[MOD] Variety and Rebalance Overhaul (VRO) 4.x

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AtilaElari
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Re: [MOD] Variety and Rebalance Overhaul (VRO) 3.x

Post by AtilaElari » Thu, 12. Aug 21, 18:09

Did you also change projectile speed or tracking of turrets? I'm noticing that Fusion Butst L turrets are now capable of inflicting notable casualties on my fighter squadrons, while they were nearly harmless before.

rusky
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Re: [MOD] Variety and Rebalance Overhaul (VRO) 3.x

Post by rusky » Thu, 12. Aug 21, 18:18

Only weapons change is increased damage per shot to compensate the extra hp of ships.
I imagine one of the side effects is that relative to the hp of a fighter, a large turret now does more damage when it hits. I wouldn't expect L turrets to do much against fighters still though unless there's only a handful of them and all turrets are focusing.

I recommend using this mod: https://www.nexusmods.com/x4foundations/mods/645/ if you're using fighters against capital ships, and use the "Attack. Disable all subs" or such when attacking. This will considerably reduce incoming damage as the turrets will be stripped by your fighters pretty quick.
Interestingly, I noticed this is the default behaviour of S/M ships attacking capitals OOS (both your ships and NPC ships). It's why I often see xenon I's running around with no turrets.

Also a good reason to make sure you escort your capitals with something that can take out fighters!

AtilaElari
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Re: [MOD] Variety and Rebalance Overhaul (VRO) 3.x

Post by AtilaElari » Thu, 12. Aug 21, 18:48

Are you sure you changed Split station parameters as well? I just seen 2 Xenon I's and 1 V getting wrecked by a Split Solar Plant.

rusky
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Re: [MOD] Variety and Rebalance Overhaul (VRO) 3.x

Post by rusky » Thu, 12. Aug 21, 18:53

AtilaElari wrote:
Thu, 12. Aug 21, 18:48
Are you sure you changed Split station parameters as well? I just seen 2 Xenon I's and 1 V getting wrecked by a Split Solar Plant.
Yes, but make sure you redownload if you have the first upload I put up a few hours ago, I messed up the packaging.

Also, reductions in hp don't work like you'd expect in an ongoing game. The max hull of something changes to the new max but the current stays as what it was until that object is damaged/detroyed/recreated via script.
So you might see stations with 180% hp for example etc until they get damaged enough to the new, lower, max.

Try inspecting the I and seeing what it's turrets look like. I often seen xenon capital ships get stripped by roaming fighter squads. They can't kill it but they make it a harmless lump that drifts around looking scary.

Btw happy to answer anything specific to my little modmod in PM if you have any other questions, as this is not really pertaining to VRO.

Sam97531
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Re: [MOD] Variety and Rebalance Overhaul (VRO) 3.x

Post by Sam97531 » Fri, 13. Aug 21, 16:23

Quick question all,

I also am long time user of VRO. but I really want something more minimalist when it comes to a vanilla change.

I want only a slight boost to survivability, but I do want that variation between fighters and M class that was so good in X3.

As I start fooling around with a mod that does that, is there no way that these modifications can be applied generally to size of ship? Do changes have to be applied on each specific ship separately ?

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Shuulo
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Re: [MOD] Variety and Rebalance Overhaul (VRO) 3.x

Post by Shuulo » Fri, 13. Aug 21, 19:28

rusky wrote:
Thu, 12. Aug 21, 15:43

Also @Shuulo: I think I spotted a typo in the Rattlesnake internal shield gen when I was messing about, pretty sure it's missing a 0! :D
You mean 2000 shield capacity? its not mistake, its for balancing purposes. ALL of its energy is diverted to weapons :)

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Shuulo
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Re: [MOD] Variety and Rebalance Overhaul (VRO) 3.x

Post by Shuulo » Fri, 13. Aug 21, 19:29

AtilaElari wrote:
Tue, 10. Aug 21, 12:16
And what software do you use to work this file? Notepad++ opens half of it in broken code and corrupts it on saving.
Spoiler
Show

