[MOD] Rise of the Ossian Raider v1.3 and ashipmod

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sco1981
Posts: 218
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Re: [MOD] Rise of the Ossian Raider v1.3 and ashipmod

Post by sco1981 » Wed, 25. Sep 19, 20:26

Thecrippler wrote:
Tue, 24. Sep 19, 15:39
sco1981 i have a small favor to ask can you move XL turrets on Arawn mk 1 and Taranis mk1 on the back off the engine on front off the ships Arawn mk 1 Marked with https://steamcommunity.com/sharedfiles/ ... 1871585934 Taranis mk1 https://steamcommunity.com/sharedfiles/ ... 1871585870 after the 2.6
I am waiting for a better converter to edit the models. If it is released, then i begin to rework some of the ships.
Shuulo wrote:
Wed, 25. Sep 19, 02:22
Heya sco,
Im back from a bit of slumber with 2.6 and upcoming 3.0.
Do you plan to update this mod after 2.6? Im trying to start the long ago promised comp. patch so thinking if I would include your files into VRO's base mod to have a built-in compatibility, or is this not the best idea?
Hey Shuulo,
yeah, i will work at my mod again with 3.0 beta because of the additional sectors. Dunno whats the best way, but it could work, if you create a addon mod with the ship macros of my mod only and set our mods as requirement. So if i update my mod, then you have to add only the new ship macro. :gruebel:

Buzz2005
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Re: [MOD] Rise of the Ossian Raider v1.3 and ashipmod

Post by Buzz2005 » Sat, 28. Sep 19, 19:08

where are the new sectors?

Thecrippler
Posts: 244
Joined: Tue, 8. Jan 19, 16:43

Re: [MOD] Rise of the Ossian Raider v1.3 and ashipmod

Post by Thecrippler » Sat, 28. Sep 19, 19:42

Buzz2005 wrote:
Sat, 28. Sep 19, 19:08
where are the new sectors?
You will find one gate at silent witness 1 and sec gate at Bright Promise but be warned and be ready :twisted:

Buzz2005
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Re: [MOD] Rise of the Ossian Raider v1.3 and ashipmod

Post by Buzz2005 » Sat, 28. Sep 19, 21:30

can I ask what's the story?

like ORA and terra are friends but ORA is enemy to all the rest? and terracorp is friends with all?

and stupid NPC traders are traveling throu :D getting pawned

Thecrippler
Posts: 244
Joined: Tue, 8. Jan 19, 16:43

Re: [MOD] Rise of the Ossian Raider v1.3 and ashipmod

Post by Thecrippler » Sat, 28. Sep 19, 22:43

Buzz2005 wrote:
Sat, 28. Sep 19, 21:30
can I ask what's the story?

like ORA and terra are friends but ORA is enemy to all the rest? and terracorp is friends with all?

and stupid NPC traders are traveling throu :D getting pawned
the story is that you got one more faction to bash and some new ships to build if you don't wanna mess with other faction it is like role play but it is up to you your game your rules your story

for me xenon and ORA are good for now to to bash and keeping other faction alone until the split then we will see :)

Warnoise
Posts: 378
Joined: Tue, 8. Mar 16, 00:47

Re: [MOD] Rise of the Ossian Raider v1.3 and ashipmod

Post by Warnoise » Tue, 1. Oct 19, 18:56

balance needs a serious look here. I built a paranid poseidon mk1 with 3 XL PAR engines and the thing can run up to 350m/s....

An XL ship that is faster than an S ship is absurd

Thecrippler
Posts: 244
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Re: [MOD] Rise of the Ossian Raider v1.3 and ashipmod

Post by Thecrippler » Tue, 1. Oct 19, 20:15

Warnoise wrote:
Tue, 1. Oct 19, 18:56
balance needs a serious look here. I built a paranid poseidon mk1 with 3 XL PAR engines and the thing can run up to 350m/s....

