[Mod] XR Ship Pack - 6.0 ready!

The place to discuss scripting and game modifications for X4: Foundations.

Moderators: Moderators for English X Forum, Scripting / Modding Moderators

XTC0R
Posts: 401
Joined: Sat, 1. Dec 18, 19:58
x4

Re: [Mod] XR Ship Pack (finally with paintjobs)

Post by XTC0R » Wed, 20. Jan 21, 21:16

Max Bain wrote:
Wed, 20. Jan 21, 21:12
XTC0R wrote:
Wed, 20. Jan 21, 21:00
I think the Fedhelm miner could get a nerf and the astral a slight buff. The fedhelm is better in every attribute when I compare it with other L miners.
The Fedhelm has strong hull, strong shield, is fast and has a good strorage capacity.
The Fedhelm has just 1 L and 2 M mining turrets while the Astral has 2L and 2 M mining turrets.
Ok. But why is the Astral slower (split ship) than the Teladi L Mining ship? I would give the astral a bit more speed and nerf the shields and hull of the Fedhelm a bit.

Max Bain
Posts: 1463
Joined: Wed, 27. Jun 18, 19:05
x3ap

Re: [Mod] XR Ship Pack (finally with paintjobs)

Post by Max Bain » Wed, 20. Jan 21, 21:17

XTC0R wrote:
Wed, 20. Jan 21, 21:16
Max Bain wrote:
Wed, 20. Jan 21, 21:12
XTC0R wrote:
Wed, 20. Jan 21, 21:00
I think the Fedhelm miner could get a nerf and the astral a slight buff. The fedhelm is better in every attribute when I compare it with other L miners.
The Fedhelm has strong hull, strong shield, is fast and has a good strorage capacity.
The Fedhelm has just 1 L and 2 M mining turrets while the Astral has 2L and 2 M mining turrets.
Ok. But why is the Astral slower (split ship) than the Teladi L Mining ship? I would give the astral a bit more speed and nerf the shields and hull of the Fedhelm a bit.
I will check that later. Thanks for your feedback.
XR Ship Pack (adds several ships from XR) Link
Weapon Pack (adds several new weapons) Link
Economy Overhaul (expands the X4 economy with many new buildings) Link
X4 Editor (view stats of objects and make your own mod within a few clicks) Link

XTC0R
Posts: 401
Joined: Sat, 1. Dec 18, 19:58
x4

Re: [Mod] XR Ship Pack (finally with paintjobs)

Post by XTC0R » Wed, 20. Jan 21, 21:24

Max Bain wrote:
Wed, 20. Jan 21, 21:17
XTC0R wrote:
Wed, 20. Jan 21, 21:16
Max Bain wrote:
Wed, 20. Jan 21, 21:12


The Fedhelm has just 1 L and 2 M mining turrets while the Astral has 2L and 2 M mining turrets.
Ok. But why is the Astral slower (split ship) than the Teladi L Mining ship? I would give the astral a bit more speed and nerf the shields and hull of the Fedhelm a bit.
I will check that later. Thanks for your feedback.
Thanks for your great mods and considering to have a look.
Nächstes Bier geht auf mich!

Max Bain
Posts: 1463
Joined: Wed, 27. Jun 18, 19:05
x3ap

Re: [Mod] XR Ship Pack (finally with paintjobs)

Post by Max Bain » Wed, 20. Jan 21, 23:37

:D
It is my goal to make the ships as balanced as possible, so feedback is always welcome.

Are you talking about VRO or vanilla values btw?
These values are from vanilla, so standard XR Ship Pack:

Category Fedhelm vs AStral vs Crane Sentinel
Hull 82500 vs 87000 vs 36000
Shield 143476 vs 101822 vs 143476
Speed 168 vs 144 vs 175
Storage 46000 vs 42000 vs 57600
Drones 16 vs 12 vs 10
Mining 1L 2M vs 2L 2M vs 6M
Turrets 10M vs 8M vs 3M

Prices 3.059.656 vs 2.898.513 vs 1.804.390

I think they all have different roles.
The Fedhelm is the best when it comes to combat due to its most tankability and turrets. But it is also the one with the worst mining ability and the most expensive one. 2 M turrets have about the same mining speed as 1L turret I think.
The Astral has good defense abilities and a high mining output.
Crane is weak against any threat but can hold a lot cargo and has good mining speed.

