiverse
Post by: maximilian6547s 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
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   Line 21687: 2018-12-16 16-21-28| <!AvorionMultiverse - Avorion Multiverse - Sentient Nova Corp: > No plan exsits for BlockerShip / Iron / 410

Title: Re: [MOD] [0.20.1] Avorion Multiverse
Post by: Black_Disciple 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.
Title: Re: [MOD] [0.20.1] Avorion Multiverse
Post by: maximilian6547s 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.
Title: Re: [MOD] [0.20.2] Avorion Multiverse
Post by: LordXaosa 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
Title: Re: [MOD] [0.20.2] Avorion Multiverse
Post by: Popokattepetel on January 19, 2019, 07:57:39 PM
Your right, i will fix the "pirategenerator.lua" for next version!!
Title: Re: [MOD] [Stable 19.1] [Beta 0.20.3] Avorion Multiverse Beta 1.2
Post by: wingweaver415 on January 25, 2019, 04:41:17 PM
Is there install instructions for this mod? I tried installing it based on the names of the folders and looking in the game directory, but there were alot of files to overwrite, in the end it broke the game and i had to reverify files.
Title: Re: [MOD] [Stable 19.1] [Beta 0.20.3] Avorion Multiverse Beta 1.2
Post by: Popokattepetel on January 25, 2019, 06:05:33 PM
Ah sorry,

i dont add the install and uninstall instruction in the 1.2 readme.


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.guage.
Title: Re: [MOD] [Stable 19.1] [Beta 0.20.3] Avorion Multiverse Beta 1.21
Post by: WSY on February 08, 2019, 05:21:13 PM
This is fantastic that someone is tackling this. I have not tried it yet, but I had a couple quick questions:

Is this mod able to handle carriers and their fighters?

I could probably look through the code and get a rough idea...maybe...but figured I would just ask you directly 😉
Title: Re: [MOD] [Stable 19.1] [Beta 0.20.3] Avorion Multiverse Beta 1.21
Post by: Popokattepetel on February 25, 2019, 05:00:57 PM
Quote
Is this mod able to handle carriers and their fighters?
What do you mean? The game can handle carrier already and the mod do not change it. There is a little change in the current version
to the amount of fighters each npc carrier can use depending on the ship size. i changed this a bit for next version. for now the fighters
do not changed in style, because i dont found a way yet.

Title: Re: [MOD] [Stable 19.1] [Beta 0.21.1] Avorion Multiverse Beta 1.21
Post by: Skeeletor on March 04, 2019, 07:59:18 PM
Are the factions gated to certain distances from the core?  About 50% of the time when I start a new game the only factions around are the vanilla ones, and the rest of the time it's Nova Corp.  Sometimes I'll start out an ally to Nova Corp and enemy to another faction that is also Nova Corp.  I haven't seen any other faction yet but I haven't played more than an hour into it any one game.

The shipyard changes are nice and honestly something like that should be in the base game.

Edit: With enough restarts I was able to find some of the other factions so it's just chance.
Title: Re: [MOD] [Stable 19.1] [Beta 0.21.1] Avorion Multiverse Beta 1.21
Post by: Popokattepetel on March 06, 2019, 08:20:15 PM
It's very rare to get that thing you have got in your first savegame ;)

The mod change the standard factions into new like Nova Corp, but not randomly at this time. If the game spawns only
factions they include "Guild" or "Syndicate" they will be changed into Nova Corp. If the faction do not contain any
keywords the will be do not changed because i want to keep a hand full vanilla factions. How do the game distribute
the faction names... i dont know ^^

In my current savegame i dont see a ship from warhammer 40k faction except for one trader  :o
I think its random but i see it positive because my next game should be more different than my last :)
Title: Re: [MOD] [Stable 19.1] [Beta 0.21.1] Avorion Multiverse Beta 1.21
Post by: Skeeletor on March 06, 2019, 10:02:46 PM
Can the factions spawn with the unique names but with vanilla ships and stations?  One time on starting a new game my starting sector was controlled by MHM but all their ships blueprints, stations, and shipyard were just the vanilla ones. Similarly I've seen SeaFox spawn with just vanilla ships.  Nova Corp and Brankor I've seen spawn with unique ships and stations so far.
Title: Re: [MOD] [Stable 19.1] [Beta 0.21.1] Avorion Multiverse Beta 1.21
Post by: Popokattepetel on March 07, 2019, 05:54:03 PM
Its not a bug its a feature.... No its a bug ;)

