[Mod] XR Ship Pack - 6.0 ready!

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

Post by Malakie » Tue, 14. Dec 21, 01:45

Max Bain wrote:
Mon, 26. Apr 21, 18:45
Halpog wrote:
Mon, 26. Apr 21, 17:37
do u plan to add more ships to this mod ? asking because iam realy missing my experimental, and the teladi neuntöter with his 8 main guns :)
Of course I want to add more ships to this mod. But adding new ships is very time consuming (actually working on two trade ships for paranids in omicron style). So I normally release a version with new ships and than several bugfix/improve versions and repeat that.
Whats the Neuntöter?
I can only add ships I build myself or where I have the files (and the permission).
If you need them, I have over 400 ships from X3 and X3TerranConflict/Albion. Everything from SG1 to StarTrek to Star Wars to a nice set consisting of the USS Missouri, USS Comte de Grasse and USS Yorktown. I still play X3 and X3TC etc now and again and I have as many of them as I can have running in that game.

Most of them were posted here on the Egosoft forums for use by the people that made them and most did give permission for their use as long as credit was given to them for the original work.

If you want them, let me know and we can figure out a way for me to send you the archive with all the files.
Take it light.....

Malakie

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

Post by ZeroBoogie » Fri, 17. Dec 21, 07:55

Malakie wrote:
Tue, 14. Dec 21, 01:45
Max Bain wrote:
Mon, 26. Apr 21, 18:45
Halpog wrote:
Mon, 26. Apr 21, 17:37
do u plan to add more ships to this mod ? asking because iam realy missing my experimental, and the teladi neuntöter with his 8 main guns :)
Of course I want to add more ships to this mod. But adding new ships is very time consuming (actually working on two trade ships for paranids in omicron style). So I normally release a version with new ships and than several bugfix/improve versions and repeat that.
Whats the Neuntöter?
I can only add ships I build myself or where I have the files (and the permission).
If you need them, I have over 400 ships from X3 and X3TerranConflict/Albion. Everything from SG1 to StarTrek to Star Wars to a nice set consisting of the USS Missouri, USS Comte de Grasse and USS Yorktown. I still play X3 and X3TC etc now and again and I have as many of them as I can have running in that game.

Most of them were posted here on the Egosoft forums for use by the people that made them and most did give permission for their use as long as credit was given to them for the original work.

If you want them, let me know and we can figure out a way for me to send you the archive with all the files.
I would love to get the files also (if I can) as I am starting to mod and would love to add a lot of new ships :)

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

Post by grapedog » Mon, 3. Jan 22, 04:02

I've tried searching this thread, and I can't find a satisfactory answer.

If I want to remove just 1 ship from being further produced, how would I do that. I don't need to remove them from the game totally, just stop them from being produced going forwards. Or a way to totally remove it is fine to. Prior to this mod I already have stuff to amp up Xenon, but the Q just makes them ridiculous. I just want to stop the Q from being able to be built, or remove it from the game, and see how that works.

If you could tell me which files, and what to remove, i can do that.

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

Post by BlackRain » Tue, 4. Jan 22, 01:54

grapedog wrote:
Mon, 3. Jan 22, 04:02
I've tried searching this thread, and I can't find a satisfactory answer.

If I want to remove just 1 ship from being further produced, how would I do that. I don't need to remove them from the game totally, just stop them from being produced going forwards. Or a way to totally remove it is fine to. Prior to this mod I already have stuff to amp up Xenon, but the Q just makes them ridiculous. I just want to stop the Q from being able to be built, or remove it from the game, and see how that works.

If you could tell me which files, and what to remove, i can do that.
Hello, open up the shipgroups.xml file in the library folder of the mod. Delete the following:

Code: Select all

<add sel="/groups/group[@name='xen_destroyer_xl']" >
		<select macro="units_size_l_xenon_ls_02_macro" weight="1" />
	</add>
And then maybe for good measure, open up the wares.xml search for units_size_l_xenon_ls_02_ware and remove just the part that says group="ships_xenon"

That should remove it from being used by the Xenon.

If you are using VRO and this mod, I would recommend not using the jobs.xml from this at all, especially if you are using my FOCW or Corporations mod (since this mod also adds a lot of ships). I use this mod with VRO and my mods but I deleted the jobs.xml, ships.xml, and shipgroups.xml files. Also, make sure to check in the other folder, the XR ship pack VRO folder too just in case. I forgot if these files are also there or also need to be changed there.

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

Post by ScandyNav » Thu, 6. Jan 22, 16:33

Anyone knows why ships from this pack with VRO are so poorly outfitted by NPC? Usually they fill only 50-70% of turret slots.