I think when it comes to miners, the most important thing is how fast they make money and it looks like the Crane is the best and the Fedhelm the worst in that area. But the purpose of the Fedhelm is mining in dangerous areas and this job it does much better than the Crane I think. The Astral shall be a bit of a mixture.. average in both.

Never the less, I agree that the Split ship should get a little speed buff and maybe a little cargo hold expansion also.

For VRO I have to admit that I forgot to adjust prices to match VRO prices yet and I am not sure how the values would look like there.
Last edited by Max Bain on Thu, 21. Jan 21, 10:53, edited 1 time in total.
XR Ship Pack (adds several ships from XR) Link
Weapon Pack (adds several new weapons) Link
Economy Overhaul (expands the X4 economy with many new buildings) Link
X4 Editor (view stats of objects and make your own mod within a few clicks) Link

XTC0R
Posts: 401
Joined: Sat, 1. Dec 18, 19:58
x4

Re: [Mod] XR Ship Pack (finally with paintjobs)

Post by XTC0R » Thu, 21. Jan 21, 00:48

Max Bain wrote:
Wed, 20. Jan 21, 23:37
:D
It is my goal to make the ships as balanced as possible, so feedback is always welcome.

Are you talking about VRO or vanilla values btw?
These values are from vanilla, so standard XR Ship Pack:

Category Fedhelm vs AStral vs Crane Sentinel
Hull 825500 vs 87000 vs 36000
Shield 143476 vs 101822 vs 143476
Speed 168 vs 144 vs 175
Storage 46000 vs 42000 vs 57600
Drones 16 vs 12 vs 10
Mining 1L 2M vs 2L 2M vs 6M
Turrets 10M vs 8M vs 3M

Prices 3.059.656 vs 2.898.513 vs 1.804.390

I think they all have different roles.
The Fedhelm is the best when it comes to combat due to its most tankability and turrets. But it is also the one with the worst mining ability and the most expensive one. 2 M turrets have about the same mining speed as 1L turret I think.
The Astral has good defense abilities and a high mining output.
Crane is weak against any threat but can hold a lot cargo and has good mining speed.

I think when it comes to miners, the most important thing is how fast they make money and it looks like the Crane is the best and the Fedhelm the worst in that area. But the purpose of the Fedhelm is mining in dangerous areas and this job it does much better than the Crane I think. The Astral shall be a bit of a mixture.. average in both.

Never the less, I agree that the Split ship should get a little speed buff and maybe a little cargo hold expansion also.

For VRO I have to admit that I forgot to adjust prices to match VRO prices yet and I am not sure how the values would look like there.
Sorry I forgot to mention that I'm playing with VRO. I closed my game to go to bed now. But I'm quite sure the same comparison with VRO will look different.
I guess your hull value of the Fedhelm has a typo?

shovelmonkey
Posts: 152
Joined: Wed, 29. Feb 12, 17:34
x4

Re: [Mod] XR Ship Pack (finally with paintjobs)

Post by shovelmonkey » Fri, 26. Feb 21, 13:23

Any chance for a compatch or branch for Blackrain's Corporations Mod ( viewtopic.php?f=181&t=433943&sid=68874f ... 266c5c28f1 ) like you did for VRO?

It is an awesome mod FYI. As is yours! 8)
“Not even once has life or the weather complained about a human being.”
― Mokokoma Mokhonoana

Max Bain
Posts: 1463
Joined: Wed, 27. Jun 18, 19:05
x3ap

Re: [Mod] XR Ship Pack (finally with paintjobs)

Post by Max Bain » Fri, 26. Feb 21, 13:39

shovelmonkey wrote:
Fri, 26. Feb 21, 13:23
Any chance for a compatch or branch for Blackrain's Corporations Mod ( viewtopic.php?f=181&t=433943&sid=68874f ... 266c5c28f1 ) like you did for VRO?

It is an awesome mod FYI. As is yours! 8)
I have read about this mod and it indeed sounds very interesting. The only reason why I havent tried it yet is my fear about the performance impact :D.

But to your question:
The mod should already be compatible with most of my ships (all sizes except XL battleships).
I have added my ships to the vanilla ship groups (except battleships because there were no groups for them in vanilla). So the mod (if it uses vanilla ship groups) should already pick my ships.

