[MOD] Variety and Rebalance Overhaul (VRO)

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Shuulo
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[MOD] Variety and Rebalance Overhaul (VRO)

Post by Shuulo » Mon, 25. Mar 19, 02:11

Variety and Rebalance Overhaul

Current Version:1.96 FOR 2.6 GAME VERSION
LINK TO NEXUS
STEAM WORKSHOP

Description of 1.96 version:
Spoiler
Show
TL;DR
This mod updates every single ship, weapon and shield to bring variety to the game and make the combat less arcady. All weapons now have different behaviors and sounds, most L weapons have new GFX. Ships are more survivable, larger ships are much less maneuverable. Shields do not have regen delay, now very hard to kill L ship on your own.

For not so lazy people:

Why?
I liked the game at first, after some time tough was bored by how plain combat and ships were, every weapon looked and worked alike, every ship had only slight difference. But then I found a mod Shield and Weapon Overhaul that made game much more enjoyable, I was intrigued how many can be changed by simple xml edit. So, after Shield and Weapon Overhaul mod was abandoned I decided to make my own but with more whistles and blowers, hope you will like it.

Movement

THERE IS NO BOOST (will be back in 2.0), this is a big boon to AI and makes combat more engaging. Fighters and some M ships are faster to compensate, also, travel speed was boosted (use it where you used boost before). Ships, especially larger ones) are less maneuverable, do not except F1 speeds from heavy fighters and scout high maneuverability from frigates. All L and XL ships now behave if they are really big ships.

Ships
Every faction is a bit different in regards what they prefer:
Argons love their behemoths and heavy fighters.
Paranids focus on small ships that have much better shields that other races, while their Odysseys and Nemesis are gust glass cannons.
Telady have quite beafy L and XL ships, but theirs Ospreys and Peregrins are force to reckon with. Also, most ships with docks can carry much more drones that are cheaper than using fighters. Profitsss.
All docking was redone to make sense with difference in ships variants as well. L ships now have 60km radar, XL – 80km.

Durability/Shields
All HP of ships is boosted and rebalanced from ground up, as well as shields now have 0 delay in recharge that makes it harder to kill big ships with smaller ones (due to “Shield Armor”, see below). Combat now takes more time.

Weapons/”Shield Armor”
THERE ARE NO MORE MKs. Every weapon is usable and different.
I tried to give every weapon its own role and distinctive behavior with noticeable difference between S, M and L guns. Also, weapons are now separated a bit as those that are good against large ships and those that are not, this is done with an “Shield Armor” concept – heavy weapons are more inaccurate with low ROF but have additional shield damage to negate high passive regen of capital ships, Plasma cannons, Ion guns, Autocannons will help you to combat large beasts. All ranges are boosted, Capital ships combat is around 15-20 km, while some heavy fighter weapons reach 9km.


Compatibility:
For game Version 2.6
This mod WILL OVERWRITE any other changes to ships, weapons or shield parameters from any mod if loaded after them (in alphabetic order) so if you want to run it alongside FOCW you are free to do so.
Not sure if compatible with old saves due to changes in carry capacities of the ships. You can try :)
Some videos in this channel

Open Beta version: 2.0 for X4 3.0
Download Open Beta (Release Candidate 2 version), last tested on 3.0 B5 HF1
Instructions: download zip, unpack to your extensions folder in X4 root folder, rename the mod folder from “VRO-master’ to simply “VRO”
Full 2.0 version will be released to steam and nexus only when official 3.0 will be released.

2.0 MOD VERSION REQUIRES NEW GAME AND CANNOT BE SAFELY DEACTIVATED OR USED ON OLD pre-vro2.0 SAVES

TL;DR
VRO overhauls the way game plays by changing the parameters of every ship, weapon, engine, shield and many other tweaks to make the game more varied, enjoyable and less player-centric and arcady.
All weapons have new behaviour, sounds, effects and are now useful in different situations. Added more weapons. Ranges are increased, weapon sizes are more distinct.
Missiles are completely redone, by bringing back missiles form previous X titles and limiting missile classes to different sizes of launchers.
Ship classes are more distinct, L,XL ships are more powerful, added few new ships. Carriers and Resupply ships are more useful in their intended role.
Xenons get new ships, missiles and different new weapon systems. Beware of I.
OOS combat also works much better than in vanilla.

