[Mod] XR Ship Pack - 6.0 ready!

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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
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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.

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

Post by DrwHem » Mon, 20. Jul 20, 00:37

is this mod dead?
if not, could someone compile a list of what destroyers can fit missile and torpedo launchers?
i bought the merlin and the only guns i can add are those really large behemoth guns or w/e. i was hoping to put some missiles on it because theres no way that thing can trade blows with a real destroyer.

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

Post by DrwHem » Mon, 20. Jul 20, 00:45

is this mod dead?
if not, could someone compile a list of what destroyers can fit missile and torpedo launchers?
i bought the merlin and the only guns i can add are those really large behemoth guns or w/e. i was hoping to put some missiles on it because theres no way that thing can trade blows with a real destroyer.

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

Post by Max Bain » Mon, 20. Jul 20, 12:42

DrwHem wrote:
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.
No this mod does only what it says it does. It adds new ships to the game for the player and AI. No behaviour has been changed.
DrwHem wrote:
Mon, 20. Jul 20, 00:45
is this mod dead?
if not, could someone compile a list of what destroyers can fit missile and torpedo launchers?
i bought the merlin and the only guns i can add are those really large behemoth guns or w/e. i was hoping to put some missiles on it because theres no way that thing can trade blows with a real destroyer.
If with "dead" you mean that no new version is coming out every vew days, than yes it is dead.
The mod is very stable, quite balanced and bugfree (no open bugs right now) so I dont see any reason to release a new version every few weeks or so.
If there are any bugs or other issues please give feedback and I might fix/change things.

But right now, I am waiting for the next big patch to fix fleet management/movement to start a new playthrough. So I took a break from modding right now and only support my mods to fix bugs.

The merlin is one of the smallest and therefore weakest, but also fastest and cheapest destroyers in the game.
But just because it does not have any missile turrets doesnt make it a bad ship. I for example never use missiles at all in my playthroughs because of the auto supply not properly working from what I read and I dont want ships to spam missiles on wrong targets.
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

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

Post by DrwHem » Mon, 20. Jul 20, 16:39

Ok, it just seems like there are issues with ships that have non turret weapons.
The shark, for example, is not letting me place weapons in its main slot.

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

Post by Max Bain » Mon, 20. Jul 20, 18:05

DrwHem wrote:
Mon, 20. Jul 20, 16:39
Ok, it just seems like there are issues with ships that have non turret weapons.
The shark, for example, is not letting me place weapons in its main slot.
The shark needs a paranid weapon. You tried that?
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

Berni
Posts: 515
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Re: [Mod] XR Ship Pack (28 ships now)

Post by Berni » Thu, 30. Jul 20, 01:23

Unfortunately this mod is not working proper with 3.30 beta 4 :(

the Erebus Carrier can't be piloted by a NPC Captain - the command queue put always a recall subordinates order as 1st priority in the list (even if there are no drones or ships on it) -> the ship won't move because of this order.

2nd bug: i tried manually pass a gate but the ship won't be transported to the next sector - it just spins the ship for 180° and that's it. the gate is in my back now in the same sector.

i hope someone can fix it - i really love this mod because it is the only reason for me to come back to X4 :)

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

Post by RayF » Thu, 30. Jul 20, 15:40

Max,

I finally went into argon prime and boarded the Arawn carrier.

It seems i cant land S ships on it . i am using 1.6 of your mod.
As i read from your changelogs i cannot land S ships on this??

Many thanks.

** p.s Destroyer shark needs odysseys main guns (for the member who is having probs)

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

Post by Scoob » Thu, 30. Jul 20, 20:42

Hi,

Quick question as I'm not sure what might cause this...

I just added an XL Ship Fabrication Bay to a Wharf I've built. I allowed other Factions to buy from it at 120% Right away ARG ordered a Taranis - the only XL ship I have the Blueprint for currently - to be built. However, the station account did NOT go up. The station had 111 million credits prior to the build and still has the same value now the build is at 20% I checked the station account and the credits line is flat.

Any ideas?

Edit: I found out on discord that this is due to a bug fix (I assume in v3.30) and payment is now made after the ship is complete.

Scoob.

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

Post by Max Bain » Thu, 30. Jul 20, 21:57

Berni wrote:
Thu, 30. Jul 20, 01:23
Unfortunately this mod is not working proper with 3.30 beta 4 :(

the Erebus Carrier can't be piloted by a NPC Captain - the command queue put always a recall subordinates order as 1st priority in the list (even if there are no drones or ships on it) -> the ship won't move because of this order.

2nd bug: i tried manually pass a gate but the ship won't be transported to the next sector - it just spins the ship for 180° and that's it. the gate is in my back now in the same sector.

i hope someone can fix it - i really love this mod because it is the only reason for me to come back to X4 :)
At least the second bug is a vanilla bug. I had this with differnt kind of ships from vanilla also. To fix it I had to teleport out of sector. Sadly I dont know how to reproduce it.

I think the Erebus bug is a vanilla bug too, but so far I did not had it. But because this mod does not change any logic of the game I strongly doubt that my mod is causing this bug. However I will try to reproduce it when I have time for it.
RayF wrote:
Thu, 30. Jul 20, 15:40
Max,

I finally went into argon prime and boarded the Arawn carrier.