The only ships that wont be picked by corporations would be battleships (from an immersive point of view, that even would make sense? i dont know). So only the big factions like argon, antigon, teladi have battleships.

if it does not work (maybe the mod works different than I thoughT), I would ask you to ask the author of the mod to add compatibility with my mod because I cant support any more mods right now. Actually I am working on a pretty big update of this mod that includes several new ships :) (release date with CoH - maybe 1-2 days after to check for bugs).
XR Ship Pack (adds several ships from XR) Link
Weapon Pack (adds several new weapons) Link
Economy Overhaul (expands the X4 economy with many new buildings) Link
X4 Editor (view stats of objects and make your own mod within a few clicks) Link

shovelmonkey
Posts: 152
Joined: Wed, 29. Feb 12, 17:34
x4

Re: [Mod] XR Ship Pack (finally with paintjobs)

Post by shovelmonkey » Fri, 26. Feb 21, 14:19

Max Bain wrote:
Fri, 26. Feb 21, 13:39

I have read about this mod and it indeed sounds very interesting. The only reason why I havent tried it yet is my fear about the performance impact :D.

But to your question:
The mod should already be compatible with most of my ships (all sizes except XL battleships).
I have added my ships to the vanilla ship groups (except battleships because there were no groups for them in vanilla). So the mod (if it uses vanilla ship groups) should already pick my ships.

The only ships that wont be picked by corporations would be battleships (from an immersive point of view, that even would make sense? i dont know). So only the big factions like argon, antigon, teladi have battleships.

if it does not work (maybe the mod works different than I thoughT), I would ask you to ask the author of the mod to add compatibility with my mod because I cant support any more mods right now. Actually I am working on a pretty big update of this mod that includes several new ships :) (release date with CoH - maybe 1-2 days after to check for bugs).
Fair enough the whole way around, and thank you for the quick reply. I'll give it a try.
“Not even once has life or the weather complained about a human being.”
― Mokokoma Mokhonoana

User avatar
scrab21
Posts: 26
Joined: Fri, 28. Aug 15, 23:40
x4

Re: [Mod] XR Ship Pack (finally with paintjobs)

Post by scrab21 » Fri, 26. Feb 21, 19:35

any way to only get the xenon ship?

Max Bain
Posts: 1463
Joined: Wed, 27. Jun 18, 19:05
x3ap

Re: [Mod] XR Ship Pack (finally with paintjobs)

Post by Max Bain » Fri, 26. Feb 21, 20:44

scrab21 wrote:
Fri, 26. Feb 21, 19:35
any way to only get the xenon ship?
You need to remove all wares except the Q and you need to remove all ships from the shipgroups except the Q. I guess thats all. Maybe you also need to remove the jobs.xml but dont know.
XR Ship Pack (adds several ships from XR) Link
Weapon Pack (adds several new weapons) Link
Economy Overhaul (expands the X4 economy with many new buildings) Link
X4 Editor (view stats of objects and make your own mod within a few clicks) Link

BlackRain
Moderator (Script&Mod)
Moderator (Script&Mod)
Posts: 7411
Joined: Mon, 15. Dec 03, 18:53
x4

Re: [Mod] XR Ship Pack (finally with paintjobs)

Post by BlackRain » Sat, 27. Feb 21, 16:01

Max Bain wrote:
Fri, 26. Feb 21, 13:39
shovelmonkey wrote:
Fri, 26. Feb 21, 13:23
Any chance for a compatch or branch for Blackrain's Corporations Mod ( viewtopic.php?f=181&t=433943&sid=68874f ... 266c5c28f1 ) like you did for VRO?

It is an awesome mod FYI. As is yours! 8)
I have read about this mod and it indeed sounds very interesting. The only reason why I havent tried it yet is my fear about the performance impact :D.

But to your question:
The mod should already be compatible with most of my ships (all sizes except XL battleships).
I have added my ships to the vanilla ship groups (except battleships because there were no groups for them in vanilla). So the mod (if it uses vanilla ship groups) should already pick my ships.

The only ships that wont be picked by corporations would be battleships (from an immersive point of view, that even would make sense? i dont know). So only the big factions like argon, antigon, teladi have battleships.

if it does not work (maybe the mod works different than I thoughT), I would ask you to ask the author of the mod to add compatibility with my mod because I cant support any more mods right now. Actually I am working on a pretty big update of this mod that includes several new ships :) (release date with CoH - maybe 1-2 days after to check for bugs).
Your mod should have no conflict with mine. I do not change the existing faction ships, I only add new ships for the Corporations. The Corporations only use destroyers and below (so no battleships). They also use trade ships and miners. They do not use any XL ships at all.