Code: Select all

</aiscript>‹`A^ ship_l_frigate ì]	¸VC¾·ºíé¶ÜíѾªÛFÚDR¡B¥M
mJTDВ‹HimhВЎ
•6DiÑ®}"Ú·;¾wúNÿ1÷œÿÌùïßí?Ý3÷q»wfΙygæÌ;óÍ7õë·(Ü?***klTԀ¨KˆJ%C4¡A£»î)G‘¢£RG9…„º—Füÿ#6Ê~ðƒRbˆ6!•
qüp-3ß©	i1„´„t„ô ÿœ–ÿ–†ã¦òۂ§ƒ™÷æ8#á:B6BNBÀ?gã¿eä¸1F;ðۀç‚Á}æ2󛇧Æ%	å7üs	þ[Ž›‰Ó¦ñۀ§‚™ûôܧsn$T"Ô#4'<LhðÏÍð7ŽsÒpÚô~ðLP¹%ä'”'ÜNhGx‘00°àŸÇóßÚêÊqÚX¿
x&€›Ô&îâ	-Ïæö„
seems you have incorrect encoding selected or something
I use VScode with XML plugin from RedHat

rusky
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Re: [MOD] Variety and Rebalance Overhaul (VRO) 3.x

Post by rusky » Fri, 13. Aug 21, 23:54

Shuulo wrote:
Fri, 13. Aug 21, 19:28
rusky wrote:
Thu, 12. Aug 21, 15:43

Also @Shuulo: I think I spotted a typo in the Rattlesnake internal shield gen when I was messing about, pretty sure it's missing a 0! :D
You mean 2000 shield capacity? its not mistake, its for balancing purposes. ALL of its energy is diverted to weapons :)
Haha fair enough!

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Lord Dakier
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Re: [MOD] Variety and Rebalance Overhaul (VRO) 3.x

Post by Lord Dakier » Sat, 14. Aug 21, 20:58

What's the deal with the Meson beams? The damage is impressive, sure, but the heat build-up just makes them so unviable for me. 3 shots, assuming you land your hits, but then you have to wait what feels like >30s. I'm assuming people are using some kind of ship mods to get the most out of these things?

My thoughts at the moment is that maybe the damage needs nerfing for less heat build-up time.

Edit: I'm referring to specifically the fighter sized ones. I can't remember which ones they're called. Lancers maybe?

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Shuulo
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Re: [MOD] Variety and Rebalance Overhaul (VRO) 3.x

Post by Shuulo » Sun, 15. Aug 21, 22:00

Lord Dakier wrote:
Sat, 14. Aug 21, 20:58
Edit: I'm referring to specifically the fighter sized ones. I can't remember which ones they're called. Lancers maybe?
Terran mesons are anti-M weapon, its very easy to hit with them any M-sized ship and deal noticeable damage. They are not meant as anti-fighter weapons.

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Axeface
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Re: [MOD] Variety and Rebalance Overhaul (VRO) 3.x

Post by Axeface » Mon, 16. Aug 21, 05:41

Hello! Im making a new ship that i'll probably release this week and ide like to release with a vro version straight away, the vro wiki says that since 2.4 its no longer necessary to add an internal shield to the ships macro, is it still needed to add the connection to the component file? If so, when adding that tag do I just make up a name for it? eg, ishield_axe_kea and done?
Also, its a Teladi corvette with 4 weapons, 1 turret, 2 shields and 4 engines. Standard and telonly tags on the weapons and the turret too?

Oh, can I add these tags to the main mod, making it compatible without having to make a separate vro specific version or would that cause issues for non-vro players?

Falcrack
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Re: [MOD] Variety and Rebalance Overhaul (VRO) 3.x

Post by Falcrack » Mon, 16. Aug 21, 17:15

I was thinking about starting up a new custom "creative" game using VRO and 4.1 b6. Any showstopping bugs I should be aware about?

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Shuulo
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Re: [MOD] Variety and Rebalance Overhaul (VRO) 3.x

Post by Shuulo » Wed, 18. Aug 21, 14:54

Falcrack wrote:
Mon, 16. Aug 21, 17:15
I was thinking about starting up a new custom "creative" game using VRO and 4.1 b6. Any showstopping bugs I should be aware about?
VRO was not yet updated for 4.1, particularly 4.1 changed OOS calc a bit, ill delve into its polishing closer to 4.1 release.
apart from that I dont think there are any major issues, just balancing.

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Shuulo
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Re: [MOD] Variety and Rebalance Overhaul (VRO) 3.x

Post by Shuulo » Wed, 18. Aug 21, 15:00

Axeface wrote:
Mon, 16. Aug 21, 05:41
Hello! Im making a new ship that i'll probably release this week and ide like to release with a vro version straight away, the vro wiki says that since 2.4 its no longer necessary to add an internal shield to the ships macro, is it still needed to add the connection to the component file? If so, when adding that tag do I just make up a name for it? eg, ishield_axe_kea and done?
Also, its a Teladi corvette with 4 weapons, 1 turret, 2 shields and 4 engines. Standard and telonly tags on the weapons and the turret too?

