Oh i saw that one, wondered if it was gonna end up here seeing its a really good model, that 1 matches the Argon fleet and also changes colour in options with the rest of the fleet by the look of it? but that one fits well, stuff like the Panther does nto do it for me because it only comes in black and its texture and design dont match the rest of the fleetDrewgamer wrote: ↑Wed, 12. Aug 20, 15:22Is it the quality of the models, or just the overall look?Nemesis_87 wrote: ↑Wed, 12. Aug 20, 12:04ah nice, although i can admit im not a fan of the current new ships (the ones ported from other x games anyways) seeing im really OCD and uniformed and they just dont match the current ship lines
Although i always wanted a battleship varient of the monitor because it was an awesome looking ship, and here it is haha
Because if it's quality you're worried about, I don't think you have to worry too much with the Cyclops, it's quite the beauty.
[MOD] Variety and Rebalance Overhaul (VRO) 4.x
Moderators: Moderators for English X Forum, Scripting / Modding Moderators
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- Posts: 730
- Joined: Sat, 19. Mar 11, 16:26
Re: [MOD] Variety and Rebalance Overhaul (VRO) 2.x
Mods
Argon Citizen gamestart
Sector satalites
Learning All The Things
Cheat Menu
Argon Citizen gamestart
Sector satalites
Learning All The Things
Cheat Menu
Re: [MOD] Variety and Rebalance Overhaul (VRO) 2.x
you sure you meant panther? panther can use camos and its design quite close to current split ships.Nemesis_87 wrote: ↑Wed, 12. Aug 20, 15:46stuff like the Panther does nto do it for me because it only comes in black and its texture and design dont match the rest of the fleet
only Centaur is not able to use camo colors
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- Posts: 730
- Joined: Sat, 19. Mar 11, 16:26
Re: [MOD] Variety and Rebalance Overhaul (VRO) 2.x
Oh i just built one to try and it does have it, just on the build screen its usualy just black, but when its in space its colour is just alot brighter than other ships so harder to notice, but the ship is still way to out of uniform for my eye hahaShuulo wrote: ↑Wed, 12. Aug 20, 16:58you sure you meant panther? panther can use camos and its design quite close to current split ships.Nemesis_87 wrote: ↑Wed, 12. Aug 20, 15:46stuff like the Panther does nto do it for me because it only comes in black and its texture and design dont match the rest of the fleet
only Centaur is not able to use camo colors
Mods
Argon Citizen gamestart
Sector satalites
Learning All The Things
Cheat Menu
Argon Citizen gamestart
Sector satalites
Learning All The Things
Cheat Menu
Re: [MOD] Variety and Rebalance Overhaul (VRO) 2.x
Loving the mod so far!
Since all shields have the recharge delay removed, I went ahead and also removed the delay related bonuses from the modifications. For those where that would've been a nerf in vanilla I added a small buff to the other effects. Feel free to do with this as you wish.
I really don't know whether the buff values I chose are fair, you can probably judge that much better.
libraries/eqiuipmentmods.xml:
One other thing I noticed: AI seems to be unable to use Positron Beam properly in-sector. In my test they first shot it a few times at the enemy capital ship and then just stopped. It is either a range thing (the ship had 2 turrets that outranged the 2 Positron Beams) or it was unable to let the weapon reload/cooldown. The reload behaviour is a bit weird when manually using it anyways. If you hold the shoot button, it doesn't start cooling down ever - but if you let go until the reload is done (by feel), it starts cooling down a bit before you can shoot it again. Or something like that, not entirely sure.
Since all shields have the recharge delay removed, I went ahead and also removed the delay related bonuses from the modifications. For those where that would've been a nerf in vanilla I added a small buff to the other effects. Feel free to do with this as you wish.
I really don't know whether the buff values I chose are fair, you can probably judge that much better.
libraries/eqiuipmentmods.xml:
Code: Select all
<?xml version="1.0" encoding="utf-8"?>
<diff>
<!--
Since there is 0 recharge delay on all shields in VRO the mods for it are useless.
-->
<!-- remove the basic mod that only affects rechargedelay -->
<remove sel="//equipmentmods/shield/rechargedelay[@ware='mod_shield_rechargedelay_01_mk1']" />
<!--
The medium tiers have a 50% chance of getting either delay or rate mod.
Just removing the delay makes it so you get a guaranteed useful bonus,
maybe this bonus should then be nerfed?
-->
<replace sel="//equipmentmods/shield/capacity[@ware='mod_shield_capacity_01_mk2']/bonus">
<bonus chance="1.0" max="1">
<rechargerate min="1.1" max="1.2" />
</bonus>
</replace>
<replace sel="//equipmentmods/shield/rechargerate[@ware='mod_shield_rechargerate_01_mk2']/bonus">
<bonus chance="1.0" max="1">
<capacity min="1.1" max="1.2" />
</bonus>
</replace>
<!--
The vanilla "fast-cycling" high tier has a guaranteed delay bonus and nothing else.