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

Post by Halpog » Thu, 6. Jan 22, 23:32

ScandyNav wrote:
Thu, 6. Jan 22, 16:33
Anyone knows why ships from this pack with VRO are so poorly outfitted by NPC? Usually they fill only 50-70% of turret slots.
ive seen this too .. no idea why.

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

Post by BlackRain » Fri, 7. Jan 22, 01:23

ScandyNav wrote:
Thu, 6. Jan 22, 16:33
Anyone knows why ships from this pack with VRO are so poorly outfitted by NPC? Usually they fill only 50-70% of turret slots.
That is simple to answer, it is because it was set up that way by the mod creator.

The jobs.xml is where you will find it. The current code is present for each ship

<loadout>
<level min="0.8" max="1.0" />
<variation exact="0.5"/>
</loadout>

That means each ship build will have a loadout of 0.8 to 1.0 but with a variance of 0.5. (So technically it will be anywhere from 0.3 to 1.0 since it can't go higher than 1.0).
I would imagine, on average that would mean ships outfitted with 50-70% of turrets.

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

Post by Halpog » Fri, 7. Jan 22, 08:21

BlackRain wrote:
Fri, 7. Jan 22, 01:23
ScandyNav wrote:
Thu, 6. Jan 22, 16:33
Anyone knows why ships from this pack with VRO are so poorly outfitted by NPC? Usually they fill only 50-70% of turret slots.
That is simple to answer, it is because it was set up that way by the mod creator.

The jobs.xml is where you will find it. The current code is present for each ship

<loadout>
<level min="0.8" max="1.0" />
<variation exact="0.5"/>
</loadout>

That means each ship build will have a loadout of 0.8 to 1.0 but with a variance of 0.5. (So technically it will be anywhere from 0.3 to 1.0 since it can't go higher than 1.0).
I would imagine, on average that would mean ships outfitted with 50-70% of turrets.
ok another question regarding turret outfits, i noticed also, that when i buy a ship, and use the heavy loadout it gets stuffed with useless beam turrets.is there any way to change the standard heavy loadout ?
not talking about changing all, and saving it ( because that has to be done for every ship itself )

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

Post by BlackRain » Fri, 7. Jan 22, 14:53

Halpog wrote:
Fri, 7. Jan 22, 08:21
BlackRain wrote:
Fri, 7. Jan 22, 01:23
ScandyNav wrote:
Thu, 6. Jan 22, 16:33
Anyone knows why ships from this pack with VRO are so poorly outfitted by NPC? Usually they fill only 50-70% of turret slots.
That is simple to answer, it is because it was set up that way by the mod creator.

The jobs.xml is where you will find it. The current code is present for each ship

<loadout>
<level min="0.8" max="1.0" />
<variation exact="0.5"/>
</loadout>

That means each ship build will have a loadout of 0.8 to 1.0 but with a variance of 0.5. (So technically it will be anywhere from 0.3 to 1.0 since it can't go higher than 1.0).
I would imagine, on average that would mean ships outfitted with 50-70% of turrets.
ok another question regarding turret outfits, i noticed also, that when i buy a ship, and use the heavy loadout it gets stuffed with useless beam turrets.is there any way to change the standard heavy loadout ?
not talking about changing all, and saving it ( because that has to be done for every ship itself )
Hmm, I am not sure how the game chooses what is part of the "heavy" loadout. It might have something to do with the way the weapons are tagged in wares.xml or perhaps how much damage they do. Maybe it is picking what appears as the greatest damage dealer. Not sure.

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

Post by Halpog » Fri, 7. Jan 22, 17:36

BlackRain wrote:
Fri, 7. Jan 22, 14:53
Halpog wrote:
Fri, 7. Jan 22, 08:21
BlackRain wrote:
Fri, 7. Jan 22, 01:23


That is simple to answer, it is because it was set up that way by the mod creator.

