[MOD] Variety and Rebalance Overhaul (VRO) 4.x
Moderators: Moderators for English X Forum, Scripting / Modding Moderators
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Re: [MOD] Variety and Rebalance Overhaul (VRO)
ok, i'm on discord x4 modding. pseudo PaPaYa
C’est en voyant un moustique se poser sur ses coui**** que l’on s’aperçoit qu’on ne peut pas régler tous les problèmes par la violence.
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Re: [MOD] Variety and Rebalance Overhaul (VRO)
Would you consider making a windows 7 (documents/extensions) compatible version?
Re: [MOD] Variety and Rebalance Overhaul (VRO)
This mod sounds very promising, any chance it would work with 2.50 beta4 ?
Re: [MOD] Variety and Rebalance Overhaul (VRO)
No, im holding till we get full 2.5 release as they may change few things in later betas. And I do not really want to fix bugs that are beta-related.
Also, if I release now it may not work with 2.21, and that is what most people play.
Re: [MOD] Variety and Rebalance Overhaul (VRO)
Yea, good point! I wanted to start a new game anyway, I'll do it with your mod then
Re: [MOD] Variety and Rebalance Overhaul (VRO)
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 translation thanks to PaPaYa!!!
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 translation thanks to PaPaYa!!!
Re: [MOD] Variety and Rebalance Overhaul (VRO)
Looks like NexusMods still reference your mod with version 1.5 instead of 1.6 (eventhough you updated it yesterday)
FYI
FYI
Re: [MOD] Variety and Rebalance Overhaul (VRO)
Thanks, updated and new version with bug fix uploeaded
Re: [MOD] Variety and Rebalance Overhaul (VRO)
Hi,
Firstly, thanks for this mod, most impressive work!
Secondly, I have a game in progress, started in v2.21 IIRC, that's vanilla apart from a mod that increases ship trade ranges sightly more than vanilla - I added it after the mega nerf which totally broke the economy in my game. Is it better to start afresh do you think? I mean, am I asking for problems modding an older game that was started in a different game version?
I am sorta leaning towards a fresh start with VRO and the FWEE mod, that's just been updated for 2.5 too. Gonna miss my ships and cash reserves though lol.
Edit: Apologies, I just saw read your comment about save compatibility, so I'll restart
Scoob.
Firstly, thanks for this mod, most impressive work!
Secondly, I have a game in progress, started in v2.21 IIRC, that's vanilla apart from a mod that increases ship trade ranges sightly more than vanilla - I added it after the mega nerf which totally broke the economy in my game. Is it better to start afresh do you think? I mean, am I asking for problems modding an older game that was started in a different game version?
I am sorta leaning towards a fresh start with VRO and the FWEE mod, that's just been updated for 2.5 too. Gonna miss my ships and cash reserves though lol.
Edit: Apologies, I just saw read your comment about save compatibility, so I'll restart
Scoob.
Re: [MOD] Variety and Rebalance Overhaul (VRO)
Some people reported that it's totally fine for old saves, I just never tested it myself.Scoob wrote: ↑Wed, 29. May 19, 14:04Hi,
Firstly, thanks for this mod, most impressive work!
Secondly, I have a game in progress, started in v2.21 IIRC, that's vanilla apart from a mod that increases ship trade ranges sightly more than vanilla - I added it after the mega nerf which totally broke the economy in my game. Is it better to start afresh do you think? I mean, am I asking for problems modding an older game that was started in a different game version?
I am sorta leaning towards a fresh start with VRO and the FWEE mod, that's just been updated for 2.5 too. Gonna miss my ships and cash reserves though lol.
Edit: Apologies, I just saw read your comment about save compatibility, so I'll restart
Scoob.
Though I would really suggest to start new game with Faction Fix mod as well, it makes all the difference.
Re: [MOD] Variety and Rebalance Overhaul (VRO)
Thanks, that's what I've done Feels weird just having the one ships again, plus I've not played that much of late.
Scoob.
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- Posts: 117
- Joined: Fri, 5. Jun 09, 05:45
Re: [MOD] Variety and Rebalance Overhaul (VRO)
In the latest version of the mod it seems to work with my old saves from 2.2. However I've come across the problem of being unable to target small turrets on larger ships. I can target their large turrets but am unable to target the small turrets. I doubt this is intended since it seems to prevent me from continuing through the boarding stages.
Re: [MOD] Variety and Rebalance Overhaul (VRO)
I think its still intended for OOS combat so ships don't loose turrets after 5 seconds
Fixed ships getting spawned away from ship configuration menu at resupply ships from automatically getting deployables.
