[Mod] XR Ship Pack - 6.0 ready!

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DeadAirRT
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Re: [Mod] XR Ship Pack (28 ships now)

Post by DeadAirRT » Sun, 31. May 20, 17:22

Max Bain wrote:
Sun, 31. May 20, 12:03
DeadAirRT wrote:
Sun, 31. May 20, 03:52
Max Bain wrote:
Sun, 31. May 20, 03:04
But isnt that the point? I mean I want to set the fighters for Xenons to these values so they are balanced to the other races which got plenty of new jobs and so on.
If they will only be altered from vanilla people might complain why Xenons are too strong or weak when they play with this mod and another one who alters these values so my values will be ignored.

This is a very basic mod. So if you have a specific mod where you want to increase/lower these values it might be better to just add this mod as optional dependency, so it will be loaded after this and overwrites my values? Or am I missing the point? Is there something you cant handly with the code as it is right now?
How did you decide on those values? Do you realize, your mod potentially adds 5210 xenon fighters to my mods? And that is with one blind replace.

The added jobs aren't any issue at all. It's the blind replacement that is an issue. Right now, your mod increases fighters without knowing the scale of the effects is has. If you don't want the simplest solution to compatibility (the above mentioned code), you could also easily make your own escort jobs and balance them however you like without worrying about other mods. If you are worried about xenon being too weak, there is already a well built jobs mod that solves that issue (FOCW).

If you don't want to do either solution and just want people to make dependencies, that's your call in the end. If you want to make your mod play nicer with more mods (especially since it is popular), I'll be glad to help.
All I want is that its very compatible to other mods and that its balanced if people use it by default (also with other mods) so that I dont have to give support and it plays well.
If you don't want the simplest solution to compatibility (the above mentioned code), you could also easily make your own escort jobs and balance them however you like without worrying about other mods.
I havent said that I dont want your solution. I am just not blindly changing stuff, so I want to understand them before I put them in ;). Now I understand that if you change the number of groups which will spawn the escorts as subordinates, the ship numbers will be enormous. I guess thats what you did, right?
So this indeed is a good arguement for your change.
Adding my own jobs wont work, because I want to make existing jobs stronger and here comes my last question:

In your mod, when I do the changes you suggest, wouldnt it mean that Xenon groups would still be very small? I mean that was the main purpose of the changes, so that Xenon can deal with new big NPC races ship groups which got bigger and more dangerous (with bigger ships now).
If you just increase the number of groups but dont increase the number of the ships they contain, I fear that they wont have a chance against the NPC races. Or how do you plan to balance this out?
A single battleship is 2-3 times as strong as a vanilla destroyer and a mothership 5-6 times. Comparable to an I. These are now standard ship groups of NPC races and Xenon should be able to deal with such big ship groups now. After 200 in game hours there can even be groups with 2 battleships or a mothership and battleship together.
Part of the changes I made to gain performance with my jobs mod was to de-nest subordinates and reduce wing quotas to 1 because it led to performance gains. The most hit script from sirnukes testing was the rubber band effect of escorts moving to their formation leader.

With my mod, the number of jobs is much higher than vanilla so it's easier for them to respond with multiple fleets to counter a superior fleet. It's not uncommon for them to pull fleets from 2 surrounding sectors to counter enemies (my universe actually has standby defensive fleets). I don't mind making balance adjustments in a sub mod if they turn out to be too powerful but as you can probably imagine, I have to carefully control the amount of ships or else people without an equivalent processor to mine can run the game smoothly. Since my mod is a complete overhaul basically for the universe and jobs, it's basically on me to ensure compatibility with other mods and do the balancing.

Right now, the main mods that I know of that alter jobs are FE, VRO, and XR ship pack. FE actually doesn't change job's very much at all and VRO does the specific diff style like I recommended above. Since you already have a compat patch with VRO, it would be the perfect place to make any needed adjustments to escort counts using specific diffs to his values (although both increase the number of escorts iirc and are fairly similar).

RayF
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Re: [Mod] XR Ship Pack (28 ships now)

Post by RayF » Thu, 18. Jun 20, 19:15

Hey Max,

i have some questions when you get some time if you may..

