The place to discuss scripting and game modifications for X4: Foundations.
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Shuulo
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by Shuulo » Fri, 3. Apr 20, 22:03
The Cuban Nightmare wrote: ↑Fri, 3. Apr 20, 19:20
Loving the mod and just had a few questions. Combat seems much more dangerous now - a few Ms can easily take out a corvette. Do you just need to have a fleet? I haven’t experimented with fleet commands yet and not sure if they are any good. Since I am early game still, I can’t really afford to be losing ships every fight. That means I really can’t do much combat, because it feels like you need to have overwhelming power or you’ll get wiped out fast.
I would like to be able to supplement my income with boarding, but it feels harder than before. You can’t really just sit in the blind spot with a corvette any more because you’ll get shredded on approach. What is your strategy when you board ships? I don’t think there is an attack shields command that one can use, so I’d welcome any feedback!
By Corvette what ship you mean? If Nemesis - this is expected as its paper thin. M ships are DPS dealers, whiles S ships distract other S ships, i tried to make combat more like Combined Arms thing, and not just "use Nemesis". So early game may be a bit harder, go into battle either with your own wing of whips or help other faction fleets.
I usually use gunships for boarding as they have plasma bombs special weapon that has additional damage vs components and ignores shields completely.
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Drewgamer
- Posts: 536
- Joined: Fri, 27. Aug 10, 08:39
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by Drewgamer » Fri, 3. Apr 20, 22:55
You may be aware of this already (or it may be intended), but the SPL CIWS has a rotation of 190*/s.
here is a screenshot showing the weapon in question
EDIT: To expand, the ARG CIWS has a rotation of 299*/s which makes a bit more sense for something intended as anti-fighter. Also, the description mentions it was made by the Argon instead of the Split
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Shuulo
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by Shuulo » Sat, 4. Apr 20, 02:43
Drewgamer wrote: ↑Fri, 3. Apr 20, 22:55
You may be aware of this already (or it may be intended), but the SPL CIWS has a rotation of 190*/s.
here is a screenshot showing the weapon in question
EDIT: To expand, the ARG CIWS has a rotation of 299*/s which makes a bit more sense for something intended as anti-fighter. Also, the description mentions it was made by the Argon instead of the Split
Fixed in next version. As for description, its for weapon in general, not this specific turret, as all races use the same weapon.
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Coruskane
- Posts: 849
- Joined: Fri, 13. Jun 08, 13:14
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by Coruskane » Sat, 4. Apr 20, 22:40
Haven't played much Vanilla X4 but was a longtime X3 player with overhauls like XRM/LU etc.
just wanted to say.. wow. This mod is amazing... completely changed X4 for me and I am loving the new balance / feel of ships, reworked speeds and general archetypes added/balanced to.
Thank you
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Lord Dakier
- Posts: 3243
- Joined: Fri, 8. Dec 06, 13:45
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by Lord Dakier » Sat, 4. Apr 20, 23:22
Does anyone have any suggestions for weapon combinations? Looking to cap some larger ships and would like to know where to start with VRO.
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Drewgamer
- Posts: 536
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by Drewgamer » Sat, 4. Apr 20, 23:30
Shuulo wrote: ↑Sat, 4. Apr 20, 02:43
Fixed in next version. As for description, its for weapon in general, not this specific turret, as all races use the same weapon.
Awesome! Love all the hard work you do on this
On another note, have you ever considered removing "reload" on weapons (and re-balancing accordingly obviously)?
The periodic "pause/lag" every few shots was one of the more annoying this to me with X4 combat.
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Shuulo
- Posts: 1629
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by Shuulo » Sat, 4. Apr 20, 23:34
Drewgamer wrote: ↑Sat, 4. Apr 20, 23:30
Shuulo wrote: ↑Sat, 4. Apr 20, 02:43
Fixed in next version. As for description, its for weapon in general, not this specific turret, as all races use the same weapon.
Awesome! Love all the hard work you do on this
On another note, have you ever considered removing "reload" on weapons (and re-balancing accordingly obviously)?
The periodic "pause/lag" every few shots was one of the more annoying this to me with X4 combat.
We had X3 like this, and this is not the best thing, behavior of weapons becomes too similar, there are a lot of other issues with that, as with "ammo in clip" thing i can control damage per second when "on target", better control and diversify heat for weapons, make weapons feel different etc. SO no, i will never do that.
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Drewgamer
- Posts: 536
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by Drewgamer » Sun, 5. Apr 20, 02:54
Shuulo wrote: ↑Sat, 4. Apr 20, 23:34
Drewgamer wrote: ↑Sat, 4. Apr 20, 23:30
Awesome! Love all the hard work you do on this
On another note, have you ever considered removing "reload" on weapons (and re-balancing accordingly obviously)?
The periodic "pause/lag" every few shots was one of the more annoying this to me with X4 combat.
We had X3 like this, and this is not the best thing, behavior of weapons becomes too similar, there are a lot of other issues with that, as with "ammo in clip" thing i can control damage per second when "on target", better control and diversify heat for weapons, make weapons feel different etc. SO no, i will never do that.
No worries, perhaps it's just something I need to get used to
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Discing
- Posts: 18
- Joined: Wed, 15. Mar 17, 21:55
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by Discing » Sun, 5. Apr 20, 15:53
I have encountered the station duplication issue with VRO and faction enhancement mods, as I was looking in the logs as suggested in a different forum topic I found a series of the following:
[General] 46.79 ======================================
[=ERROR=] 46.79 Error in default context: ShipGenerator: No ship generated using group/ref/macro null
[General] 46.79 ======================================
[General] 46.79 ======================================
[=ERROR=] 46.79 [JobEngine] No ship generated for JobID: 'teladi_water_trader_l'. Probably invalid ship macro/group/ref definition.
