[Mod] XR Ship Pack - 6.0 ready!
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Re: [Mod] XR Ship Pack (now including 48!! ships)
Any thought about porting over the Kha'ak XL harvester from the XR Lost Sector Mod?
Re: [Mod] XR Ship Pack (now including 48!! ships)
Not yet.
I have an idea about this ship that would make it somehow special, but it would require some scripting what I can not do right now (and maybe its not even possible at all). So dont expect it any time soon, but it is on my wishlist as well.
Re: [Mod] XR Ship Pack (now including 48!! ships)
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
Re: [Mod] XR Ship Pack (now including 48!! ships)
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).
Re: [Mod] XR Ship Pack (now including 48!! ships)
Re: [Mod] XR Ship Pack (now including 48!! ships)
neuntöter ( dont know the english name since iam using a german version of the game ) is a teladi m7Max Bain wrote: ↑Mon, 26. Apr 21, 18:45Of 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).
u could equip him totaly with pulslaser and let him go nuts against khaaks
https://www.egosoft.com:8444/confluence ... d=45383782
https://seizewell.de/x3ap/schiffe/ships ... cdesc=DESC
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Re: [Mod] XR Ship Pack (now including 48!! ships)
In my mod khaak XL ship spawns in random sector every hour and starts to attack everything. I can share script with you.
Re: [Mod] XR Ship Pack (now including 48!! ships)
First thing's first: Max Bain, absolutely fantastic work!
I do think my personal preferences differ slightly from what's here by default though (to be clear, that's true for virtually every mod I run, so that shouldn't be taken as feedback). There are a lot of fantastic designs here but I feel like with this installed the vast majority of the vanilla/VRO ships are overshadowed rather than complimented. I'd like to perform a local modification for my own use that cuts the ship count down to 1 or maybe 2 extra ships per race with a focus on providing variety while not being strictly superior to vanilla/VRO options; problem is there are just so many ships that I'm not even sure which represent the best candidates for keeping.
So as general question for everyone using this mod: Which ships are closest to vanilla/VRO in terms of power levels? Which ships should I absolutely keep? The thing I find most concerning are large turret counts, but I don't want to just order by that because I could well imagine offsetting design decisions that I don't have a firm grasp of atm.
Definitely going to keep the Q and Queen, since the Xenon/KHK need all the help I can give them. Other than that I'd really appreciate the thoughts of anyone that's used the mod for awhile. Thanks!
I do think my personal preferences differ slightly from what's here by default though (to be clear, that's true for virtually every mod I run, so that shouldn't be taken as feedback). There are a lot of fantastic designs here but I feel like with this installed the vast majority of the vanilla/VRO ships are overshadowed rather than complimented. I'd like to perform a local modification for my own use that cuts the ship count down to 1 or maybe 2 extra ships per race with a focus on providing variety while not being strictly superior to vanilla/VRO options; problem is there are just so many ships that I'm not even sure which represent the best candidates for keeping.
So as general question for everyone using this mod: Which ships are closest to vanilla/VRO in terms of power levels? Which ships should I absolutely keep? The thing I find most concerning are large turret counts, but I don't want to just order by that because I could well imagine offsetting design decisions that I don't have a firm grasp of atm.
Definitely going to keep the Q and Queen, since the Xenon/KHK need all the help I can give them. Other than that I'd really appreciate the thoughts of anyone that's used the mod for awhile. Thanks!
My Contributions to the Community:
X4: Wing Hotkeys
X4: Urgent Orders
X4: Subsystem Targeting Orders
X4: Starbright: Variable Sector Sunlight Values
Landing page with all my mods
X4: Wing Hotkeys
X4: Urgent Orders
X4: Subsystem Targeting Orders
X4: Starbright: Variable Sector Sunlight Values
Landing page with all my mods
Re: [Mod] XR Ship Pack (now including 48!! ships)
is it just me or is there a true destroyer missing ??
i mean yes, there are some ships at L and XL class that have main weapons.. but they are so weak, or just 1or 3 weapons, that u cant call them destroyer at all ....
iam missing a real destroyer like in x3tc where u can use 1 ship to destroy a station and get other ships to protect it, but in x4.. jesus.. mostly all is based on L turrets.....and m turrets.. but a destroyer with 4 L turrests, i cant call a destroyer...at some xenon stations u need a ton of ships to destroy them.......ex: 3 or 4 syns or 2 asgfard and so on .....
even top ( former top L class ships ) like cerberus are lacking real dmg ....
iam also missing the teladi neuntöter from X3 he was a beast with his weapons
we need some true main guns ships in the XL and L class ......
m ships with 4 to 6 weapons are .. lets say ok...but using them against L ships is not worth it at all
mostly the gameplay ius based on raptors and arawn`s ... u get 3 to 5 of them place them a sector , assign the targets and thats it ....no other ships needed.....
