[Mod] XR Ship Pack (28 ships now)

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Max Bain
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Re: [Mod] XR Ship Pack (8 ships now)

Post by Max Bain » Sat, 2. Nov 19, 10:53

xWolfzx wrote:
Sat, 2. Nov 19, 07:28
Just checked why it does not work, they cannot equip Paranid type main batteries but are able to equip Behemoth type, ala your screenshot, so they should either be changed to Argon cap ships or have Paranid main batteries be enabled (They are different in design)

You are totally right! When I test the mod I always use a modded wares file where I can build every ship at argon shipyards. Thats why it works here. WIll be fixed in the next version - thank you!
X4 Editor (view stats of objects and make your own mod within a few clicks) viewtopic.php?f=181&t=421306
XR Ship Pack (adds several ships from XR) viewtopic.php?f=181&t=419641
Weapon Pack (adds several new weapons) viewtopic.php?f=181&t=421266

Max Bain
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Re: [Mod] XR Ship Pack (8 ships now)

Post by Max Bain » Sat, 2. Nov 19, 16:41

Just uploaded 0.9.3.0.

It includes a new Teladi battleship:

Scylla:
Spoiler
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Image
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X4 Editor (view stats of objects and make your own mod within a few clicks) viewtopic.php?f=181&t=421306
XR Ship Pack (adds several ships from XR) viewtopic.php?f=181&t=419641
Weapon Pack (adds several new weapons) viewtopic.php?f=181&t=421266

Angsaar
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Re: [Mod] XR Ship Pack (9 ships now)

Post by Angsaar » Sat, 2. Nov 19, 19:14

One Boob to rule them all, One Boob to find them, One Boob to bring them all, and in the profitsss bind them.

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alexalsp
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Re: [Mod] XR Ship Pack (9 ships now)

Post by alexalsp » Sat, 2. Nov 19, 21:02

This is the correct format:

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version = "093" date = "2019-11-02" save = "1" enabled = "1">
Image

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save = "1"
but not

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save = "0"
because the mod cannot be safely disabled. Without a mod, the whole game will crash.
Last edited by alexalsp on Sun, 3. Nov 19, 01:18, edited 1 time in total.

Max Bain
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Re: [Mod] XR Ship Pack (9 ships now)

Post by Max Bain » Sat, 2. Nov 19, 21:29

Version tag will be changed in next version.

To the save tag... what is it for?

I will wait till tomorow for more bugs before I upload a new version.


Thank you.
X4 Editor (view stats of objects and make your own mod within a few clicks) viewtopic.php?f=181&t=421306
XR Ship Pack (adds several ships from XR) viewtopic.php?f=181&t=419641
Weapon Pack (adds several new weapons) viewtopic.php?f=181&t=421266

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alexalsp
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Re: [Mod] XR Ship Pack (9 ships now)

Post by alexalsp » Sat, 2. Nov 19, 23:31

Max Bain wrote:
Sat, 2. Nov 19, 21:29

To the save tag... what is it for?
This parameter indicates whether the mod can be safely disabled.

In your case, this is not possible. If you disable the mod, all ships associated with it will be removed from the game. This will lead to errors and problems continuing the game.

And the parameter == 1 will not allow you to load the save file without your mod.
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[General] 0.00 ======================================
[=ERROR=] 0.00 [Mesh::Mesh] could not find a valid meshsource for mesh assets\fx\explosionfx\explosion_l_01_explosion01_smokestreak_01_data\anim_smoke01-lod0.xmf!
[General] 0.00 ======================================
[General] 0.00 ======================================
[=ERROR=] 0.00 AssetManager::GetAssetIntern() invalid handle(255:16777215)
[General] 0.00 ======================================
[General] 0.00 ======================================
[=ERROR=] 0.00 [Mesh::Mesh] could not find a valid meshsource for mesh assets\fx\explosionfx\explosion_l_01_explosion01_smokestreak_01_data\anim_fire01-lod0.xmf!
[General] 0.00 ======================================
[General] 0.00 ======================================
[=ERROR=] 0.00 AssetManager::GetAssetIntern() invalid handle(255:16777215)
[General] 0.00 ======================================
[General] 0.00 ======================================
[=ERROR=] 0.00 [Mesh::Mesh] could not find a valid meshsource for mesh assets\fx\explosionfx\explosion_l_01_explosion02_firestreak_01_data\anim_sparkles-lod0.xmf!
[General] 0.00 ======================================
[General] 0.00 ======================================
[=ERROR=] 0.00 AssetManager::GetAssetIntern() invalid handle(255:16777215)
[General] 0.00 ======================================
[General] 0.00 ======================================
[=ERROR=] 0.00 [Mesh::Mesh] could not find a valid meshsource for mesh assets\fx\explosionfx\explosion_l_01_explosion02_smokestreak_01_data\fire-lod0.xmf!
[General] 0.00 ======================================
[General] 0.00 ======================================
[=ERROR=] 0.00 AssetManager::GetAssetIntern() invalid handle(255:16777215)
[General] 0.00 ======================================
[General] 0.00 ======================================
[=ERROR=] 0.00 [Mesh::Mesh] could not find a valid meshsource for mesh assets\fx\explosionfx\explosion_l_01_explosion02_smokestreak_01_data\smoke-lod0.xmf!
[General] 0.00 ======================================
[General] 0.00 ======================================
[=ERROR=] 0.00 AssetManager::GetAssetIntern() invalid handle(255:16777215)
[General] 0.00 ======================================
[General] 0.00 ======================================
[=ERROR=] 0.00 [Mesh::Mesh] could not find a valid meshsource for mesh assets\fx\explosionfx\explosion_l_01_explosion02_nova_01_data\anim_nova01-lod0.xmf!
[General] 0.00 ======================================