As a counterbalance to removing the bonus, the rate is buffed by 5%.
-->
<replace sel="//equipmentmods/shield/rechargerate[@ware='mod_shield_rechargerate_01_mk3']">
<rechargerate ware="mod_shield_rechargerate_01_mk3" quality="3" min="1.35" max="1.75" />
</replace>
<!--
The vanilla "generalist" high tier has both delay and rate bonus.
To compensate the removed delay buff, we buff both capacity and rate by 5% more minimum, but not maximum.
-->
<replace sel="//equipmentmods/shield/capacity[@ware='mod_shield_capacity_02_mk3']">
<capacity ware="mod_shield_capacity_02_mk3" quality="3" min="1.15" max="1.3">
<bonus chance="1.0" max="1">
<rechargerate min="1.15" max="1.3" />
</bonus>
</capacity>
</replace>
</diff>
Re: [MOD] Variety and Rebalance Overhaul (VRO) 2.x
New version when? saw reddit post - that ship so sexy
Re: [MOD] Variety and Rebalance Overhaul (VRO) 2.x
RL is bitch at the moment, have vacation starting from next week and so need to work almost 10-11 hours per day to close all tasks on projects.
Most probably mid next week will be a good assumption.
Re: [MOD] Variety and Rebalance Overhaul (VRO) 2.x
These two things are mutually exclusive.
Take some deserved rest.
Vacation == sun + beach + rest.
Vacation != computer
Spoiler
Show
OK, now I can't wait for a mid of next week
X3 AP 3.1 + XRM
X3 AP 3.1 + LU
X3 AP 3.1 + LU
Re: [MOD] Variety and Rebalance Overhaul (VRO) 2.x
Well, it doesnt when you cant get anywhere with sun and beach from your City due to lockdown i dont have much choice, good for you
Re: [MOD] Variety and Rebalance Overhaul (VRO) 2.x
Version 2.3
Fully compatible with previous saves.
Final MAJOR version before next DLC, some small additions and fixes are possible if needed.
Notable changes:
- New Paranid Hyperion frigate, tried to have it as close in functionality to X3 as possible.
- New Argon Cyclops Frigate (thanks to Axeface), more beefy frigate with more focus on support then direct damage dealing. Cyclops battleship is now renamed to Corona.
- New Pirate unique destroyer Hound (Thanks to BrummBear) + pirate unique L turret.
- New Xenon U, XL carrier with unique weapons layout and powerful forward-facing beam projector.
- Rework of some slow missiles, now faster, some missile costs were changed.
- Centaur and Hyperion spinal weapons now have small 5 degrees gimbal to help with targeting
- other small updates and balancing.
Miscellaneous:
- some flak weapons redone to better work OOS
- some change in texts.
- quite few bugs squashed.
- some audio updated.
Fully compatible with previous saves.
Final MAJOR version before next DLC, some small additions and fixes are possible if needed.
Notable changes:
- New Paranid Hyperion frigate, tried to have it as close in functionality to X3 as possible.
- New Argon Cyclops Frigate (thanks to Axeface), more beefy frigate with more focus on support then direct damage dealing. Cyclops battleship is now renamed to Corona.
- New Pirate unique destroyer Hound (Thanks to BrummBear) + pirate unique L turret.
- New Xenon U, XL carrier with unique weapons layout and powerful forward-facing beam projector.
- Rework of some slow missiles, now faster, some missile costs were changed.
- Centaur and Hyperion spinal weapons now have small 5 degrees gimbal to help with targeting
- other small updates and balancing.
Miscellaneous:
- some flak weapons redone to better work OOS
- some change in texts.
- quite few bugs squashed.
- some audio updated.
Re: [MOD] Variety and Rebalance Overhaul (VRO) 2.x
This feeling on a Sunday evening when you take a brief look at Ego's forum to pass time while waiting for X4's autosave to finish and realize that new VRO version is out...
Thanks.
X3 AP 3.1 + XRM
X3 AP 3.1 + LU
X3 AP 3.1 + LU
Re: [MOD] Variety and Rebalance Overhaul (VRO) 2.x
Thanks for the update, downloading now.
Edit: A bit of feedback...
I just captured the new Pirate destroyer Hound and when sending it for re-equipping I spotted some issues with the Engine group. Basically, I'm not given an option to replace the Engines. Also, clicking on the Engines directly shows them as two separate groups with different Shields and Turrets, but still no actual engine. Add to this that the Engines are shielded by the HULL shield, not individual shields like others ships. Not sure if that's deliberate or not.
Scoob.
Edit: A bit of feedback...
I just captured the new Pirate destroyer Hound and when sending it for re-equipping I spotted some issues with the Engine group. Basically, I'm not given an option to replace the Engines. Also, clicking on the Engines directly shows them as two separate groups with different Shields and Turrets, but still no actual engine. Add to this that the Engines are shielded by the HULL shield, not individual shields like others ships. Not sure if that's deliberate or not.