The jobs.xml is where you will find it. The current code is present for each ship

<loadout>
<level min="0.8" max="1.0" />
<variation exact="0.5"/>
</loadout>

That means each ship build will have a loadout of 0.8 to 1.0 but with a variance of 0.5. (So technically it will be anywhere from 0.3 to 1.0 since it can't go higher than 1.0).
I would imagine, on average that would mean ships outfitted with 50-70% of turrets.
ok another question regarding turret outfits, i noticed also, that when i buy a ship, and use the heavy loadout it gets stuffed with useless beam turrets.is there any way to change the standard heavy loadout ?
not talking about changing all, and saving it ( because that has to be done for every ship itself )
Hmm, I am not sure how the game chooses what is part of the "heavy" loadout. It might have something to do with the way the weapons are tagged in wares.xml or perhaps how much damage they do. Maybe it is picking what appears as the greatest damage dealer. Not sure.
hmmm ok thnx

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

Post by DeadAirRT » Fri, 7. Jan 22, 18:30

Halpog wrote:
Fri, 7. Jan 22, 08:21
ok another question regarding turret outfits, i noticed also, that when i buy a ship, and use the heavy loadout it gets stuffed with useless beam turrets.is there any way to change the standard heavy loadout ?
not talking about changing all, and saving it ( because that has to be done for every ship itself )
Right now loadouts work like the following

loadout level 0-1
it determines quality AND quantity (please change this egosoft)
to force a ship to have all slots used, you use loadout level of 1

which also uses the "best" quality of modules which is determined by price
currently the most expensive weapon is a beam turret for the majority of slots

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

Post by Halpog » Fri, 7. Jan 22, 22:42

DeadAirRT wrote:
Fri, 7. Jan 22, 18:30
Halpog wrote:
Fri, 7. Jan 22, 08:21
ok another question regarding turret outfits, i noticed also, that when i buy a ship, and use the heavy loadout it gets stuffed with useless beam turrets.is there any way to change the standard heavy loadout ?
not talking about changing all, and saving it ( because that has to be done for every ship itself )
Right now loadouts work like the following

loadout level 0-1
it determines quality AND quantity (please change this egosoft)
to force a ship to have all slots used, you use loadout level of 1

which also uses the "best" quality of modules which is determined by price
currently the most expensive weapon is a beam turret for the majority of slots
aiii hell... ok got it
welcome to hand to hand saving loadouts for every ship :P

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

Post by Max Bain » Fri, 7. Jan 22, 23:38

BlackRain wrote:
Fri, 7. Jan 22, 01:23
ScandyNav wrote:
Thu, 6. Jan 22, 16:33
Anyone knows why ships from this pack with VRO are so poorly outfitted by NPC? Usually they fill only 50-70% of turret slots.
That is simple to answer, it is because it was set up that way by the mod creator.

The jobs.xml is where you will find it. The current code is present for each ship

<loadout>
<level min="0.8" max="1.0" />
<variation exact="0.5"/>
</loadout>

That means each ship build will have a loadout of 0.8 to 1.0 but with a variance of 0.5. (So technically it will be anywhere from 0.3 to 1.0 since it can't go higher than 1.0).
I would imagine, on average that would mean ships outfitted with 50-70% of turrets.
Hi,

just to clearify some things. This is not a problem by this mod but a problem of vanilla game. I have had several long discussions with some developers and I couldnt convince them to improve their game mechanic. The way loadouts are generated for NPCs ships have many serious flaws in my opinion. The two biggest are:
1. ships try to fit expensive turrets over cheap turrets
2. when you do want to make ships use cheaper turrets as well, ships often have empty turret slots

Additionally to that it is not possible to create different layout lists for ships but only one default layout.

I changed the loadouts by increasing the levels in comparison to vanilla so they have LESS empty slots when playing without VRO (at least it was true in the past). VRO uses a different approach because he is changing all prices of all turrets and therefore he can have pretty high levels and less variants and still uses many turrets I think. This is not possile in this mod without expanding the mod range and adjusting weapon prices and more.

I still hope that one day Egosoft implements a proper loadout system whith way more freedom for different kind of loadouts and not just "expensive and many turrets" vs "cheap and many empty turret slots".

Edit: Oh didnt saw DeadAirs comment.. he explained it already :D.
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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Re: [Mod] XR Ship Pack (now including 48!! ships)

Post by DeadAirRT » Sat, 8. Jan 22, 06:09

Max Bain wrote:
Fri, 7. Jan 22, 23:38
Edit: Oh didnt saw DeadAirs comment.. he explained it already :D.
Excellent explanation as well, this is probably one of the single biggest issues with the game from a modding stand point. I'm not sure why any dev would possibly think quality and quantity should be one value.

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

Post by Halpog » Sat, 8. Jan 22, 09:09

thnx for the explanation at least iam sure now that self done loadouts are definatly better :)

althought i still one question, iam thinking about , but its regarding ships and AI factions overall
i know so far that facctions ONLY produce/buy ships of there owen faction.

so , when i check some fleets that get build at my shipyard, is there any rule for factions to build fleets, buy ships ?
example :
split faction in over 60 hours just builded 2x raptor. but over 200 times S and M ships ....
or terrans only buying syn`s and no S ships at all

is there any way i can or could influence it , so they would buy more ships of this ship mod ?