An XL ship that is faster than an S ship is absurd
don't worry after 3.0 + new modding tools end of the year moders will take time and balance theirs mods all we can do as be patient and wait until next year for 3.0

Buzz2005
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Re: [MOD] Rise of the Ossian Raider v1.3 and ashipmod

Post by Buzz2005 » Wed, 2. Oct 19, 00:40

:lol: even the mk1 xenon R gets pawned easily by S fighters OOS

are there mk1 and mk3 versions of Xenon R?

sco1981
Posts: 218
Joined: Fri, 14. Sep 18, 14:47
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Re: [MOD] Rise of the Ossian Raider v1.3 and ashipmod

Post by sco1981 » Wed, 2. Oct 19, 08:47

Warnoise wrote:
Tue, 1. Oct 19, 18:56
balance needs a serious look here. I built a paranid poseidon mk1 with 3 XL PAR engines and the thing can run up to 350m/s....

An XL ship that is faster than an S ship is absurd
Yeah, this is a problem i can't resolve at the moment.
But every ship in this mod should have the resized antimatter engine, which has balanced speed values. The antimatter engine is used of the AI ships also.
Buzz2005 wrote:
Wed, 2. Oct 19, 00:40
:lol: even the mk1 xenon R gets pawned easily by S fighters OOS

are there mk1 and mk3 versions of Xenon R?
This is a X4 OOS bug and all Xenon ships got this problem at the moment. If you activate mk3 flagship mod, then Xenon R mk3 should be build.

Warnoise
Posts: 378
Joined: Tue, 8. Mar 16, 00:47

Re: [MOD] Rise of the Ossian Raider v1.3 and ashipmod

Post by Warnoise » Wed, 2. Oct 19, 09:51

sco1981 wrote:
Wed, 2. Oct 19, 08:47
Warnoise wrote:
Tue, 1. Oct 19, 18:56
balance needs a serious look here. I built a paranid poseidon mk1 with 3 XL PAR engines and the thing can run up to 350m/s....

An XL ship that is faster than an S ship is absurd
Yeah, this is a problem i can't resolve at the moment.
But every ship in this mod should have the resized antimatter engine, which has balanced speed values. The antimatter engine is used of the AI ships also.
Buzz2005 wrote:
Wed, 2. Oct 19, 00:40
:lol: even the mk1 xenon R gets pawned easily by S fighters OOS

are there mk1 and mk3 versions of Xenon R?
This is a X4 OOS bug and all Xenon ships got this problem at the moment. If you activate mk3 flagship mod, then Xenon R mk3 should be build.
Oh i see! I will change to antimatter then since its currently so fast most of the ships can't catch up to it.

About the AI, I noticed that each faction built 1 MK1 battlership as protection. Are they limited to build only 1? or will they use them in invasions?

Buzz2005
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Re: [MOD] Rise of the Ossian Raider v1.3 and ashipmod

Post by Buzz2005 » Wed, 2. Oct 19, 10:04

sco1981 wrote:
Wed, 2. Oct 19, 08:47
Warnoise wrote:
Tue, 1. Oct 19, 18:56
balance needs a serious look here. I built a paranid poseidon mk1 with 3 XL PAR engines and the thing can run up to 350m/s....

An XL ship that is faster than an S ship is absurd
Yeah, this is a problem i can't resolve at the moment.
But every ship in this mod should have the resized antimatter engine, which has balanced speed values. The antimatter engine is used of the AI ships also.
Buzz2005 wrote:
Wed, 2. Oct 19, 00:40
:lol: even the mk1 xenon R gets pawned easily by S fighters OOS

are there mk1 and mk3 versions of Xenon R?
This is a X4 OOS bug and all Xenon ships got this problem at the moment. If you activate mk3 flagship mod, then Xenon R mk3 should be build.
I know all about that bug but was like maybe the R can get some shit done before its useless,

next time im going to be IS

sco1981
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Re: [MOD] Rise of the Ossian Raider v1.3 and ashipmod

Post by sco1981 » Wed, 2. Oct 19, 16:08

Warnoise wrote:
Wed, 2. Oct 19, 09:51

Oh i see! I will change to antimatter then since its currently so fast most of the ships can't catch up to it.

About the AI, I noticed that each faction built 1 MK1 battlership as protection. Are they limited to build only 1? or will they use them in invasions?
Every faction got 1 battleship for every flagship mod. So if you should activate both flagshipmods (mk1 and mk3) then they try to build both. But be aware, OSR and maybe Xenon become a serious problem for the galaxy.
The Protector ships are only used for protection and should join fights. But they not start an invasion.
The R and one OSR flagship starts invasions of specific stations.