xWolfzx
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Re: [Mod] XR Ship Pack (9 ships now)

Post by xWolfzx » Sun, 3. Nov 19, 10:15

For Balor, I feel like the number of turrets should be dropped, perhaps remove 6 ( 3 from each side). Reasoning being that I can solo a K with only losing half shields, and that is only using Pulse and Bolt turrets and I was deliberating getting underneath the K where I can expose the ship to most of the K's guns, what happens is that, due to the sheer amount of turrets (2x more than a K) my Balor simply strips all the turrets from the K rather quickly due to superior turret coverage and plummets it easily.

My personal opinion in terms of balance is that no L class ships should be stronger than a K at close range especially when a K does not carry small ships or missile and it is easily 2 times bigger than any L ships. Also within the lore, Xenon ships are supposed to outclass any ships the flesh bags can build so I rather not my tiny Balor solo it that easily without exploiting its vulnerabilities. But those are just my personal opinions in terms of balance, I do still enjoy the ships and will still play this incredible mod.

Max Bain
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Re: [Mod] XR Ship Pack (9 ships now)

Post by Max Bain » Sun, 3. Nov 19, 10:37

xWolfzx wrote:
Sun, 3. Nov 19, 10:15
For Balor, I feel like the number of turrets should be dropped, perhaps remove 6 ( 3 from each side). Reasoning being that I can solo a K with only losing half shields, and that is only using Pulse and Bolt turrets and I was deliberating getting underneath the K where I can expose the ship to most of the K's guns, what happens is that, due to the sheer amount of turrets (2x more than a K) my Balor simply strips all the turrets from the K rather quickly due to superior turret coverage and plummets it easily.

My personal opinion in terms of balance is that no L class ships should be stronger than a K at close range especially when a K does not carry small ships or missile and it is easily 2 times bigger than any L ships. Also within the lore, Xenon ships are supposed to outclass any ships the flesh bags can build so I rather not my tiny Balor solo it that easily without exploiting its vulnerabilities. But those are just my personal opinions in terms of balance, I do still enjoy the ships and will still play this incredible mod.
I completely agree with you that the Ks should be stronger than any destroyer. In fact the K is an XL ship (so more like a battleship).
But balancing the ships to the K would result in very limited ships. The K has only 13 turrets.

The problem here lies within the K itsel. It is simply way too weak. The best fix here would be to make the weapons of the Xenon much stronger or give them (nearly all) addinional turrets because not only the K is too weak in my opinion.

My plan is to make an overhaul mod after the Ship Pack that will fix the balancing (or at least try to) and improve some effects and many sounds. But this takes time, so first I want to add enough ships as a core for a following mod.

Edit: I think you dont even need a balor to defeat a K.. a Behemoth can do this as well. It has fewer turrets, but it has 2 extra large front weapons and an extra L turret. Shouldnt be much weaker than a Balor.
X4 Editor (view stats of objects and make your own mod within a few clicks) viewtopic.php?f=181&t=421306
XR Ship Pack (adds several ships from XR) viewtopic.php?f=181&t=419641
Weapon Pack (adds several new weapons) viewtopic.php?f=181&t=421266

xWolfzx
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Re: [Mod] XR Ship Pack (9 ships now)

Post by xWolfzx » Sun, 3. Nov 19, 11:21

I've actually tried with a Behemoth / Oddy before, and no, I cannot win at knife range simply because of the weapon coverage as well as the smaller amount of turrets means that I am not able to strip the K's turrets unlike with the Balor which can actually fire 19 turrets if you face towards the L turret.