Vertigo 7
Posts: 3461
Joined: Fri, 14. Jan 11, 17:30
x4

Re: [Mod] XR Ship Pack (finally with paintjobs)

Post by Vertigo 7 » Tue, 9. Mar 21, 07:01

I posted a bug report on the nexus forum, thought I'd post it here too. On the Titurel, the bottom turrets are oriented in the wrong direction, they're mounted upside down inside the hull. At least that's the case with Argon Med Bolts.

While I'm at it, question for you. I don't have any experience modding but I'm decent with scripting languages. I'm interested in rearranging a few things from this mod for my personal use, for example, giving the Titurel back to the pirates and making it one of their random spawns/builds with no blue print availability (so the only way to obtain one is by capturing it =p), and a few other things like that.

How difficult would something like that be to do?

And probably more complicated, if I wanted to remove some of the turrets or replace some of the shields from like L's to M's for any given model, is that something i could do without any modeling software?
The Future is Progressive!
rebellionpac.com
Fight white supremacy, fight corporate influence, fight for the rights of all peoples!

Vertigo 7
Posts: 3461
Joined: Fri, 14. Jan 11, 17:30
x4

Re: [Mod] XR Ship Pack (finally with paintjobs)

Post by Vertigo 7 » Tue, 9. Mar 21, 08:14

One other thing about the Titurel. It doesn't seem to be able to trade while in sector. I'm watching one docked at one of my stations and the drones are active, according to the ship info, but there's none leaving the ship or station and it's sitting at 0 on stored wares on the ship. Been sitting here for a while and no movement of goods. Works fine, OOS, though.
The Future is Progressive!
rebellionpac.com
Fight white supremacy, fight corporate influence, fight for the rights of all peoples!

Max Bain
Posts: 1463
Joined: Wed, 27. Jun 18, 19:05
x3ap

Re: [Mod] XR Ship Pack (finally with paintjobs)

Post by Max Bain » Tue, 9. Mar 21, 13:09

Vertigo 7 wrote:
Tue, 9. Mar 21, 07:01
I posted a bug report on the nexus forum, thought I'd post it here too. On the Titurel, the bottom turrets are oriented in the wrong direction, they're mounted upside down inside the hull. At least that's the case with Argon Med Bolts.

While I'm at it, question for you. I don't have any experience modding but I'm decent with scripting languages. I'm interested in rearranging a few things from this mod for my personal use, for example, giving the Titurel back to the pirates and making it one of their random spawns/builds with no blue print availability (so the only way to obtain one is by capturing it =p), and a few other things like that.

How difficult would something like that be to do?

And probably more complicated, if I wanted to remove some of the turrets or replace some of the shields from like L's to M's for any given model, is that something i could do without any modeling software?
Thanks for your bug report. I normally look on Nexus once every 2 weeks or so, so this place is much faster if you want a response.
I check each ship with all modules fit before releasing it, but I might have missed this one. Will check both bugs for the next version.

Changing modules and giving a ship to a specific faction can be done without any tool (except a text editor).
For turret placement have a look into te units/size_l and units/size_xl folders. There you have some .xml files for each ship. They include (typically starting at the middle of the document) all the module positions and what kind of mudle can be mounted. Of course chaning positions is way harder if you dont see the ship model.

Giving a ship to pirates can be done by changing the wares.xml and maybethe jobs.xml file in the library I think. But I have no experience with pirate factions and dont know if they are treated differently to normal factions.

Hope that helps

Edit: both fixed in the next version (which will come out just a few days after CoH)
XR Ship Pack (adds several ships from XR) Link
Weapon Pack (adds several new weapons) Link
Economy Overhaul (expands the X4 economy with many new buildings) Link
X4 Editor (view stats of objects and make your own mod within a few clicks) Link

Vertigo 7
Posts: 3461
Joined: Fri, 14. Jan 11, 17:30
x4

Re: [Mod] XR Ship Pack (finally with paintjobs)

Post by Vertigo 7 » Tue, 9. Mar 21, 15:37

Sweet! Thx for fixing those and thx for the info! Much appreciated, sir =)
The Future is Progressive!
rebellionpac.com
Fight white supremacy, fight corporate influence, fight for the rights of all peoples!