Oh, can I add these tags to the main mod, making it compatible without having to make a separate vro specific version or would that cause issues for non-vro players?
No need to add it to macro, but still need to add ishield in component, and a unique shield if you want.
If you dont want to add unique internal shield than you can just use some shield from VRO, for example one from Osprey will serve well.

Code: Select all

  <connection name="con_ishield_01" tags="ishield shield mandatory ishield_tel_m_frigate_01_a">
  <offset>
   <position x="0" y="0" z="0"/>
  </offset>
 </connection>
The only thing is that you may want to remove "mandatory" tag from it so if player doesn't have VRO he will still be able to build the ship

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Axeface
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Re: [MOD] Variety and Rebalance Overhaul (VRO) 3.x

Post by Axeface » Wed, 18. Aug 21, 17:09

Shuulo wrote:
Wed, 18. Aug 21, 15:00
Axeface wrote:
Mon, 16. Aug 21, 05:41
Hello! Im making a new ship that i'll probably release this week and ide like to release with a vro version straight away, the vro wiki says that since 2.4 its no longer necessary to add an internal shield to the ships macro, is it still needed to add the connection to the component file? If so, when adding that tag do I just make up a name for it? eg, ishield_axe_kea and done?
Also, its a Teladi corvette with 4 weapons, 1 turret, 2 shields and 4 engines. Standard and telonly tags on the weapons and the turret too?

Oh, can I add these tags to the main mod, making it compatible without having to make a separate vro specific version or would that cause issues for non-vro players?
No need to add it to macro, but still need to add ishield in component, and a unique shield if you want.
If you dont want to add unique internal shield than you can just use some shield from VRO, for example one from Osprey will serve well.

Code: Select all

  <connection name="con_ishield_01" tags="ishield shield mandatory ishield_tel_m_frigate_01_a">
  <offset>
   <position x="0" y="0" z="0"/>
  </offset>
 </connection>
The only thing is that you may want to remove "mandatory" tag from it so if player doesn't have VRO he will still be able to build the ship
Thanks, is it ok to not use highpower tag on the weapons and turret and only add 'telonly'? Highpower in vanilla looks like it allows my ship to mount terran exclusive weapons.

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Shuulo
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Re: [MOD] Variety and Rebalance Overhaul (VRO) 3.x

Post by Shuulo » Wed, 18. Aug 21, 18:19

Axeface wrote:
Wed, 18. Aug 21, 17:09

Thanks, is it ok to not use highpower tag on the weapons and turret and only add 'telonly'? Highpower in vanilla looks like it allows my ship to mount terran exclusive weapons.
without highpower tag in VRO this ship will not be able to equip heavy medium weapons, only light ones. And yes, its repurposed tag from terran weapons in vanilla, because it shows indication in UI.
Its up to you to either allow players use terran weapons or limit it to light weapons only in VRO (they are powerful, nemesis has 3 light and 2 heavy guns, cobra has 3 heavy), in case you dont want to make separate patch

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mr.WHO
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Re: [MOD] Variety and Rebalance Overhaul (VRO) 3.x

Post by mr.WHO » Thu, 26. Aug 21, 10:26

Will Axeface Teladi Kea be integrated into the mod like his Cyclops?

LameFox
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Re: [MOD] Variety and Rebalance Overhaul (VRO) 3.x

Post by LameFox » Thu, 26. Aug 21, 11:12

Not sure whether you modelled the Hound or if it came from somewhere else, but I noticed it has what looks like a door or hatch floating in space above its engines, behind the landing pads. It shows up when you fly close (e.g. to disable the ship) and is not solid.
***modified***

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Shuulo
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Re: [MOD] Variety and Rebalance Overhaul (VRO) 3.x

Post by Shuulo » Thu, 26. Aug 21, 12:59

LameFox wrote:
Thu, 26. Aug 21, 11:12
Not sure whether you modelled the Hound or if it came from somewhere else, but I noticed it has what looks like a door or hatch floating in space above its engines, behind the landing pads. It shows up when you fly close (e.g. to disable the ship) and is not solid.
ill look into it
mr.WHO wrote:
Thu, 26. Aug 21, 10:26
Will Axeface Teladi Kea be integrated into the mod like his Cyclops?
He already released VRO version

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mr.WHO
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Re: [MOD] Variety and Rebalance Overhaul (VRO) 3.x

Post by mr.WHO » Thu, 26. Aug 21, 13:31

Shuulo wrote:
Thu, 26. Aug 21, 12:59
He already released VRO version
Yeah, but it's more convinient to have it in one package.

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