Re: [MOD] Variety and Rebalance Overhaul (VRO)
Buzz is right, its on purpose.lordofpie7000 wrote: ↑Fri, 31. May 19, 06:35In the latest version of the mod it seems to work with my old saves from 2.2. However I've come across the problem of being unable to target small turrets on larger ships. I can target their large turrets but am unable to target the small turrets. I doubt this is intended since it seems to prevent me from continuing through the boarding stages.
Also, boarding is just to easy in vanilla for my taste. I would suggest to use this mod alongside VRO.
Re: [MOD] Variety and Rebalance Overhaul (VRO)
Just wanted to come here and say that this mod is bloody good! Totally transforms the game for me. I love the new balance of shields and weapons. Nice job.
Scoob.
Scoob.
Re: [MOD] Variety and Rebalance Overhaul (VRO)
Love this mod!
One suggestion though, would it be possible to look at reducing the ROF of tracking turrets to half of what they are now? Or even a third? HOP ships seem to be able to punch WAY above their weight because they fit nothing but tracking turrets and heavy lances, and the volume of missiles they spew out is insane.
It wouldn't be so bad if the missile defense command wasn't useless, but this isn't a perfect world.
One suggestion though, would it be possible to look at reducing the ROF of tracking turrets to half of what they are now? Or even a third? HOP ships seem to be able to punch WAY above their weight because they fit nothing but tracking turrets and heavy lances, and the volume of missiles they spew out is insane.
It wouldn't be so bad if the missile defense command wasn't useless, but this isn't a perfect world.
Re: [MOD] Variety and Rebalance Overhaul (VRO)
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
- 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
Re: [MOD] Variety and Rebalance Overhaul (VRO)
Thanks for the update, downloading now.
Scoob.
Scoob.
Re: [MOD] Variety and Rebalance Overhaul (VRO)
Hi,
I just fitted some "Heavy Lance" turrets to my Odysseus and, when they fire, they hit the Odysseus its self, damaging the ship.
I have this turret installed in all four large emplacements and all appeared to hit the ship.
Note that the turrets themselves don't appear to take any Shield or Hull damage, but the mothership does. I will keep testing to see if this happens consistently. I know sometimes a turret can hit the ship it's on even in vanilla, but it's quite rare. For all FOUR large Turrets on the Odysseus to hit the ship - considering the different firing angles when attacking a single target - is a little odd.
Edit: After a little more testing, it seems that the initial strike on a new target hits the mothership and subsequent shots work ok. Only been testing for a few minutes though. Scratch that. Every few shots, irrespective of firing angle are hitting the mothership. Watching more closely, the source of the beam does not move with the ship. So, if the ship is in motion, the beam starts, then clips some of the ship model as the ship moves. I think this is what's happening each time. Ship is under AI control for testing.
Cheers,
Scoob.
I just fitted some "Heavy Lance" turrets to my Odysseus and, when they fire, they hit the Odysseus its self, damaging the ship.
I have this turret installed in all four large emplacements and all appeared to hit the ship.
Note that the turrets themselves don't appear to take any Shield or Hull damage, but the mothership does. I will keep testing to see if this happens consistently. I know sometimes a turret can hit the ship it's on even in vanilla, but it's quite rare. For all FOUR large Turrets on the Odysseus to hit the ship - considering the different firing angles when attacking a single target - is a little odd.
Edit: After a little more testing, it seems that the initial strike on a new target hits the mothership and subsequent shots work ok. Only been testing for a few minutes though. Scratch that. Every few shots, irrespective of firing angle are hitting the mothership. Watching more closely, the source of the beam does not move with the ship. So, if the ship is in motion, the beam starts, then clips some of the ship model as the ship moves. I think this is what's happening each time. Ship is under AI control for testing.
Cheers,
Scoob.
Re: [MOD] Variety and Rebalance Overhaul (VRO)
Agree, it seems to be a problem, looks like I have no choice as to make Heavy lances a real beam.will update in next version.Scoob wrote: ↑Sun, 16. Jun 19, 02:54Hi,
I just fitted some "Heavy Lance" turrets to my Odysseus and, when they fire, they hit the Odysseus its self, damaging the ship.
I have this turret installed in all four large emplacements and all appeared to hit the ship.
Note that the turrets themselves don't appear to take any Shield or Hull damage, but the mothership does. I will keep testing to see if this happens consistently. I know sometimes a turret can hit the ship it's on even in vanilla, but it's quite rare. For all FOUR large Turrets on the Odysseus to hit the ship - considering the different firing angles when attacking a single target - is a little odd.
Edit: After a little more testing, it seems that the initial strike on a new target hits the mothership and subsequent shots work ok. Only been testing for a few minutes though. Scratch that. Every few shots, irrespective of firing angle are hitting the mothership. Watching more closely, the source of the beam does not move with the ship. So, if the ship is in motion, the beam starts, then clips some of the ship model as the ship moves. I think this is what's happening each time. Ship is under AI control for testing.
Cheers,
Scoob.