[MOD] Faster Ships Mod! Version 1.1 10-12-2014

The place to discuss scripting and game modifications for X Rebirth.

Moderators: Moderators for English X Forum, Scripting / Modding Moderators

BlackRain
Moderator (Script&Mod)
Moderator (Script&Mod)
Posts: 7406
Joined: Mon, 15. Dec 03, 18:53
x4

[MOD] Faster Ships Mod! Version 1.1 10-12-2014

Post by BlackRain » Thu, 4. Sep 14, 23:38

Version 1.0 Faster ships Mod

I have increased the speed of all capital ships in the game. This includes all military and freighter type ships.

I have also increased the speed of all medium freighters/miners.

The turning rate of ships was only slightly increased (let me know if any are turning way too fast)

Forward thrust was increased quite a bit (freighters/miners/cv are traveling somewhere in the range of 120 to 150km)

Balors are decently fast now and ships like the Arawn are faster (but still slow compared to other ships. I think balor somewhere around 190km and the Arawn is like 100km)

Steam Workshop

All Ready to be downloaded ( This should also make trading more competitive but still plenty of profits to be made)

Version 1.1
-- Slight changes to Xenon capital ship turning speed
Last edited by BlackRain on Sun, 12. Oct 14, 20:44, edited 1 time in total.

User avatar
NZ-Wanderer
Posts: 1623
Joined: Thu, 5. Aug 04, 01:57
x4

Post by NZ-Wanderer » Fri, 5. Sep 14, 00:24

You been busy.. :)
Subscribed in steam to this one as well..

Question, does this include player ships as well as NPC ships?
Link to the list of Mods working in X4-Foundations and also Link to the list of Mods working in X-Rebirth

NOTE: I play with a modded game, so any reports I make outlining suggestions/problems/bugs/annoyances, are made with mods installed and running.

BlackRain
Moderator (Script&Mod)
Moderator (Script&Mod)
Posts: 7406
Joined: Mon, 15. Dec 03, 18:53
x4

Post by BlackRain » Fri, 5. Sep 14, 00:26

NZ-Wanderer wrote:You been busy.. :)
Subscribed in steam to this one as well..

Question, does this include player ships as well as NPC ships?
Of course. I, personally, can't play without this heh. Ships are sooooooo slow in vanilla. I didn't touch fighters, I think they have good speeds already, but all other ships have been changed.


Also, this is completely safe and can be put in and removed at any time without any bad affects for your game.

User avatar
NZ-Wanderer
Posts: 1623
Joined: Thu, 5. Aug 04, 01:57
x4

Post by NZ-Wanderer » Fri, 5. Sep 14, 00:47

Faster is good :) - especially if you are waiting on that last bit of stuff to build something.. :lol:
Link to the list of Mods working in X4-Foundations and also Link to the list of Mods working in X-Rebirth

NOTE: I play with a modded game, so any reports I make outlining suggestions/problems/bugs/annoyances, are made with mods installed and running.

swatti
Posts: 1278
Joined: Sun, 7. Dec 03, 12:03
x4

Post by swatti » Sun, 12. Oct 14, 17:56

Xenon I could use less agility, looks a bit goofy, also less speed, it's hard to catch. If it takes 3 fulmekrons to take one out it ain't meant go fast ^^

Amazing how a simple small mod can have so huge impact on overall "fun factor" of the game.

BlackRain
Moderator (Script&Mod)
Moderator (Script&Mod)
Posts: 7406
Joined: Mon, 15. Dec 03, 18:53
x4

Post by BlackRain » Sun, 12. Oct 14, 20:36

swatti wrote:Xenon I could use less agility, looks a bit goofy, also less speed, it's hard to catch. If it takes 3 fulmekrons to take one out it ain't meant go fast ^^

Amazing how a simple small mod can have so huge impact on overall "fun factor" of the game.
The Xenon K is supposed to be fast as it is a light destroyer. However, I agree that the Xenon I is too maneuverable and I will look into it. Fulmekrons and Xenon I have the same speed though I think.

Also, the Xenon I is supposed to be probably as strong as 2 or 3 fulmekrons heh.

BlackRain
Moderator (Script&Mod)
Moderator (Script&Mod)
Posts: 7406
Joined: Mon, 15. Dec 03, 18:53
x4

Post by BlackRain » Sun, 12. Oct 14, 20:45

Small update

swatti
Posts: 1278
Joined: Sun, 7. Dec 03, 12:03
x4

Post by swatti » Sun, 12. Oct 14, 21:15

Considering how powerful the I is, getting all guns on it is crucial.

K I can live with being quick.