SCOPE
VRO will not change drastically economics or politics of the game, though some changes may be done to e.g. ship/weapon prices as they connect directly to the combat balance.
New weapons, ships, general combat overhaul is the focus of the VRO. There is a list of recommended mods to use alongside VRO.

BE WARNED / DISCLAMER
VRO makes game a bit more difficult, there may be no “best ship” in the game as I strived for balance, early game may be more dangerous while you are flying starting ship, so avoid direct combat if you are not certain you can win. Remember to rely more on support of your other ships in combat.
ALSO, Xenons may be more of a threat now, so, if you are very unlucky and factions fail to oppose them, they can really take of over the universe, if given enough time, i suggest to monitor the situation in galaxy more closely then in vanilla and try to help factions if needed.

IMPORTANT NOTE
This mod was built with the below mods in mind, so they are STRONGLY recommended, although not mandatory.
Faction War/Economy Enhancer - It also has beta version available for 3.0, check latest posts in the thread. Makes some necessary changes to factions and ship behaviors, not mandatory mod.
NoSuperHighways - makes game to feel bigger, closer to X3 and gives the opportunity to balance S,M and L,XL ships properly as highways are messing with that. VRO SHIP SPEEDS WERE BALANCED AROUND THIS MOD

Detailed description of upcoming VRO 2.0 open beta (Mostly major changes compared to vanilla):

Ships Overhaul
- Ships in general are faster, including travel speeds
- Engines are rebalanced for their role (allround/travel/combat)
- All ships now have built-in shield generator that are mostly responsible for shield regen
- Shields do not have regen delay
- Boost was changed to last longer but be more of a combat boost than travel-drive replacement (no instant boosting)
- S ships have a bit more varied maneuverability, M, L and XL ships are more clunky and less maneuverable
- S ships are now divided more into Interceptor, Fighter and Heavy fighter roles.
- L and XL ships are now true capital ships, more survivable, expensive and dangerous
- Some ships have changed turret loadouts (mostly tealdies)
- Argons tend to focus on L ships/heavy fighters, tealdi on M/XL ships, Paranids on fighters and their destroyers
- New Xenon missile destroyer V, some other Xenon ships have new weapons and missiles
- Vanilla frigates were designated as corvettes
- Frigates are now new large ship class, something between corvette and destroyer. They have good forward firepower and good anti-fighter turret coverage, though no L turrets.
- Introduced new Centaur frigate (model form X3) for argon, frigates for other factions will be implemented later (centaur has temporary collision mesh, as due to the bug with 3.0 beta its sometimes impossible to import custom collision meshes)

Weapons/Turrets Overhaul
- No more MK1/2 system, a lot of new weapons were added
- Ranges of engagement are now different, S weapons up to 5km, M weapons/turrets up to 9 km, L weapons/turrets up to 20 km
- All S and M weapons (front guns) are now divided into LIGHT and HEAVY, different ships have different hardpoints (e.g. Falcon has 2 LIGHT, while Nova has 1 LIGHT and 1 LIGHT/HEAVY and Perseus has 2 LIGHT/HEAVY and Guilemont has 1 HEAVY)
- All vanilla weapons/turrets are rebalanced/replaced to have their own niche and use.
- All weapons names/description updated
- Weapons now have different amount of damage vs hull and vs shield. Use HEAVY weapons with additional shield damage to combat high shield regen values of the larger ships
- L turrets and weapons are designed to be true capital weapons, with high range and damage, while inaccurate and with low efficiency against S ships
- Most weapons with “Plasma” in the name have additional damage against components

List of weapons
Spoiler
Show
S weapons:

Ion Cannon - light anti-shield
Arc Discharger - heavy anti-shield shotgun
Pulse Beamer - light precision beam
Beamer - light long range precision beam
Chain Gun - light general
Autocannon - heavy anti-m
Impulse Ray Emitter - light general heat-efficient
Particle Accelerator Cannon - light general burst
Energy Bolt Chaingun - light general
Pulse Beam Emitter - light general high-burst damage
High Energy Plasma Thrower - heavy general
Fragmentation Bomb Launcher - heavy AOE general
Heavy Mortar - heavy AOE anti-components
Rail Slugger - light precision
Railgun - heavy sniper
Muon Gun - light general with direct hull damage
Heavy Muon Gun - heavy general with direct hull damage
Burst Ray - light short-range precision burst beam
Cyclic Ray - heavy short-range precision burst beam
Plasma Gun - heavy anti-M, anti-subsystem
Plasma Burster - heavy anti-M, anti-subsystem
Scatter Gun - light shotgun
Heavy Scatter Gun - heavy shotgun
Xenon Laser Gun - light xenon
Xenon Plasma Gun - heavy xenon anti-m

M weapons:

Heavy Ion Cannon - light anti-shield
Heavy Arc Discharger - heavy anti-shield shotgun
Cyclone Beamer - light anti-S precision beam
Lancer - light precision beam
Avenger Autocannon - light anti-S
Reaper Cannon - heavy anti-M, anti-L
Fusion Blaster - light general
Fusion Repeater - light general burster
Plasma Cannon - heavy anti-components
Plasma Incinerator - heavy anti-l, anti-components
Storm Cannon - light anti-s shotgun
Demolisher Cannon - heavy shotgun
Rail Cannon - light sniper
Rail Repeater - heavy anti-m
Muon Charger - light general with direct hull damage
Heavy Muon Launcher - heavy general with direct hull damage
Ion Shard Railgun - heavy anti-shield with fast projectile
Concussion Impulse Generator - heavy anti-L
Matter/Anti-Matter Launcher - heavy general
Plasma bomb - gunship-only weapon, bypasses shields, anti-component
Xenon Heavy Burster - heavy general

M Frigate weapons - spinal mounts with improved heat efficiency

Ion Shard Railgun - spinal anti-shield with fast projectile
Concussion Impulse Generator - spinal anti-L
Matter/Anti-Matter Launcher - spinal general

L weapons:

Fusion Accelerator - general anti-L, anti-M
Heavy Plasma Array - general anti-L, anti-component
Ion Projector - Argon destroyers only anti-shield long range beam weapon
Tri-Beam- Paranid destroyer-only mid-ranged balanced beam weapon
Positron Beam - Teladi destroyer-only long-range heavy beam with long reload and poor tracking
List of M turrets
Spoiler
Show
Cyclone Turret - precision beam
Flak Turret - aoe anti-s
CIWS - rapid-fire anti-s
Hunter Cannon Turret - general
Plasma Turret - anti-l
Matter/Anti-Matter Turret - anti-m
Scatter Turret - shotgun anti-m
Flechette Turret - Teladi specific kinetic turret with some shield bypass possibilities.
Xenon Cutting Laser Turret - anti-s beam
Xenon Repeater Turret - general
List of L turrets
Spoiler
Show
Heavy Lance Turret - long range heavy beam
FLAK Artillery Array - long range anti-s
Fusion Burst Turret - general use L turret
Annihilator Turret - heavy anti-L turret
Photon Pulse Cannon - argon anti-L turret
Gauss Turret - teladi long range anti-L turret
Tri-cannon Turret - paranid anti-L turret
Xenon Obliterator Turret - heavy beam turret
Xenon xPPC Turret - heavy anti-L turret
Xenon Phase Cannon - general use L turret
Missiles overhaul
- All vanilla missiles are removed (may still be present in tutorial etc)
- Missiles are now divided into classes - Light, Medium, Heavy, Torpedo, Cruise
- S launchers and M missile turrets are limited to Light and Medium missiles
- M launchers and L missile turrets are limited to Medium and Heavy missiles
- Dumbfire and Tracking launchers can be fitted only in LIGHT weapon hardpoints, Torpedo launchers can be fitted only in HEAVY hardpoints
- Cruise missiles can be used only with L Cruise turret
- All ship missile capacities are redone
- All missiles have a detailed encyclopedia entry with the following abbreviations:
L - light
M - medium
H - heavy
D - dumbfire
G - guided
T - torpedo
CR - cruise
HEAT, LOCK, SMART - missile lock mechanic
AOE/high AOE, SWARM - additional characteristics