1) The AI can use ALL your ships, correct?
2) How many XL destroyers/carriers can a race have at any specific moment? if at any moment an XL destroyer/carrier is destroyed or captured is it replaced immediately ?
3) WHY is my favorite ship nowhere to be found?????? I have never seen the red knight flighing anywhere! Is it possible or am i blind? (where is it usually? ) actually i havent seen a raptor either!
4) There is an argon arawn carrier that is stacked in argon prime. is it ever going to move out of the sector?
5) your latest pack includes the x-rebirth textures. I disabled the one i downloaded. is this correct?

6) Your weapon mod was made for pure destruction :)
7)Thank you for your time

Max Bain
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Re: [Mod] XR Ship Pack (28 ships now)

Post by Max Bain » Thu, 18. Jun 20, 21:38

RayF wrote:
Thu, 18. Jun 20, 19:15
Hey Max,

i have some questions when you get some time if you may..

1) The AI can use ALL your ships, correct?
2) How many XL destroyers/carriers can a race have at any specific moment? if at any moment an XL destroyer/carrier is destroyed or captured is it replaced immediately ?
3) WHY is my favorite ship nowhere to be found?????? I have never seen the red knight flighing anywhere! Is it possible or am i blind? (where is it usually? ) actually i havent seen a raptor either!
4) There is an argon arawn carrier that is stacked in argon prime. is it ever going to move out of the sector?
5) your latest pack includes the x-rebirth textures. I disabled the one i downloaded. is this correct?

6) Your weapon mod was made for pure destruction :)
7)Thank you for your time
Ufff... :D

1. as written in the description, yes.
2. I dont know exactly because I dont know the vanilla numbers but you can check these by extracting the game files. I am not 100% sure if I remember right but at game start each main faction will get one additional job spwning battleships and these have all one destriyer as support. I guess there will be spawned 4 or 6 of these groups. After 200 in game hours a new job will be added to each faction adding a group with 2 battleships and one destroyer I think. After 400 hours a new one with a carrier, battleship and resupply as backup (sure only if the faction has enough resources and time to build them).
3. You need split DLC. Then the Zyarth faction should have them. Later in the campagn the other Split will be able to build them too.
4. You need to ask Egosoft for any bugs likethese. I just give the AI the possibility to build the ships. The game engine orders them around.
5. Yes
6. Thats the only point. More destruction!
7. you are welcome.
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

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TSM
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Re: [Mod] XR Ship Pack (28 ships now)

Post by TSM » Sun, 21. Jun 20, 18:11

Using your edit tool is it possible to create say a mod with just the Arawn in it ? feel bit like a noob have not modded since X2 :D
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Knjaz136
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Re: [Mod] XR Ship Pack (28 ships now)

Post by Knjaz136 » Tue, 23. Jun 20, 09:26

Using VRO, cannot install Heavy Plasma Array (L "generic" weapon for capital ships) on Sucellus Alpha Line battleships. Is it intended?

P.S. In fact, I can't even buy a generic "Fusion Accelerator" at Argon Shipyard despite having all licenses (23 reputation, military + capship licenses). Though I suppose this is a VRO issue?

Using XR ShipPack compatibility mod for VRO.

Max Bain
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Re: [Mod] XR Ship Pack (28 ships now)

Post by Max Bain » Wed, 24. Jun 20, 12:33

Knjaz136 wrote:
Tue, 23. Jun 20, 09:26
Using VRO, cannot install Heavy Plasma Array (L "generic" weapon for capital ships) on Sucellus Alpha Line battleships. Is it intended?

P.S. In fact, I can't even buy a generic "Fusion Accelerator" at Argon Shipyard despite having all licenses (23 reputation, military + capship licenses). Though I suppose this is a VRO issue?

Using XR ShipPack compatibility mod for VRO.
As far as I know you can only mount par weapons on par ships and arg weapons on arg ships. There is a Fusion Acc version for Par and one for Arg. I could buy both and mount them on the appropriate ship.
Works like intended on my end with VRO and SHip Pack VRO.
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

Max Bain
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Re: [Mod] XR Ship Pack (28 ships now)

Post by Max Bain » Wed, 24. Jun 20, 12:35

TSM wrote:
Sun, 21. Jun 20, 18:11
Using your edit tool is it possible to create say a mod with just the Arawn in it ? feel bit like a noob have not modded since X2 :D
No, you can only edit existing content. Removing full ships isnt that hard, but cant be done by editor. Just check the wares.xml, ships.xml, shipgroups.xml and maybe jobs.xml.
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

Knjaz136
Posts: 22
Joined: Thu, 11. Jun 20, 11:16

Re: [Mod] XR Ship Pack (28 ships now)

Post by Knjaz136 » Wed, 24. Jun 20, 13:07

Max Bain wrote:
Wed, 24. Jun 20, 12:33
Knjaz136 wrote:
Tue, 23. Jun 20, 09:26
Using VRO, cannot install Heavy Plasma Array (L "generic" weapon for capital ships) on Sucellus Alpha Line battleships. Is it intended?