But yeah, I get what you mean, the balancing of vanilla ships is just... bad, that compounded with the fact that M class turrets and weapon ranges are too short for the AI to use them effectively is making me play X4 only occasionally and right now just to test around with your ships... when I'm not at the gym, at work, watching shows and playing destiny 2 :P

Max Bain
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Re: [Mod] XR Ship Pack (9 ships now)

Post by Max Bain » Sun, 3. Nov 19, 11:42

xWolfzx wrote:
Sun, 3. Nov 19, 11:21
I've actually tried with a Behemoth / Oddy before, and no, I cannot win at knife range simply because of the weapon coverage as well as the smaller amount of turrets means that I am not able to strip the K's turrets unlike with the Balor which can actually fire 19 turrets if you face towards the L turret.

But yeah, I get what you mean, the balancing of vanilla ships is just... bad, that compounded with the fact that M class turrets and weapon ranges are too short for the AI to use them effectively is making me play X4 only occasionally and right now just to test around with your ships... when I'm not at the gym, at work, watching shows and playing destiny 2 :P
Keep in mind that only because the Behemoth can not shoot with all turrets at one target, it will be able to shoot in bigger battles with many targets. So a 1vs1 comparison is not always the best to for balancing.

But I will check the Balor again and maybe I can remove 2 or 4 turrets. But the side turrets fit perfect to its design so I dont want to remove them. Also it shall have more turrets than the Behemoth because it lacks 3 L turrets (one L should weight like 2-4 M turrets at least).

Yes please give me more feedback. Especially if you find any bugs...
X4 Editor (view stats of objects and make your own mod within a few clicks) viewtopic.php?f=181&t=421306
XR Ship Pack (adds several ships from XR) viewtopic.php?f=181&t=419641
Weapon Pack (adds several new weapons) viewtopic.php?f=181&t=421266

Max Bain
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Re: [Mod] XR Ship Pack (12 ships now)

Post by Max Bain » Sun, 3. Nov 19, 18:00

Uploaded 0.9.4.0 including 3 more XL non combat ships (screenshots in second post).

Enjoy :)
X4 Editor (view stats of objects and make your own mod within a few clicks) viewtopic.php?f=181&t=421306
XR Ship Pack (adds several ships from XR) viewtopic.php?f=181&t=419641
Weapon Pack (adds several new weapons) viewtopic.php?f=181&t=421266

Thecrippler
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Re: [Mod] XR Ship Pack (12 ships now)

Post by Thecrippler » Sun, 3. Nov 19, 18:22

without breath wowow

Max Bain
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Re: [Mod] XR Ship Pack (12 ships now)

Post by Max Bain » Sun, 3. Nov 19, 18:40

Mod is now on steam as well :)
X4 Editor (view stats of objects and make your own mod within a few clicks) viewtopic.php?f=181&t=421306
XR Ship Pack (adds several ships from XR) viewtopic.php?f=181&t=419641
Weapon Pack (adds several new weapons) viewtopic.php?f=181&t=421266

Staberind
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Re: [Mod] XR Ship Pack (12 ships now)

Post by Staberind » Mon, 4. Nov 19, 06:45

The Balor & Red Knight [Gangrene Chaser] Are awesome, however, is this compatible with "scaleplate use all" (gives the pirates more choice in their ships...) ?
I think its quicker if I answer my own question and see if it needs to be adjusted..
Groovy in the meantime!
Aladna Hill, Again, AP, 3.1. in the last Game worthy of the "X" title. <<<< X4 might just be changing this. :?:

Max Bain
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Re: [Mod] XR Ship Pack (12 ships now)

Post by Max Bain » Mon, 4. Nov 19, 11:09

Staberind wrote:
Mon, 4. Nov 19, 06:45
The Balor & Red Knight [Gangrene Chaser] Are awesome, however, is this compatible with "scaleplate use all" (gives the pirates more choice in their ships...) ?
I think its quicker if I answer my own question and see if it needs to be adjusted..
Groovy in the meantime!
It depends on what you mean with compatible...
the mod should work with every other mod as long as the mod does not use the same ship IDs, which I doubt anyone does. So it should work with all mods.
But I dont know what your mod you are using does, so if your pirate mod adds more ships to the pirate factions, the ships inside this ship pack wont be added to the pirates factions. But you still can build them and the 3 main races will build the ships without a problem.
However, I will add at least some of the ships in this pack to the pirate factions anyway.
X4 Editor (view stats of objects and make your own mod within a few clicks) viewtopic.php?f=181&t=421306
XR Ship Pack (adds several ships from XR) viewtopic.php?f=181&t=419641
Weapon Pack (adds several new weapons) viewtopic.php?f=181&t=421266

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