It seems i cant land S ships on it . i am using 1.6 of your mod.
As i read from your changelogs i cannot land S ships on this??

Many thanks.

** p.s Destroyer shark needs odysseys main guns (for the member who is having probs)
Please read the changelog. I completely redesigned the docks on the Arawn in one of the last versions and placed them inside the ship hull. You need to sell and rebuild the Arawn to make it work again.
Scoob wrote:
Thu, 30. Jul 20, 20:42
Edit: I found out on discord that this is due to a bug fix (I assume in v3.30) and payment is now made after the ship is complete.
So this bug is working as intended I guess...?
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: 10036
Joined: Thu, 27. Feb 03, 22:28
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Re: [Mod] XR Ship Pack (28 ships now)

Post by Scoob » Thu, 30. Jul 20, 22:19

Max Bain wrote:
Thu, 30. Jul 20, 21:57
So this bug is working as intended I guess...?
Seems to be, instead of getting credited when the ship was ordered, the player only gets credited once it's built now. Apparently it was a fix for some exploit, but I'm unaware what that exploit was.

Scoob.

Berni
Posts: 515
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Re: [Mod] XR Ship Pack (28 ships now)

Post by Berni » Thu, 30. Jul 20, 22:28

Berni wrote:
Thu, 30. Jul 20, 01:23
Unfortunately this mod is not working proper with 3.30 beta 4 :(

the Erebus Carrier can't be piloted by a NPC Captain - the command queue put always a recall subordinates order as 1st priority in the list (even if there are no drones or ships on it) -> the ship won't move because of this order.

2nd bug: i tried manually pass a gate but the ship won't be transported to the next sector - it just spins the ship for 180° and that's it. the gate is in my back now in the same sector.

i hope someone can fix it - i really love this mod because it is the only reason for me to come back to X4 :)
i will quote myself here:

something odd happened^^ i tried a few things with the Erebus Carrier (changing captains, refitting drones and so on...) and the last order i gave him was to move to another sector - then i was hungry and prepared my lunch...

half an hour later the Erebus was moving towards the gate for the next sector. he stopped near gate and stood still for about 10 more minutes - meanwhile i've discovered a green dot on the map and voila - i found two drones moving towards the Erebus.

but all of a sudden, the Erebus passed through the gate and reached his destination. the two drones were still following him and so i decided to wait until they reach him. after picking up the two drones the Erebus is working fine now :)

kaiser_33
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Re: [Mod] XR Ship Pack (28 ships now)

Post by kaiser_33 » Fri, 11. Sep 20, 22:19

hey there i have a question regarding combat ships, and its simple, i've also asked on your nexus account.

Why are ALL and i do mean ALL destroyers AND battleships so underpowered compared to vanilla split 3.30 but cost the same or more sometimes?

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

Post by aurumgallente » Sun, 13. Sep 20, 00:18

Max Brain, I have two questions for you.

1) Do you have experience in porting S or M ship? If that so, could you help me with a few things, I try to port some S and M ships from X2 and I have a few problems which are not covered in tutorials and I can't find useful information in Discord channel.
2) Do you have plans to port large X2 and X3 ships into the game? It would be nice to see X2 Mammoth or X3 Osprey, or whatever.

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

Post by Max Bain » Mon, 14. Sep 20, 09:50

kaiser_33 wrote:
Fri, 11. Sep 20, 22:19
Why are ALL and i do mean ALL destroyers AND battleships so underpowered compared to vanilla split 3.30 but cost the same or more sometimes?
Because so far you are the first person complaining about this and because I tried to balance all ships towards vanilla balance (with Behemoth as reference) I doubt that you are right here.
But if you have a good analysis comparing all relevant values (prices, speeds, turret counts, shields and hulls) for specific ships showing that they are underpowered we can talk about buffing them.
aurumgallente wrote:
Sun, 13. Sep 20, 00:18
Max Brain, I have two questions for you.

1) Do you have experience in porting S or M ship? If that so, could you help me with a few things, I try to port some S and M ships from X2 and I have a few problems which are not covered in tutorials and I can't find useful information in Discord channel.
2) Do you have plans to port large X2 and X3 ships into the game? It would be nice to see X2 Mammoth or X3 Osprey, or whatever.
@1: sorry, but this is one of the reasons why I havent ported any M or S ships so far :(. I only know Brummbear who might can help you here. Better make a specific thread with your uestions.
@2: Most probably not (I dont even own X2). Actually I am a bit burned out in modding for X4. I am not playing enough X4 right now to spend so many hours into modding. When I play a lot X4 again I think I will have fun modding again and we will see what happens then.
I always try to start a new game but I always end playing when I notice how tedious fleet management is and how difficult it is to supply your own stations with your own stuff (while still be able to sell the surpluss to the AI).
I have big hopes in 4.0 now but I also had these before. So we will see.
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

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

Post by SMoOoVEeR » Thu, 17. Sep 20, 01:04

Hey,
so great mod so far! Love it! Only thing I am currently stumbling upon is the shark alpha line destroyer which seems vastly underpowered compared to any other destroyer in the same price category. Do I miss something why the shark would be worth it?

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