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

Post by Max Bain » Fri, 14. Jan 22, 11:04

Halpog wrote:
Sat, 8. Jan 22, 09:09
thnx for the explanation at least iam sure now that self done loadouts are definatly better :)

althought i still one question, iam thinking about , but its regarding ships and AI factions overall
i know so far that facctions ONLY produce/buy ships of there owen faction.

so , when i check some fleets that get build at my shipyard, is there any rule for factions to build fleets, buy ships ?
example :
split faction in over 60 hours just builded 2x raptor. but over 200 times S and M ships ....
or terrans only buying syn`s and no S ships at all

is there any way i can or could influence it , so they would buy more ships of this ship mod ?
Oh sorry, missed your question. You should have a look into jobs.xml and maybe ships.xml too. When I remember right, in jobs.xml you find the numbers of ships the factions try to build. Someone correct me if I am wrong.
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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grapedog
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Re: [Mod] XR Ship Pack (now including 48!! ships)

Post by grapedog » Fri, 14. Jan 22, 11:45

BlackRain wrote:
Tue, 4. Jan 22, 01:54
grapedog wrote:
Mon, 3. Jan 22, 04:02
I've tried searching this thread, and I can't find a satisfactory answer.

If I want to remove just 1 ship from being further produced, how would I do that. I don't need to remove them from the game totally, just stop them from being produced going forwards. Or a way to totally remove it is fine to. Prior to this mod I already have stuff to amp up Xenon, but the Q just makes them ridiculous. I just want to stop the Q from being able to be built, or remove it from the game, and see how that works.

If you could tell me which files, and what to remove, i can do that.
Hello, open up the shipgroups.xml file in the library folder of the mod. Delete the following:

Code: Select all

<add sel="/groups/group[@name='xen_destroyer_xl']" >
		<select macro="units_size_l_xenon_ls_02_macro" weight="1" />
	</add>
And then maybe for good measure, open up the wares.xml search for units_size_l_xenon_ls_02_ware and remove just the part that says group="ships_xenon"

That should remove it from being used by the Xenon.

If you are using VRO and this mod, I would recommend not using the jobs.xml from this at all, especially if you are using my FOCW or Corporations mod (since this mod also adds a lot of ships). I use this mod with VRO and my mods but I deleted the jobs.xml, ships.xml, and shipgroups.xml files. Also, make sure to check in the other folder, the XR ship pack VRO folder too just in case. I forgot if these files are also there or also need to be changed there.
Thanks for the info!

I had to figure out a lot of stuff to get to that point, but the tutorials section was very helpful. Looks like I've still got a few Q roaming around, which is fine... but it doesn't look like any more are being produced, which is perfect. I'm not 100% sure they're not being produced, but they used to be COMMON and the Xenon were a legit scourge.... now they're just a royal pain, and it's almost entirely K's and I's.

Thanks again!

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

Post by dpadula » Fri, 1. Apr 22, 15:29

DeadAirRT wrote:
Sat, 30. May 20, 18:44
please change your jobs changes to:

Code: Select all

	<replace sel="//jobs/job[@id='xenon_fighter_escort_s_frigate']/quota[@wing='4']" silent="true">
		<quota wing="10" variation="2"/>
	</replace>
	
	<replace sel="//jobs/job[@id='xenon_fighter_escort_s_patrol']/quota[@wing='2']" silent="true">
		<quota wing="6" variation="1"/>
	</replace>
	
	<replace sel="//jobs/job[@id='xenon_carrier_patrol_xl_border_cluster']/quota[@galaxy='1']" silent="true">
		<quota galaxy="2" cluster="1"/>
	</replace>	
	
	<replace sel="//jobs/job[@id='argon_fighter_escort_s_carrier']/quota[@wing='10']" silent="true">
		<quota wing="15" variation="5"/>
	</replace>

	<replace sel="//jobs/job[@id='paranid_fighter_escort_s_carrier']/quota[@wing='10']" silent="true">
		<quota wing="15" variation="5"/>
	</replace>

	<replace sel="//jobs/job[@id='teladi_fighter_escort_s_carrier']/quota[@wing='6']" silent="true">
		<quota wing="14" variation="4"/>
	</replace>
I'm assuming you only wanted to adjust vanilla balance but right now, you are affecting every jobs mod before it.
If I replace the jobs section that has the old data with this new data...how long might it take for things to fix/even itself back out again on an existing save? I am trying to figure out if I remove this mod completely and start a new game or if I can just make these changes to the job file and it will eventually fix itself in a few hours.