P.S. In fact, I can't even buy a generic "Fusion Accelerator" at Argon Shipyard despite having all licenses (23 reputation, military + capship licenses). Though I suppose this is a VRO issue?

Using XR ShipPack compatibility mod for VRO.
As far as I know you can only mount par weapons on par ships and arg weapons on arg ships. There is a Fusion Acc version for Par and one for Arg. I could buy both and mount them on the appropriate ship.
Works like intended on my end with VRO and SHip Pack VRO.
Yeah, but it says it's designed by Paranids, and it's a "generic" weapon?
Both Teladi and Argons have it, Paranids cant install it.
https://puu.sh/FZSmU/44984605fd.png

Max Bain
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Re: [Mod] XR Ship Pack (28 ships now)

Post by Max Bain » Wed, 24. Jun 20, 13:40

Knjaz136 wrote:
Wed, 24. Jun 20, 13:07
Max Bain wrote:
Wed, 24. Jun 20, 12:33
Knjaz136 wrote:
Tue, 23. Jun 20, 09:26
Using VRO, cannot install Heavy Plasma Array (L "generic" weapon for capital ships) on Sucellus Alpha Line battleships. Is it intended?

P.S. In fact, I can't even buy a generic "Fusion Accelerator" at Argon Shipyard despite having all licenses (23 reputation, military + capship licenses). Though I suppose this is a VRO issue?

Using XR ShipPack compatibility mod for VRO.
As far as I know you can only mount par weapons on par ships and arg weapons on arg ships. There is a Fusion Acc version for Par and one for Arg. I could buy both and mount them on the appropriate ship.
Works like intended on my end with VRO and SHip Pack VRO.
Yeah, but it says it's designed by Paranids, and it's a "generic" weapon?
Both Teladi and Argons have it, Paranids cant install it.
https://puu.sh/FZSmU/44984605fd.png
Can you try to mount the weapon on the Odysseus? Does it work? If not, then you need to ask Shuulo about this.
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

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TSM
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Re: [Mod] XR Ship Pack (28 ships now)

Post by TSM » Wed, 24. Jun 20, 13:48

Max Bain wrote:
Wed, 24. Jun 20, 12:35
TSM wrote:
Sun, 21. Jun 20, 18:11
Using your edit tool is it possible to create say a mod with just the Arawn in it ? feel bit like a noob have not modded since X2 :D
No, you can only edit existing content. Removing full ships isnt that hard, but cant be done by editor. Just check the wares.xml, ships.xml, shipgroups.xml and maybe jobs.xml.
Cheers i am not going to bother though to many games I mod for i stop playing so going to avoid doing it in X4 :D
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Egosoft Wiki

ObsidianOne
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Re: [Mod] XR Ship Pack (28 ships now)

Post by ObsidianOne » Thu, 2. Jul 20, 16:13

Last version is compatible with last beta ?

Scoob
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Re: [Mod] XR Ship Pack (28 ships now)

Post by Scoob » Thu, 2. Jul 20, 18:51

ObsidianOne wrote:
Thu, 2. Jul 20, 16:13
Last version is compatible with last beta ?
I haven't noticed any problems thus far...no guarantee though!

Scoob.

ObsidianOne
Posts: 38
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Re: [Mod] XR Ship Pack (28 ships now)

Post by ObsidianOne » Thu, 2. Jul 20, 19:03

Scoob wrote:
Thu, 2. Jul 20, 18:51
ObsidianOne wrote:
Thu, 2. Jul 20, 16:13
Last version is compatible with last beta ?
I haven't noticed any problems thus far...no guarantee though!

Scoob.
I have problem actually , i cant fix some of the ships such as Sucellus Battleship , Scaldis Carrier.WHen i click to repair at shipyard the screen gots stuck.I cant see the repair icon etc just the ship so i wanted to know the reason.