Buzz2005 wrote:
Wed, 2. Oct 19, 00:40

I know all about that bug but was like maybe the R can get some shit done before its useless,

next time im going to be IS
The R should be dangerous, above all the mk3 variant. Especially IS, they should be a real pain without a big fleet of player ships.
But feel free to write down your experience for the ships, so i can balance the ships in future versions.

Buzz2005
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Re: [MOD] Rise of the Ossian Raider v1.3 and ashipmod

Post by Buzz2005 » Wed, 9. Oct 19, 16:27

Mk3 xenon R is IMHO way OP, to much hull

rest is ok even thou 1 arwan mk3, 12 destroyers, 10 M and 40 S ships get completely wrecked IS
how much more do I need :lol:

As I was tired of that R I restarted and did the fight OOS, what was left was 8 destroyers and 15 S eclipsees, and if I go IS then the hull repair is faster then there DMG
they all have missiles btw, so I think its a little too much

What is bothering me more is that NPC flagships dont do much, there was a bayamon in that sector as that R but he never moved to attack

Wonsz
Posts: 62
Joined: Tue, 11. Dec 18, 00:51
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Re: [MOD] Rise of the Ossian Raider v1.3 and ashipmod

Post by Wonsz » Thu, 10. Oct 19, 09:56

sco1981 wrote:
Sat, 21. Sep 19, 17:04
If i understand you right, Argon Colossus carrier can resupply S and M ships? Then i have to look why my ships dont work with that feature.
Any luck with this issue? :) I'm using your carriers as flagships and I fly them personally in heavier fights to keep them safe and make good use of their turrets (also because it's really cool to watch from the brigde few L turrets and dozen of missiles firing simultanously :D) - but for resupply I have to rely on not-so-cool Colossus and Nomad. I can live with that, but IMO Arawn or Bayamon working as proper carrier would make this mod even better :)

Also, one of your ships (Bayamon i believe) has 25k container storage (similiar to what other carriers have), but also 30-40k solid and liquid storage. Is this intended or something left by mistake?

sco1981
Posts: 218
Joined: Fri, 14. Sep 18, 14:47
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Re: [MOD] Rise of the Ossian Raider v1.3 and ashipmod

Post by sco1981 » Thu, 10. Oct 19, 15:12

Buzz2005 wrote:
Wed, 9. Oct 19, 16:27
Mk3 xenon R is IMHO way OP, to much hull

rest is ok even thou 1 arwan mk3, 12 destroyers, 10 M and 40 S ships get completely wrecked IS
how much more do I need :lol:

As I was tired of that R I restarted and did the fight OOS, what was left was 8 destroyers and 15 S eclipsees, and if I go IS then the hull repair is faster then there DMG
they all have missiles btw, so I think its a little too much

What is bothering me more is that NPC flagships dont do much, there was a bayamon in that sector as that R but he never moved to attack
The Mk3 flagship mod is only for people with a big fleet. So the R should be a real Threat and you have to use many big ships. It is a late game feature where the player got big assets and not much todo anymore.
OOS is a egosoft thing and i hope they will fix it soon.
Bayamon is the Pirate/SCA flagship, so they wouldn't attack like other factions. The normal flagships of the races should react to intruders.

Wonsz wrote:
Thu, 10. Oct 19, 09:56
Any luck with this issue? :) I'm using your carriers as flagships and I fly them personally in heavier fights to keep them safe and make good use of their turrets (also because it's really cool to watch from the brigde few L turrets and dozen of missiles firing simultanously :D) - but for resupply I have to rely on not-so-cool Colossus and Nomad. I can live with that, but IMO Arawn or Bayamon working as proper carrier would make this mod even better :)

Also, one of your ships (Bayamon i believe) has 25k container storage (similiar to what other carriers have), but also 30-40k solid and liquid storage. Is this intended or something left by mistake?
Not yet, i hope i got some time this weekend for further tests.
The bayamon is the pirate XL ship. It has fewer weapons, hull and armor but more storage for raiding trade ships. :-)

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