BlackRain
Moderator (Script&Mod)
Moderator (Script&Mod)
Posts: 7406
Joined: Mon, 15. Dec 03, 18:53
x4

Post by BlackRain » Sun, 12. Oct 14, 21:18

swatti wrote:Considering how powerful the I is, getting all guns on it is crucial.

K I can live with being quick.
I didnt lower the speed but I did lower the turning. Let me know how it goes. If the I is still too much of a problem I will make it slower too.

GT182
Posts: 39
Joined: Sat, 14. Nov 09, 22:31
x4

Post by GT182 » Sun, 12. Oct 14, 23:36

Can you do this faster speed mod for the Skunk too?

Archaeosis
Posts: 328
Joined: Sat, 3. May 14, 12:36
x4

Post by Archaeosis » Mon, 13. Oct 14, 00:39

This mod really is one of the essentials for good gameplay - I don't think I could go back now. Thanks very much. :)

bm01
Posts: 421
Joined: Wed, 22. Jul 09, 22:31
x4

Post by bm01 » Mon, 13. Oct 14, 00:46

Archaeosis wrote:This mod really is one of the essentials for good gameplay - I don't think I could go back now. Thanks very much. :)
Same here.
I only have two small problems with it but they aren't bugs, just natural consequences: it's harder to aim with missiles and ships bump into each other even more often when fighting.
Nonetheless, I can no longer play without it.

User avatar
werewolves?
Posts: 1166
Joined: Tue, 31. Jan 12, 00:58
x4

Post by werewolves? » Mon, 13. Oct 14, 08:12

This mod is an essential, it also seems to cure any of the bugs with refitting ships at a shipyard.

It also makes the capship drag mechanic have a point.

BlackRain
Moderator (Script&Mod)
Moderator (Script&Mod)
Posts: 7406
Joined: Mon, 15. Dec 03, 18:53
x4

Post by BlackRain » Mon, 13. Oct 14, 19:00

Glad you all like it. I enjoy it too.

User avatar
Earth Ultimatum IV.
Posts: 5280
Joined: Mon, 3. May 10, 14:39
x4

Post by Earth Ultimatum IV. » Wed, 15. Oct 14, 14:05

I wonder if you tought of making a very agressive version of this mod.
Bringing the X2 ship speeds and turning rates to Rebirth (combat-focused ships are OK in your mod).

BlackRain
Moderator (Script&Mod)
Moderator (Script&Mod)
Posts: 7406
Joined: Mon, 15. Dec 03, 18:53
x4

Post by BlackRain » Wed, 15. Oct 14, 16:01

Earth ultimatum IV. wrote:I wonder if you tought of making a very agressive version of this mod.
Bringing the X2 ship speeds and turning rates to Rebirth (combat-focused ships are OK in your mod).
You will have to explain exactly what you mean by this.

User avatar
Earth Ultimatum IV.
Posts: 5280
Joined: Mon, 3. May 10, 14:39
x4

Post by Earth Ultimatum IV. » Wed, 15. Oct 14, 16:30

X2 had the fastest capital ships of all games:

http://roguey.co.uk/x2/ships/class-4/

The slowest M2 ship is the Teladi Phoenix, which goes at 150 m/s.
The fastest is the Split Python, which goes around 300 m/s.

I really liked X2 because of this, capital ships had the speed of M4 classed vessels, and it worked very well. :)

linolafett
EGOSOFT
EGOSOFT
Posts: 3321
Joined: Mon, 26. Mar 12, 14:57
x4

Post by linolafett » Wed, 15. Oct 14, 16:48

I remember when in xbtf the xenon corvettes were kicking your butt :D I was so afraid of them, til i got my ship upgraded and could keep up with them.

User avatar
Earth Ultimatum IV.
Posts: 5280
Joined: Mon, 3. May 10, 14:39
x4

Post by Earth Ultimatum IV. » Wed, 15. Oct 14, 16:53

Yes, Iam playing X:Tension right now, and the Xenon Ks are insanely fast and manueverable... More than my Mandalay!

Okay, the Ks are a little bit TOOO manueverable, I admit that. That looks horribly silly.
But the X2 Python was truly ideal.

BlackRain
Moderator (Script&Mod)
Moderator (Script&Mod)
Posts: 7406
Joined: Mon, 15. Dec 03, 18:53
x4

Post by BlackRain » Wed, 15. Oct 14, 19:40

Well it is easy enough to do. Give me ranges for different classes of ships. I don't think making them more maneuverable is wise though but I'm not against making them faster.

Post Reply

Return to “X Rebirth - Scripts and Modding”