I have fixed it for the next version for MHM faction, for SeaFox i dont noticed it yet, thx for report i need to take a look at.
Title: Re: [MOD] [Stable 19.1] [Beta 0.21.2] Avorion Multiverse Beta 1.21
Post by: Luisedgm on March 11, 2019, 02:17:46 AM
Hey nice mod, are you still accepting more factions?
I have some old stuff i made, i focused more on stations than ships, so if you want to make this a tiny 1 sector faction i wouldn`t mind
https://steamcommunity.com/workshop/filedetails/?id=1477350897

It has been a while since i played so i don`t know if all designs still work
Lorewise Aurora Corp would exist in the zone around the barrier, but i don`t mind if you make it spawn anywhere.
Title: Re: [MOD] [Stable 19.1] [Beta 0.21.2] Avorion Multiverse Beta 1.21
Post by: CaoCao777 on March 14, 2019, 07:22:34 AM
I notice some factions have like 30 - 40 or so ships in a sector (MANY more than vanilla game), its too much for my potato PC, is there some way to make them spawn less ships??

also it doesnt seem like the shipyards allow me to build any ships (i have admired)

and MHM seem to have vanilla random ships
Title: Re: [MOD] [Stable 19.1] [Beta 0.21.2] Avorion Multiverse Beta 1.21
Post by: Popokattepetel on March 19, 2019, 05:18:06 PM
@Luisedgm: At the moment i can´t spawn a faction at a specified place like around barrier but i can make a new mixed faction with your ships and stations and i can fill it up with others.

@CaoCao777: The bug that MHM do only spawn vanilla ships are fixed with next version. The amount of ships are random in avorion multiverse because the vanilla game spawns 5 or 3 ships in every sector. With later version of avorion multiverse i want to set up a config file for you all to change some settings like the amount of ships they spawns as defender.
Title: Re: [MOD] [Stable 19.1] [Beta 0.21.3] Avorion Multiverse Beta 1.21
Post by: Dracolich on April 08, 2019, 11:22:09 AM
Hey hey, thank you for this. Quick note; In your asyncpirategen doc on line 190 you have "createScaledRaider" when it should be  "createScaledRavager". 
Title: Re: [MOD] [Stable 19.1] [Beta 0.21.3] Avorion Multiverse Beta 1.21
Post by: Popokattepetel on April 15, 2019, 05:27:41 PM
Hi Dracolich :)

Thats from the devs not from me, i changed nothing on that line ;)
Title: Re: [MOD] [Stable 0.21.4] [Beta 0.21.4] Avorion Multiverse Beta 1.3
Post by: Elmruik on April 22, 2019, 07:13:47 AM
Me and a friend are doing a playthrough and it seems that after adding this mod there are no longer any jump gates between sectors and we havent seen a single ai ship yet. (edit) got it working but now they spam their thanks after killing pirates
Title: Re: [MOD] [Stable 0.21.4] [Beta 0.21.4] Avorion Multiverse Beta 1.3
Post by: Popokattepetel on April 23, 2019, 02:55:43 PM
@Elmruik: I tried to become a spam from killing pirates but without success...

Plz try to reinstall the Mod like this:

How to 100% uninstall:
   - Delete the "Avorion\Data\Mods\Avorion Multiverse" folder.
   - 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.
   - Download the mod version 1.3 for Avorion 0.21.4 r15002 (post#1)
   - Put all the folders found in the *.zip file at "Avorion\Data\" folder and override all.

If that do not work, in which pirate attack event/quest you got the bug? Pirates spawn in sector and you kill them or you take a quest to kill a pirate sector or pirates are attacking a trader or you go to help a distress signal or other??
Title: Re: [MOD] [Stable 0.21.4] [Beta 0.21.4] Avorion Multiverse Beta 1.3
Post by: Matblader on April 24, 2019, 09:09:01 PM
some of the stations dont have docking points, so i cant trade with them... :v
Title: Re: [MOD] [Stable 0.21.4] [Beta 0.21.4] Avorion Multiverse Beta 1.3
Post by: BlazeTheFox on April 25, 2019, 07:59:22 PM
Oh hey~ my ship was added!