List of missiles
Spoiler
Show
rapier
firefly
firelance
beluga
blizzard
dragonfly
aurora
tornado
flycatcher
mosquito
wasp
wildfire
cyclone
silkworm
hurricane
windstalker
tempest
thunderbolt
hornet
hammerhead
remote guided warhead
banshee
typhoon
phantom
ibis
tomahawk
firestorm
spectre
flail
shadow
wraith
Disruptor
Additional Tweaks to game

- Khaak installations now destructible, previously it lled to whole fleets stranding trying to kill them
- Shield components are now not lost/destroyed during bail-out, boarding.
- Auxiliary and Carrier storages are increased to make them more efficient in their support role
- L freighters cargo hold increased by 25% to make them more competitive to M freighters
- Defense modules HP increased by x4, with new weapon balance old values were quite small
- Prices of heavy fighters, destroyers and carriers are increased
- L radar range is 60km, XL - 80km
- Replaced map icons for scouts, heavy fighters, bombers/gunships, defense drones, battleships, added icon for new frigates class

Recommended mods:
Spoiler
Show

viewtopic.php?f=181&t=421227 Recycle Ships and Stations (and his other mods)
https://www.nexusmods.com/x4foundations/mods/136 Getting Paid (suggest to set payment modifier to 25)
https://www.nexusmods.com/x4foundations/mods/85 Disabled encounters - remove random spawned ships

You can use other mods that change music, logos, some minor tweaks to game mechanics that do not directly change weapons or ships, they should be OK in general.
Recommended mods, that can influence performance:
Spoiler
Show
viewtopic.php?f=181&t=419641 XR Ship Pack - when he will release VRO patch that is in the works
Compatibility:
Spoiler
Show
Merged-in mods (no need to install separately):
Faction battleships - adds battleships to factions based on Auxiliary ships hulls
Rovers Improved XXXX mods - most of them are either part of VRO or conflict with it.

This mod WILL OVERWRITE any other changes to ships, weapons or shield parameters from any mod if loaded after them (in alphabetic order) so if you want to run it alongside FOCW you are free to do so.

Mods that add new ships or weapons need to have a patch mod or they will can lack weapons, internal generators etc.

Thanks to:
Egosoft
mewosmith for helping and supporting me
AngEviL for creating Shield and Weapon Overhaul mod that inspired me
Chirumiru ShiRoz for letting me use some of his Stellaris mod sounds; check it out if you play stellaris.
RoverTX for improvements to some ships and kind permission to use them.
Mirek, DeadAir, MacBain, MisunderstoodWookie, Mysterial, Sascha, Unitrader, H2Odragon and others from Ego modding discord channel for providing valuable feedback and suggestions.
SirFrancisDrake for permission to use his Centaur model and BrummBear for porting and helping with implementation of it.
Last edited by Shuulo on Mon, 10. Feb 20, 11:07, edited 39 times in total.

Shuulo
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Re: [MOD] Variety and Rebalance Overhaul

Post by Shuulo » Mon, 25. Mar 19, 02:38

Patch notes

Version 2.0 Open Beta
- See updated title page

Version 1.96

Changes:
- Teladi Phoenix turrets were moved to better location. To update player Phoenixes plese do the following:
1. Sell current L turrets from the ship on shipyard/EQ dock
2. Let the ship undock
3. Buy L turrets again, they now should be on correct new locations
- Khaak stations are now destructible
- ARG, TEL, PAR now can have up to 2 carrier groups. Carrier groups now have more fighters (in vanilla its 6-10 fighters per carrier :? )

Balance:
- small adjustment of firepower for all L turrets to make them a bit more balanced against each other
- Khaak fighters a bit lowered health
- plasma bomb rebalanced a bit, was OP in players hands

Fixes:
- fixed few effect that could cause fps drop
- Khaak Forager was lacking cockpit so was not able to move or do any order. fix will influence only newly spawned ships

Previous versions:
Spoiler
Show

Version 1.95

New:
- Argon and Teladi bombers now get new weapon slot.
- Plasma Bomb weapon for bombers that deals pure hull damage through shields

Changes:
- updates to Teladi buzzard(+1 shield), Stork (+1 shield) and Condor (moved turret) (thanks to RoverTX!!) Please upgrade your ships in shipyard/warf
- missile sounds updated

