Several redesigned mods

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Wise32
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Several redesigned mods

Post by Wise32 » Sun, 24. Nov 19, 09:13

Several redesigned mods.

In this assembly collected in my opinion the most successful fashions with recycling and rebalancing.

(BetterScanColors, Employee Training Difficult, Equipment upgrades without RNG, Escape Teleport, ExtendedScannerRange, mej_improved_explore_behaviour, more_people, Paint Jobs for Sale, Various NPCs. and other parts of some mods)

Major changes in known modifications.

- (Paint Jobs for Sale) from sale removed coloring books used for nps-ships, as well as those that can be obtained by performing special quests

- A change in radar performance depending on the type of hull of the ship, but managed to do so that all scouts in the game have a double radius of the radar (as you know it is S class). Which makes them more useful in the game as their radar covers the same volume as the XL ships.

The main additions.

- Changed the view of the ship Elite now it carries three points under the weapon (for what a heresy warship weaker than the scout)

- Changed drones now they have greater speed and shield (now drone carriers are even more dangerous)

- From now on, all warships (excluding scouts) require a military license

"The armament has also undergone a number of changes. Almost everything requires a military license. Ion blaster is available in all Races. Kinetic weapons give stable damage both on the shield and on the body, but the beam weapon is not effective effectively against the shields but significantly superior in damage to the body. There are a number of changes in the missile arsenal. Only for Russian localization in the background information in addition to TTH missiles and torpedoes (max range speed and damage) added an additional description of the type of behavior and optimal range of launch, to inform all nps pilots produce a launch from this particular distance (as an example if the pilot's nps have the opportunity to launch a light unguided missile at you then you have only 1 second after its launch that would evade it).

- Now available (was hidden by the developers) to study the last stage of hacking the modules of the bases, allowing the player to use scanning to get drawings of shipbuilding hangars.

- Added a new start for the player. You will start the game in Argon Prime you will not have any credit you will start with the most unsightly transport vessel, you know only venture modules.

Link to other resources

https://www.playground.ru/files/x4_foun ... ds-194757/
https://steamcommunity.com/sharedfiles/ ... 1917070099
Человек скорее поверит в то, во что он хочет поверить.
A man is more likely to believe what he wants to believe.

teleportationwars
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Joined: Fri, 12. Jul 19, 14:03

Re: Several redesigned mods

Post by teleportationwars » Sun, 24. Nov 19, 11:18

Those radar changes have a stiff performance penalty.

Did you get permission for any of this? Several of these are not open permission.

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Wise32
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Joined: Wed, 16. Feb 11, 18:50
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Re: Several redesigned mods

Post by Wise32 » Mon, 25. Nov 19, 01:49

teleportationwars wrote:
Sun, 24. Nov 19, 11:18
Those radar changes have a stiff performance penalty.

Did you get permission for any of this? Several of these are not open permission.
Dear teleportationwars about what performance penalties are you talking about? In this fashion, the range of radars is understated for ships and starts with 20 km (S class). The maximum radar radius is 40 km (Stations). In the "clean" game, the radars work with the same radius but for all ships and stations.
Человек скорее поверит в то, во что он хочет поверить.
A man is more likely to believe what he wants to believe.

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