Scoob.
Re: [MOD] Variety and Rebalance Overhaul (VRO) 2.x
Patch 2.3.1
- Fixed Hound engine groups
- Updated material cost for new XEN U-class, was copy paste from K
- TEL, PAR, ARG battleships can now use power beam turrets for 2 turrets (Corona 2 in front, Deimos 2 on top, Fulmar 2 on main mid section)
- Fixed Hound engine groups
- Updated material cost for new XEN U-class, was copy paste from K
- TEL, PAR, ARG battleships can now use power beam turrets for 2 turrets (Corona 2 in front, Deimos 2 on top, Fulmar 2 on main mid section)
Re: [MOD] Variety and Rebalance Overhaul (VRO) 2.x
That was quick! Will download and test.
Query: Will the Hound Engine group be fixed for existing ships?
Scoob.
Re: [MOD] Variety and Rebalance Overhaul (VRO) 2.x
Re: [MOD] Variety and Rebalance Overhaul (VRO) 2.x
The two I captured appear to be fixed, didn't expect that!
Further question: Do the Pirates only use Hounds as their destroyers now? I appear to be seeing nothing but Hounds when I encounter a Pirate capital ship. Both Phoenix and Behemoth variants (Sentinel and Vanguard) were common place before. I think SCA fielding a variety of ships is a good thing, considering their Pirate nature.
Scoob.
Re: [MOD] Variety and Rebalance Overhaul (VRO) 2.x
Hm, i may have set them incorrectly in jobs via tags, they should be quite rare. But oh well, will fix later, not a problem at all really, enjoy while it lasts.Scoob wrote: ↑Mon, 24. Aug 20, 00:32The two I captured appear to be fixed, didn't expect that!
Further question: Do the Pirates only use Hounds as their destroyers now? I appear to be seeing nothing but Hounds when I encounter a Pirate capital ship. Both Phoenix and Behemoth variants (Sentinel and Vanguard) were common place before. I think SCA fielding a variety of ships is a good thing, considering their Pirate nature.
Scoob.
Edit: But my debug shows around 4-5 hounds and 7-8 other destroyers, so seems to work fine
Re: [MOD] Variety and Rebalance Overhaul (VRO) 2.x
Patch 2.3.2
- fixed Xenon U-class selected instead of I for its jobs
- changed shield regen shield delay mods so they are useful now
- fixed Xenon U-class selected instead of I for its jobs
- changed shield regen shield delay mods so they are useful now
Re: [MOD] Variety and Rebalance Overhaul (VRO) 2.x
I'll keep an eye on it of course but every SCA Destroyer I've encountered since the update has been a Hound. I had been capturing SCA ships at every opportunity, in a number of neutral sectors with SCA stations present. So, it's likely I'd cleared out any existing SCA Destroyers in those sectors prior to the VRO update.
Perhaps it's all new SCA Destroyer spawns that are Hounds? I fully expect there to be existing SCA Phoenix and Behemoths around still, it's just the sectors I'm farming have nothing but Hounds for SCA Destroyer-class ships.
Hopefully I'll get the chance to get in-game later and I'll make a note of any encounters.
Btw: I noticed that the file size has dropped substantially between 2.3 and 2.3.1 / 2.3.2 - what's the significance of that?
Scoob.
Re: [MOD] Variety and Rebalance Overhaul (VRO) 2.x
Well, its possible, Hounds are made to spawn in neutral sector and then patrol around random SCA station.Scoob wrote: ↑Mon, 24. Aug 20, 12:12I'll keep an eye on it of course but every SCA Destroyer I've encountered since the update has been a Hound. I had been capturing SCA ships at every opportunity, in a number of neutral sectors with SCA stations present. So, it's likely I'd cleared out any existing SCA Destroyers in those sectors prior to the VRO update.
Perhaps it's all new SCA Destroyer spawns that are Hounds? I fully expect there to be existing SCA Phoenix and Behemoths around still, it's just the sectors I'm farming have nothing but Hounds for SCA Destroyer-class ships.
Hopefully I'll get the chance to get in-game later and I'll make a note of any encounters.
Btw: I noticed that the file size has dropped substantially between 2.3 and 2.3.1 / 2.3.2 - what's the significance of that?
Scoob.
They are not plunderers as usual destroyers, they can cross non-neutral sector when they are going from station to station to protect.
As for file size - i forgot to exclude git metadata from 2.3.0, so its bigger
Re: [MOD] Variety and Rebalance Overhaul (VRO) 2.x
Please increase the hitboxes of the Xenon Cruise Missiles or decrease their HP or whatever it takes to make them easier to hit for turrets!
Even an Awran with over 40 CWIS-turrets with T3 projectile and rotation speed mods can't destroy those fckn missiles^^
this is so annoying...
Even an Awran with over 40 CWIS-turrets with T3 projectile and rotation speed mods can't destroy those fckn missiles^^
this is so annoying...