yes, there are tons of ships we can use ofc.. but this ship pack hre is just the top of all ship mods.. plain and simple .
and we are in need of true rocket boats ....i mean ofc wecan fit rockets to almost every ship.. but hell....where is the true rocket boat with 20 or 40 missle slots ? jumping in the combat, firing tons of missles and than get away......
we miss destroyers and rocket boats
i mean yes, there are some ships at L and XL class that have main weapons.. but they are so weak, or just 1or 3 weapons, that u cant call them destroyer at all ....
iam missing a real destroyer like in x3tc where u can use 1 ship to destroy a station and get other ships to protect it, but in x4.. jesus.. mostly all is based on L turrets.....and m turrets.. but a destroyer with 4 L turrests, i cant call a destroyer...at some xenon stations u need a ton of ships to destroy them.......ex: 3 or 4 syns or 2 asgfard and so on .....
even top ( former top L class ships ) like cerberus are lacking real dmg ....
iam also missing the teladi neuntöter from X3 he was a beast with his weapons
we need some true main guns ships in the XL and L class ......
m ships with 4 to 6 weapons are .. lets say ok...but using them against L ships is not worth it at all
mostly the gameplay ius based on raptors and arawn`s ... u get 3 to 5 of them place them a sector , assign the targets and thats it ....no other ships needed.....
yes, there are tons of ships we can use ofc.. but this ship pack hre is just the top of all ship mods.. plain and simple .
and we are in need of true rocket boats ....i mean ofc wecan fit rockets to almost every ship.. but hell....where is the true rocket boat with 20 or 40 missle slots ? jumping in the combat, firing tons of missles and than get away......
we miss destroyers and rocket boats
Re: [Mod] XR Ship Pack (now including 48!! ships)
Destroyers are called this way not because of they should be a mass destruction ships and destroy everything.Halpog wrote: ↑Thu, 7. Oct 21, 20:36is it just me or is there a true destroyer missing ??
i mean yes, there are some ships at L and XL class that have main weapons.. but they are so weak, or just 1or 3 weapons, that u cant call them destroyer at all ....
iam missing a real destroyer like in x3tc where u can use 1 ship to destroy a station and get other ships to protect it, but in x4.. jesus.. mostly all is based on L turrets.....and m turrets.. but a destroyer with 4 L turrests, i cant call a destroyer...at some xenon stations u need a ton of ships to destroy them.......ex: 3 or 4 syns or 2 asgfard and so on .....
Here is a reference to naval ships is applied, in which destroyers are light ships, much inferior in weapon power to cruisers and battlecruisers.
Re: [Mod] XR Ship Pack (now including 48!! ships)
any chance we can get the otas euros from x3tc as heavy fighter for x4 ?
Re: [Mod] XR Ship Pack (now including 48!! ships)
How does this mod work with game versions 4.1 - 4.2?
Re: [Mod] XR Ship Pack (now including 48!! ships)
Works fine for me with the latest beta^^
No problems with the ships and npc factions are using them too!
No problems with the ships and npc factions are using them too!
Re: [Mod] XR Ship Pack (now including 48!! ships)
Hello would anyone know how to get the newest version to work with your save. i'm still stuck on using this one (0.9.4.0) try using the newest one but then cannot load my save game. thank u using Standard one not VRO ... any help on fixing my save to work would be great. not sure how to do it.
Re: [Mod] XR Ship Pack (now including 48!! ships)
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.Max Bain wrote: ↑Mon, 26. Apr 21, 18:45Of 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).
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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Malakie
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Re: [Mod] XR Ship Pack (now including 48!! ships)
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 shipsMalakie wrote: ↑Tue, 14. Dec 21, 01:45If 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.Max Bain wrote: ↑Mon, 26. Apr 21, 18:45Of 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).
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.
Re: [Mod] XR Ship Pack (now including 48!! ships)
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.
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.
I aim to misbehave...
Maybe we've got 'em demoralised!
Guide on How to Steal Blueprints
Guide - Raw Resource Trading Post
How I completed each Terraforming project
Maybe we've got 'em demoralised!
Guide on How to Steal Blueprints
Guide - Raw Resource Trading Post
How I completed each Terraforming project
Re: [Mod] XR Ship Pack (now including 48!! ships)
Hello, open up the shipgroups.xml file in the library folder of the mod. Delete the following:grapedog wrote: ↑Mon, 3. Jan 22, 04:02I'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.
Code: Select all
<add sel="/groups/group[@name='xen_destroyer_xl']" >
<select macro="units_size_l_xenon_ls_02_macro" weight="1" />
</add>
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.
Re: [Mod] XR Ship Pack (now including 48!! ships)
Anyone knows why ships from this pack with VRO are so poorly outfitted by NPC? Usually they fill only 50-70% of turret slots.