I hope you guys enjoy my little contribution to fleshing out the imperial fleet with an older, light frigate design!
Title: Re: [MOD] [Stable 0.21.4] [Beta 0.21.4] Avorion Multiverse Beta 1.3
Post by: Halfton on May 04, 2019, 01:26:20 PM
Great mod - however, I have had some problems getting it to work on Linux.   I think it is sorted now, but you might like to make a few changes to your scripts to make it Linux friendly!  So, basically, you have to change all occurrences of:

data/mods/avorionmultiverse

with

data/mods/AvorionMultiverse

in all your scripts.

This is so that Linux can find the mod folder.  As you probably know, Linux file names are case sensitive.  Otherwise, it seems to be working great at the moment. 
Title: Re: [MOD] [Stable 0.21.4] [Beta 0.21.4] Avorion Multiverse Beta 1.3
Post by: Dracolich on May 06, 2019, 07:55:05 AM
I have been modding games for a long time so I know how much work goes into it. For whatever reason before the latest beta patch I couldn't get your modded ship plans to spawn. I figured I screwed up merging your mod with another so they would play nice. But I finally have them spawning and it makes the game so so so much better when you see and fight ships with so much more logic and theme to their plan. By far my favorite mod here thank you.
Title: Re: [MOD] [Stable 0.21.4] [Beta 0.21.4] Avorion Multiverse Beta 1.3
Post by: Douxo on May 06, 2019, 09:49:00 PM
All the trading posts in the Federation space have no docking points on their stations.
Title: Re: [MOD] [Stable 0.21.4] [Beta 0.21.4] Avorion Multiverse Beta 1.3
Post by: Taurec on May 08, 2019, 11:28:00 AM
Quote
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.

I have a question for this:
When i install other mods, the Mods Directory have to be directly in the Avorion gamefolder, not unter \Data. Your Mods directory is under Data. Should it be so, or is it an error?
Title: Re: [MOD] [Stable 0.21.4] [Beta 0.21.4] Avorion Multiverse Beta 1.3
Post by: Popokattepetel on May 09, 2019, 06:02:07 PM
@Taurec: The directory "Steam\SteamApps\common\Avorion\data\Mods\AvorionMultiverse" is correct to my mod. This is because the game do not support mods directly and there is no mod folder by default.

@Halfton: Thx for your hint, i will bring a fix in a few days.

@Douxo: Thx for your report, i noticed this problem and other problems with stations, trader and freighter, fix comes with further version.
Title: Re: [MOD] [Stable 0.21.4] Avorion Multiverse Beta 1.31
Post by: soskers on June 07, 2019, 07:47:24 PM
Hello, ive been trying to make a server for this mod trough Nodecraft.com.
the server just doesnt want to work with this pack. anyone has any information about this?
Title: Re: [MOD] [Stable 0.21.4] Avorion Multiverse Beta 1.31
Post by: AkiOfFinland on June 12, 2019, 02:32:38 PM
Damn this looks like the best mod ever!
Finally i can see fight between star wars and star trek
star wars ofc win.

BTW any chance of you uploading this to steam workshop?
Title: Re: [MOD] [Stable 0.21.4] [Beta 0.21.4] Avorion Multiverse Beta 1.3
Post by: Taurec on July 02, 2019, 10:30:36 PM
@Taurec: The directory "Steam\SteamApps\common\Avorion\data\Mods\AvorionMultiverse" is correct to my mod. This is because the game do not support mods directly and there is no mod folder by default.

Thanks. I hope, you make this mod fit for workshop, when possible. This is a very nive mod. :)
Title: Re: [MOD] [Stable 0.21.4] Avorion Multiverse Beta 1.31
Post by: TDrifter on August 06, 2019, 07:41:51 PM
This mod is great!  I did have to change the installed directory from "Races" to "races" on linux as the scripts were looking for the lower-case directory but the archive extracts the files into 'Races'.  Besides that, however, everything seemed to be fine.   Forgive if duplicate information but hopefully it might save somebody a little time digging around.

Nice to see some familiar ships flying around :)
Title: Re: [MOD] [Stable 0.21.4] Avorion Multiverse Beta 1.31
Post by: OldManGaming on August 09, 2019, 10:06:15 AM
My right ear would like to request a sound fix.  Music works, but engine and game sound only plays on left ear(tested with music, and removed the mod, sound is fine, so its not my hardware.)  Otherwise it looks like a fun mod, just cant get into with sound issues atm
Title: Re: [MOD] [Stable 0.21.4] Avorion Multiverse Beta 1.31
Post by: OldManGaming on August 10, 2019, 04:05:50 AM
I reinstalled the game then the mod, sound working normal again