Balance:
- rebalance of L and XL combat and resupply ships hull and speed values
- rebalance of L and XL thrusters to make them more variable
- rebalance to M shields - they are a bit more robust
- small rebalance to S fighters
- rebalance of few small weapons

Version 1.9

New:
- Addition of Xenon missile destroyer V with accompanying long-range cruise missile and anti-fighter missile
- Xenon P now has additional missile launcher

Balance:
- Ion weapons have even more anti-shield damage, but lower anti-hull
- Shotgun-type weapons have damage fall-off and are more powerful on close range
- S and M pulse and beam weapons damage increased
- some tweaks to paranid fighters so they are a bit more maneuvarable. small tweaks to other fighters
- Xenon N and M are now very different light and heavy fighters.
- due to 2.6 improvement to faction economies Xenon destroyers have a bit more hull, Xenon K now wields a pair of Xenon Maulers instead of Obliterators
- small tweaks here and there

Note: M turrets are still not destructible as provided fix in 2.6 was not as good as I hoped, ill continue tests and will try to find a solution.

Version 1.8

Balance pass:
- Fighters were rebalanced: more distinction between light and heavies fighters, HP levels have gotten lower in general, some lighter fighters became faster (e.g. Falcon), some heavy fighters became slower (e.g. Buzzard), some lighter ships now have better handling.
- N is now fast interceptor with low HP, M is now a much slower heavy fighter with double the shields.

Version 1.7
NEW:
- new Xenon long-range large turret mounted only on I and stations.
Changed:
- Heavy Lance is now a real beam, while its AI usage can sometimes be weird it should be fine in general, and this also resolves the issue with self-hitting with it.
Balance pass:
- very minor tweak to DPS of some weapons
- Oddy nerfed once more, HP and shield power
- small update to loadout rules, now even more varied.

Version 1.62
- updated previously untouched Khaak weapons in line with other modded weapons
- some bugfixes
Balance pass:
- all missiles reload time increased 2x times, to compensate damage increased as well
- Xenon K will now have 4 additional M turrets on its top (only for newly built Ks)
- Slightly increased HP of K
- Slightly increased HP of I
- Slightly increased damage output of Xenon Obliterator Beam
- Decreased HP of Odysseys

Version 1.61
-bugfixes

Version 1.6
NEW: FLAK L turret, low-damage, high-high preciesion turret (may change if ill find a way to detonate projectile near tartget
NEW: Cruise missile L turret - slow powerful missile for anti-cap job, useful on defence platforms, and AI actually uses them for that as well
Major changes:
- Battleships were ranamed to not conflict with ressuply ships
- balance pass, every single weapon was updated, most smaller weapons did get a sloight buff, some M weapons as well
- L turrets thresholds/prices updated to make the usage of them by AI more varied
Minor:
- all weapon descriptions were updated to include real weapons parameters, like Shields DPS, Hull DPS and ALPHA(1-shot power). Remember, weapon usefulness comes not only from DPS, but behaviour is very important as well, adn damage characteristic may be a bit misleading.
- updated even more graphics and sounds of some weapons.
- fixed some bugs here and there.
Translation:
-Added French transaltion thanks to PaPaYa!!!

1.5:
- Corrected bug that prevented application of balance changes to all Xenon ships, you will learn to fear them
- Re-balanced L turrets a bit, range of Xenon beam is now 17km but bugged damage a bit. Annihilator is now also 17km with decrease in accuracy and tiny bit in damage. This was done to prevent easy kiting by Xenon destroyers of defence platforms.
- Minor tweaks to ship balance (teladi fighters more durable etc)
- small re-balance of shield recharge rates, it will be more noticeable, especially on M ships.
- tweaks and corrections to text files
- updates to some impact graphics and sounds


1.4:
New: all weapons now have very brief in-flaff description.
New: Faction Battleships mod now integrated, you will be able to buy new battleships, Ai will use them as well to patrol sectors.