User avatar
scrab21
Posts: 26
Joined: Fri, 28. Aug 15, 23:40
x4

Re: [Mod] XR Ship Pack (finally with paintjobs)

Post by scrab21 » Tue, 9. Mar 21, 20:57

Max Bain wrote:
Fri, 26. Feb 21, 20:44
scrab21 wrote:
Fri, 26. Feb 21, 19:35
any way to only get the xenon ship?
You need to remove all wares except the Q and you need to remove all ships from the shipgroups except the Q. I guess thats all. Maybe you also need to remove the jobs.xml but dont know.
i see hmm, thank you so much, i'll try different workarounds :gruebel:

ObsidianOne
Posts: 38
Joined: Sun, 23. Dec 18, 10:16

Re: [Mod] XR Ship Pack (finally with paintjobs)

Post by ObsidianOne » Fri, 19. Mar 21, 11:13

Patch is needed for last version ?

Max Bain
Posts: 1463
Joined: Wed, 27. Jun 18, 19:05
x3ap

Re: [Mod] XR Ship Pack (finally with paintjobs)

Post by Max Bain » Fri, 19. Mar 21, 12:29

ObsidianOne wrote:
Fri, 19. Mar 21, 11:13
Patch is needed for last version ?
No, but it is online now anyway :P.

3.0.0
  • Added Braveheart as Argon (Ant) missile destroyer
  • Added Polaris as large Argon (Ant) freighter
  • Added Polaris (Gas) as large Argon (Ant) gas miner
  • Added Rahanis as large Argon (Ant) freighter
  • Added Rahanis (Gas) as large Argon (Ant) gas miner
  • Added Khaak Queen as destroyer (will spawn to defend Khaak installations or roam around the universe - it should not spawn at miners [not yet])
  • Added Arrakis as Argon (Arg) large destroyer
  • Added Harvester (Gas) as large Teladi miner
  • Added Harvester (Mineral) as large Teladi miner
  • Added Starlifter as large Teladi transport
  • Added Ragnarokh as heavy Teladi destroyer
  • Added Dreadnought as Paranid (Par) extralarge battleship
  • Added Terror as Paranid (Hol) battleship
  • Added Mirage (Gas) as Paranid (God) large gas miner
  • Added Mirage (Mineral) as Paranid (God) large miner
  • Added Klendathu as Paranid (God) L destroyer
  • Terror replaces Thanatos (AI wont build Thanatos anymore, but the ship stays in game to stay compatibile with older saves)
  • In the name list on the map "Gas" or "Mineral" were added for better visibility for all XR miners
  • Adjusted ship production components for all ships to match 4.0 economy (selling XR ships to AI should give the same margins as vanilla ships now)
  • Increased speed and agility of Kraken
  • Changed dock position for Excalibur
  • Changed name of Shark to Centurion
  • Changed weapon and main shield positions on PAR Shark (now Centurion) destroyer
  • Increased missile capacity on Centurion
  • Increased price of Xenon Q
  • Added a third weapon to Paranid Doomhammer
  • Adjusted all gas miners to 4.0 changes (no gather rate anymore)
  • Fixed several log errors
  • Fixed wrong alignment of bottom M turrets on Titurel
  • Fixed docking procedure when loading/unloading the Titurel
  • Fixed several log errors
  • Just in case you wanna support me, you can now become my patreon =) (see mod page if interested)
XR Ship Pack (adds several ships from XR) Link
Weapon Pack (adds several new weapons) Link
Economy Overhaul (expands the X4 economy with many new buildings) Link
X4 Editor (view stats of objects and make your own mod within a few clicks) Link

Scoob
Posts: 10076
Joined: Thu, 27. Feb 03, 22:28
x4

Re: [Mod] XR Ship Pack (now including 48!! ships)

Post by Scoob » Fri, 19. Mar 21, 14:04

Thanks for the update, much appreciated! :)

Scoob.

ObsidianOne
Posts: 38
Joined: Sun, 23. Dec 18, 10:16

Re: [Mod] XR Ship Pack (now including 48!! ships)

Post by ObsidianOne » Fri, 19. Mar 21, 14:42

Nice , thanks for update haha.Best timing ever :D

Post Reply

Return to “X4: Foundations - Scripts and Modding”