Scoob
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Re: [Mod] XR Ship Pack (28 ships now)

Post by Scoob » Thu, 2. Jul 20, 19:33

ObsidianOne wrote:
Thu, 2. Jul 20, 19:03
I have problem actually , i cant fix some of the ships such as Sucellus Battleship , Scaldis Carrier.WHen i click to repair at shipyard the screen gots stuck.I cant see the repair icon etc just the ship so i wanted to know the reason.
Ah, I see. I think that's a vanilla issue. To work around it, click the back button "<" in the shipyard screen and it should restore all the icons.

Scoob.

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

Re: [Mod] XR Ship Pack (28 ships now)

Post by ObsidianOne » Thu, 2. Jul 20, 19:37

Scoob wrote:
Thu, 2. Jul 20, 19:33
ObsidianOne wrote:
Thu, 2. Jul 20, 19:03
I have problem actually , i cant fix some of the ships such as Sucellus Battleship , Scaldis Carrier.WHen i click to repair at shipyard the screen gots stuck.I cant see the repair icon etc just the ship so i wanted to know the reason.
Ah, I see. I think that's a vanilla issue. To work around it, click the back button "<" in the shipyard screen and it should restore all the icons.

Scoob.
Oh thanks i will test that but i think i cant see "<" icon as well but im not sure need to check.And this is not happening to all ship , this did not happen with 3.2 as well so i thought it was the mod.

Scoob
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Re: [Mod] XR Ship Pack (28 ships now)

Post by Scoob » Thu, 2. Jul 20, 20:29

Oh thanks i will test that but i think i cant see "<" icon as well but im not sure need to check.And this is not happening to all ship , this did not happen with 3.2 as well so i thought it was the mod.
It happened with 3.2 for me too, though it was rare. When the issue occurs for me the only icons that are displayed are those in the top right of the screen - the "<" and the "X" - all text, tabs and drop-down menus are blank, with the image of the ship I was trying to upgrade in the back-ground.

I've had this issue once in 3.3 so far, and I worked around it by pressing "<" which instantly brought all the icons etc. back so I could upgrade.

Scoob.

ObsidianOne
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Re: [Mod] XR Ship Pack (28 ships now)

Post by ObsidianOne » Fri, 3. Jul 20, 13:15

Scoob wrote:
Thu, 2. Jul 20, 20:29
Oh thanks i will test that but i think i cant see "<" icon as well but im not sure need to check.And this is not happening to all ship , this did not happen with 3.2 as well so i thought it was the mod.
It happened with 3.2 for me too, though it was rare. When the issue occurs for me the only icons that are displayed are those in the top right of the screen - the "<" and the "X" - all text, tabs and drop-down menus are blank, with the image of the ship I was trying to upgrade in the back-ground.

I've had this issue once in 3.3 so far, and I worked around it by pressing "<" which instantly brought all the icons etc. back so I could upgrade.

Scoob.
It is not working for me , im doomed.

https://gfycat.com/agonizingorneryazurevasesponge

Scoob
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Re: [Mod] XR Ship Pack (28 ships now)

Post by Scoob » Fri, 3. Jul 20, 13:25

ObsidianOne wrote:
Fri, 3. Jul 20, 13:15
It is not working for me , im doomed.

https://gfycat.com/agonizingorneryazurevasesponge
AH, that's a shame, I wonder if resolution and UI scale has any impact here? I'm running 1920x1200 with scale set to whatever the default is.

Scoob.

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

Re: [Mod] XR Ship Pack (28 ships now)

Post by ObsidianOne » Fri, 3. Jul 20, 19:31

Scoob wrote:
Fri, 3. Jul 20, 13:25
ObsidianOne wrote:
Fri, 3. Jul 20, 13:15
It is not working for me , im doomed.

https://gfycat.com/agonizingorneryazurevasesponge
AH, that's a shame, I wonder if resolution and UI scale has any impact here? I'm running 1920x1200 with scale set to whatever the default is.

Scoob.
It is not related to it most likely but i got some help from discord and we have figure it out the reason so thanks for help anyway.

DrwHem
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Re: [Mod] XR Ship Pack (28 ships now)

Post by DrwHem » Fri, 17. Jul 20, 01:31

Does this mod at all effect xenon aggression? i seem to have a permanent xenon I and 2 ks parked in hatikvas choice I non stop and the argon and teladi navies never seem to respond with enough force.

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