- made a small balance pass on all weapons, shotguns have more damage, ion weapons have more shield damage, Xenon beam weapon has slight increase in damage output
- updated some impact graphic effects of small weapons and their sounds
- buffed M shields a bit
- some polishing and bug fixing

1.3
- slight rebalance of travel engines as they were superior in every aspect over all-round
- slight rebalance of M freighters, scouts and Paranid Destroyer speeds
- rebalance of L turret weapons - damage reduced a bit to make fights between L ships a bit longer, Heavy lance is not the ultimate killer now
- updated few effects for weapons
- Xenon L beam is now true beam, as xenons tend to stay on target more than other factions the "beam problem" is not that severe with them

-fix: Heavy Lance lifetime reduced by half to exclude situations were beam hits firing ship if ship itself moves fast.

1.2 (all changes are save compatible/FOCW compatible)
- All weapon names were updated
- changes to prices of destroyers and carriers - they cost more as they are more beefy and harder to take down by a fleet of smaller ships.
- slightly improved Destroyers handling, as this was a bit overdone, especially for Teladies
- light increase in dps of Blaster, chain gun, CIWS and Scatter turret. Slight decrease in dps of Reaper Cannon. Increase slightly HP of Xenon P
- slightly changed loadout rules to force some weapons to appear more on top NPC fleets, as in vanilla they used only beams as this was top of the line gun.
- updated graphics of Blaster and Burst cannon to red.

1.1
- rebalanced engine HP
- a bit decrease in M and L turrets damage as they were OP
- all M turrests are now integrated and cannot be destroyed, this is to counter vanilla bug that leads to destruction of all turrets in OOS making capital ships useless and die to fighters easily in OOS. Engines, Shields and L weapons can still be destroyed.
- changed some impact effects of plasma and pulse guns

1.0.2 - removed debug script to spawn fleets on new game start
1.0.1 - fixes to ship dock capacities of L and XL ships
Last edited by Shuulo on Wed, 15. Jan 20, 17:23, edited 21 times in total.

rosssack
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Re: [MOD] Variety and Rebalance Overhaul

Post by rosssack » Mon, 25. Mar 19, 03:13

so this wont work with focw mod

Shuulo
Posts: 791
Joined: Mon, 14. Apr 08, 17:03
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Re: [MOD] Variety and Rebalance Overhaul

Post by Shuulo » Mon, 25. Mar 19, 03:16

rosssack wrote:
Mon, 25. Mar 19, 03:13
so this wont work with focw mod
It will most likely simply overwrite all his changes. As mods are loaded in alphabetic order

Angsaar
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Re: [MOD] Variety and Rebalance Overhaul

Post by Angsaar » Mon, 25. Mar 19, 03:18

Damn, looks so good that I'm salivating :P

Sent you a PM on the FX matter!

idofwsl
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Re: [MOD] Variety and Rebalance Overhaul

Post by idofwsl » Mon, 25. Mar 19, 07:59

Shuulo wrote:
Mon, 25. Mar 19, 02:11
Movement
THERE IS NO BOOST, this is a big boon to AI and makes combat more engaging. Fighters and some M ships are faster to compensate, also, travel speed was boosted (use it where you used boost before).
Does it mean I press "TAB",ship will switch to travel mod ?

Shuulo
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Re: [MOD] Variety and Rebalance Overhaul

Post by Shuulo » Mon, 25. Mar 19, 10:00

idofwsl wrote:
Mon, 25. Mar 19, 07:59
Shuulo wrote:
Mon, 25. Mar 19, 02:11
Movement
THERE IS NO BOOST, this is a big boon to AI and makes combat more engaging. Fighters and some M ships are faster to compensate, also, travel speed was boosted (use it where you used boost before).
Does it mean I press "TAB",ship will switch to travel mod ?
No, just use your regular key bindings. Though this frees tab for any other modder to use :)

idofwsl
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Re: [MOD] Variety and Rebalance Overhaul

Post by idofwsl » Mon, 25. Mar 19, 12:28

The mod didn't work until I rename the folder name from "VRO 1.01" TO "VRO"

Shuulo
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Re: [MOD] Variety and Rebalance Overhaul

Post by Shuulo » Mon, 25. Mar 19, 13:13

idofwsl wrote:
Mon, 25. Mar 19, 12:28
The mod didn't work until I rename the folder name from "VRO 1.01" TO "VRO"
Yeah, sorry, will name it correctly after packing future versions.