Thank you
-----
Dell Precision 3600
12 gb ram
Nvidia 1060
256 gd boot ssd and 1 tb data ssd
Windows 10

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

Post by Max Bain » Fri, 1. Apr 22, 16:37

dpadula wrote:
Fri, 1. Apr 22, 15:29
DeadAirRT wrote:
Sat, 30. May 20, 18:44
please change your jobs changes to:

Code: Select all

	<replace sel="//jobs/job[@id='xenon_fighter_escort_s_frigate']/quota[@wing='4']" silent="true">
		<quota wing="10" variation="2"/>
	</replace>
	
	<replace sel="//jobs/job[@id='xenon_fighter_escort_s_patrol']/quota[@wing='2']" silent="true">
		<quota wing="6" variation="1"/>
	</replace>
	
	<replace sel="//jobs/job[@id='xenon_carrier_patrol_xl_border_cluster']/quota[@galaxy='1']" silent="true">
		<quota galaxy="2" cluster="1"/>
	</replace>	
	
	<replace sel="//jobs/job[@id='argon_fighter_escort_s_carrier']/quota[@wing='10']" silent="true">
		<quota wing="15" variation="5"/>
	</replace>

	<replace sel="//jobs/job[@id='paranid_fighter_escort_s_carrier']/quota[@wing='10']" silent="true">
		<quota wing="15" variation="5"/>
	</replace>

	<replace sel="//jobs/job[@id='teladi_fighter_escort_s_carrier']/quota[@wing='6']" silent="true">
		<quota wing="14" variation="4"/>
	</replace>
I'm assuming you only wanted to adjust vanilla balance but right now, you are affecting every jobs mod before it.
If I replace the jobs section that has the old data with this new data...how long might it take for things to fix/even itself back out again on an existing save? I am trying to figure out if I remove this mod completely and start a new game or if I can just make these changes to the job file and it will eventually fix itself in a few hours.

Thank you
I believe that is something only you can find out (or someone who has already tried it out). It depends on many random circumstances (how fast old ships get destroyed and rebuilt). Sorry if that is not the answer you expected.
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

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

Post by dpadula » Fri, 1. Apr 22, 17:02

Max Bain wrote:
Fri, 1. Apr 22, 16:37
dpadula wrote:
Fri, 1. Apr 22, 15:29
DeadAirRT wrote:
Sat, 30. May 20, 18:44
please change your jobs changes to:

Code: Select all

	<replace sel="//jobs/job[@id='xenon_fighter_escort_s_frigate']/quota[@wing='4']" silent="true">
		<quota wing="10" variation="2"/>
	</replace>
	
	<replace sel="//jobs/job[@id='xenon_fighter_escort_s_patrol']/quota[@wing='2']" silent="true">
		<quota wing="6" variation="1"/>
	</replace>
	
	<replace sel="//jobs/job[@id='xenon_carrier_patrol_xl_border_cluster']/quota[@galaxy='1']" silent="true">
		<quota galaxy="2" cluster="1"/>
	</replace>	
	
	<replace sel="//jobs/job[@id='argon_fighter_escort_s_carrier']/quota[@wing='10']" silent="true">
		<quota wing="15" variation="5"/>
	</replace>

	<replace sel="//jobs/job[@id='paranid_fighter_escort_s_carrier']/quota[@wing='10']" silent="true">
		<quota wing="15" variation="5"/>
	</replace>

	<replace sel="//jobs/job[@id='teladi_fighter_escort_s_carrier']/quota[@wing='6']" silent="true">
		<quota wing="14" variation="4"/>
	</replace>
I'm assuming you only wanted to adjust vanilla balance but right now, you are affecting every jobs mod before it.
If I replace the jobs section that has the old data with this new data...how long might it take for things to fix/even itself back out again on an existing save? I am trying to figure out if I remove this mod completely and start a new game or if I can just make these changes to the job file and it will eventually fix itself in a few hours.

Thank you
I believe that is something only you can find out (or someone who has already tried it out). It depends on many random circumstances (how fast old ships get destroyed and rebuilt). Sorry if that is not the answer you expected.
Not the answer I expected but it sounds like over time it would fix itself in terms of numbers of ships. It won't help any areas that have been completely taken over by the Xenon (Family Zhin and Kritt) but that isn't a huge deal. I figured if I can clear the Xenon out of those sector completely the original race will come back and start building again.

Thank you
-----
Dell Precision 3600
12 gb ram
Nvidia 1060
256 gd boot ssd and 1 tb data ssd
Windows 10

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