[General] 46.79 ======================================
[General] 46.79 ======================================
[=ERROR=] 46.79 Error in default context: ShipGenerator: No ship generated using group/ref/macro null
[General] 46.79 ======================================
[General] 46.79 ======================================
[=ERROR=] 46.79 [JobEngine] No ship generated for JobID: 'teladi_equipment_trader_l'. Probably invalid ship macro/group/ref definition.
[General] 46.79 ======================================
There were several more, but they seem to only come up for some of the teladi macros when I start a new game. I assume this is related to mods adjusting the macros and was wondering if this might be expected?
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Shuulo
- Posts: 1629
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by Shuulo » Sun, 5. Apr 20, 16:40
This is not related to VRO as nothing is changed in this regards, VRO does not create new stations etc. Please report the issue to Faction Enhancer forum thread.
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Discing
- Posts: 18
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by Discing » Sun, 5. Apr 20, 17:03
Thanks for the reply, posted something in the other thread.
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Berkys
- Posts: 134
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by Berkys » Sun, 5. Apr 20, 22:21
Im experiencing Station duplication, probably even ship duplicating (dozen of destroyers fighting). But I do not play with Faction Enhancer. Are you interested in saved game?
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Shuulo
- Posts: 1629
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by Shuulo » Sun, 5. Apr 20, 23:16
Berkys wrote: ↑Sun, 5. Apr 20, 22:21
Im experiencing Station duplication, probably even ship duplicating (dozen of destroyers fighting). But I do not play with Faction Enhancer. Are you interested in saved game?
This should not be the case. Yes, provide savegame and list of mods or screenshot of your extensions folder.
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Berkys
- Posts: 134
- Joined: Thu, 1. May 08, 15:09
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by Berkys » Mon, 6. Apr 20, 09:24
Saved game
Mods:
No Fog
Better kill credit
Better target Monitor
SirNukes Mod support API
Secret Stash
VRO
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Shuulo
- Posts: 1629
- Joined: Mon, 14. Apr 08, 17:03
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by Shuulo » Mon, 6. Apr 20, 13:12
Berkys wrote: ↑Mon, 6. Apr 20, 09:24
Saved game
Mods:
No Fog
Better kill credit
Better target Monitor
SirNukes Mod support API
Secret Stash
VRO
I loaded your game but the bug is not there,
no duplicate stations/ships. Duplicate issue is clearly seen by the "unique" stations, like warfs and shipyards, when issue is present there should be more then one warf in sector for example, in your case it didnt happen. Where did you experience it?
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Berkys
- Posts: 134
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by Berkys » Mon, 6. Apr 20, 19:21
Here. Or Paranids were very busy building new stations. And lots of ships I saw in HOP sectors, near highway
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Shuulo
- Posts: 1629
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by Shuulo » Mon, 6. Apr 20, 21:00
Berkys wrote: ↑Mon, 6. Apr 20, 19:21
Here. Or Paranids were very busy building new stations. And lots of ships I saw in HOP sectors, near highway
This is actually fine for PAR space, HOP have many stations as well, its like that in vanilla. If there was a duplicate issue you would have numerous Trading stations and warfs and shipyards as well.
Also, HOP have destroyer-cetric fleet docrtrine, but you will not find a carrier in their space though, so for them having A LOT of destroyers is normal.
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Berkys
- Posts: 134
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by Berkys » Mon, 6. Apr 20, 21:58
Shuulo wrote: ↑Mon, 6. Apr 20, 21:00
This is actually fine for PAR space, HOP have many stations as well, its like that in vanilla. If there was a duplicate issue you would have numerous Trading stations and warfs and shipyards as well.
Also, HOP have destroyer-cetric fleet docrtrine, but you will not find a carrier in their space though, so for them having A LOT of destroyers is normal.
Oh, okay than. In my previous games, there were 1/3 of stations in these sectors. And when I saw 3 of each rafineries, 3x Smart chip factory and so, I was quite sure its not okay.
Im sorry for false alarm
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Shuulo
- Posts: 1629
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by Shuulo » Mon, 6. Apr 20, 22:06
Berkys wrote: ↑Mon, 6. Apr 20, 21:58
Shuulo wrote: ↑Mon, 6. Apr 20, 21:00
This is actually fine for PAR space, HOP have many stations as well, its like that in vanilla. If there was a duplicate issue you would have numerous Trading stations and warfs and shipyards as well.
Also, HOP have destroyer-cetric fleet docrtrine, but you will not find a carrier in their space though, so for them having A LOT of destroyers is normal.
Oh, okay than. In my previous games, there were 1/3 of stations in these sectors. And when I saw 3 of each rafineries, 3x Smart chip factory and so, I was quite sure its not okay.
Im sorry for false alarm
no worries, its better to report something suspicious than miss the problem
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Joomin
- Posts: 1
- Joined: Mon, 6. Apr 20, 23:32
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by Joomin » Mon, 6. Apr 20, 23:36
Hey Thanks for the Amazing mod and all the work you have put into it. It definitely shows. I was hoping to get your opinion in regards to Deadair's Gate Overhaul. Does it work well with VRO? Is it something you'd recommend for a VRO play through or better to avoid. Sorry if it has already been discussed, I just did not want to get to far into a game and realize I should or should not have been using a mod. Thanks!