Buzz2005
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Re: [MOD] Variety and Rebalance Overhaul (VRO)

Post by Buzz2005 » Mon, 25. Mar 19, 18:43

OMG :lol:

I use a ship mod, adds big ass flagships
So as I was watching HOP and PAR fighting, PAR flagship gets in the sector and since values are not changed for him (should be super slow) it annihilated any thing and everything, it was glorious

with added range its OP, now to get 2 flagships to fight
Fireworks!!!

anyway thank you for the mod, hard to get use to no boost
are you dead set on no boost?
and maybe do a compatibility with this mod?
viewtopic.php?f=181&t=409546

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

Post by Shuulo » Mon, 25. Mar 19, 18:59

Buzz2005 wrote:
Mon, 25. Mar 19, 18:43
OMG :lol:

I use a ship mod, adds big ass flagships
So as I was watching HOP and PAR fighting, PAR flagship gets in the sector and since values are not changed for him (should be super slow) it annihilated any thing and everything, it was glorious

with added range its OP, now to get 2 flagships to fight
Fireworks!!!

anyway thank you for the mod, hard to get use to no boost
are you dead set on no boost?
and maybe do a compatibility with this mod?
viewtopic.php?f=181&t=409546
I'm happy that you are having fun :)
I'm thinking about few patches for different mods, but they will not come tomorrow. Also, ashipmod is cool, but ships there are a bit OP, that drives me off from using it. I prefer Faction Battleship mod :)

unrelated: few more videos added to youtube channel

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MegaJohnny
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Re: [MOD] Variety and Rebalance Overhaul (VRO)

Post by MegaJohnny » Mon, 25. Mar 19, 20:32

I'm really excited to try this mod! I've noticed a few rebalance mods in the game's lifetime, but no boost, no MK-system and new weapon effects ticks all the boxes for me. :)

captainradish
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Re: [MOD] Variety and Rebalance Overhaul (VRO)

Post by captainradish » Mon, 25. Mar 19, 22:31

I use this with ashipmod balanced AI and have the highly unusual problem where an entire Taranis MK2 battlefleet AND a Xenon capital ship fleet spawns in my starting sector. This would be simply strange, but the Taranis fleet is owned by my PC. Also to add to the weirdness the Xenon fleet is using a Arawn from ahipmod. This is the only mod I have installed between yesterday (which was fine) and today, so I can only conclude this mod is doing something highly odd. Can you look into this? This mod looks great and I would really like to try it out.
Last edited by captainradish on Mon, 25. Mar 19, 22:54, edited 1 time in total.

Shuulo
Posts: 791
Joined: Mon, 14. Apr 08, 17:03
x4

Re: [MOD] Variety and Rebalance Overhaul (VRO)

Post by Shuulo » Mon, 25. Mar 19, 22:49

captainradish wrote:
Mon, 25. Mar 19, 22:31
I use this with ashipmod balanced AI and have the highly unusual problem where an entire Taranis MK2 battlefleet AND a Xenon capital ship fleet spawns in my starting sector. This would be simply strange, but the Taranis fleet is owned by my PC. This is the only mod I have installed between yesterday (which was fine) and today, so I can only conclude this mod is doing something highly odd. Can you look into this? This mod looks great and I would really like to try it out.
LOL, sorry, I did not remove debug script to test combat

Updated version 1.0.2

captainradish
Posts: 134
Joined: Sat, 30. Apr 05, 06:09
x4

Re: [MOD] Variety and Rebalance Overhaul (VRO)

Post by captainradish » Mon, 25. Mar 19, 22:55

Shuulo wrote:
Mon, 25. Mar 19, 22:49
captainradish wrote:
Mon, 25. Mar 19, 22:31
I use this with ashipmod balanced AI and have the highly unusual problem where an entire Taranis MK2 battlefleet AND a Xenon capital ship fleet spawns in my starting sector. This would be simply strange, but the Taranis fleet is owned by my PC. This is the only mod I have installed between yesterday (which was fine) and today, so I can only conclude this mod is doing something highly odd. Can you look into this? This mod looks great and I would really like to try it out.
LOL, sorry, I did not remove debug script to test combat

Updated version 1.0.2
Ah, groovy. I was driving myself insane trying to figure out why the hell I was suddenly the proud owner of a potentially galaxy-destroying battle fleet.

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