[Mod] Xenon Hunt (v1.02 - 24.06.2014)
Moderators: Moderators for English X Forum, Scripting / Modding Moderators
[Mod] Xenon Hunt (v1.02 - 24.06.2014)
Xenon Hunt
"Ye shall boardde, ye scurvy dogs!"
X:Rebirth mod that adds docking bays to the Xenon I and K and allows you to capture them.
Author: Atrocious
Version 1.02
Downloads :
[ external image ]
Features:
# Adds docking bays to Xenon K and I *
# Adds a drone bay to Xenon K * **
# Adds two drone bays to Xenon I * **
# Adds a few drones to defend Xenon I *
# Gives internal defenses to Xenon K and I *
# Adds two jumpdrives to Xenon I *
# Adds a fuel bay to Xenon I *
# Adds a universal cargo bay bay to Xenon I *
# Allows to capture Xenon K and I *
# Adds shield generators to protect Xenon I's drone bays and jumpdrives *
# Adds turrets to protect Xenon I's bow jumpdrive *
# Changes the boarding routine so that marines count towards the commander's defense bonus ***
# Changes the boarding routine to remove defending marines on successful boarding ***
* ALL FEATURES ARE ONLY AVAILABLE ON NEWLY SPAWNED SHIPS:
You'll have to destroy some of the existing Xenon K and I before the new ones spawn. If you see a docking symbol on a Xenon K or I, it will be a newly spawned ship.
Note: The docking bay on Xenon K is a bit hidden between the ship structure, look closely.
** Drone bays were necessary to make the internal defenses more challenging.
The game design requires to have a drone bay, to be able to add marines to the ship.
*** I use elite marines as internal defense for the Xenon ships. To get a proper rating for them, I had to change the boarding defense calculation a bit.
This should not affect other boarding operations because npc ships usually don't have marines on board.
NOTES
Xenon capital ships have serious internal defenses! You'll need a lot of elite and veteran soldiers.
If your boarding attempt failed and you think you have enough good soldiers, you may want to try another ship:
Boarding defenses also depend on the skill level of the defense commander, which is random and can vary a lot.
Balancing defenses wasn't easy, if you think the mod is unbalanced or needs tweaks, please comment here.
MOD COMPATIBILITY
This mod should be compatible with all other mods. The worst that could happen is that a change of this mod does not get through.
LANGUAGE SUPPORT
The mod is multilingual. No language specific files are changed.
HOW TO INSTALL
Subscribe to the mod on steam workshop. Keep an unmodded savegame.
HOW TO UNINSTALL
Unsubscribe from the steam workshop or disable the mod in game under Extensions.
Note: This mod can easily be removed and does not break your savegame. However, Xenon capital ships that have been spawned will keep their changed configurations until they are destroyed and respawn with the normal configuration.
"Ye shall boardde, ye scurvy dogs!"
X:Rebirth mod that adds docking bays to the Xenon I and K and allows you to capture them.
Author: Atrocious
Version 1.02
Downloads :
[ external image ]
Features:
# Adds docking bays to Xenon K and I *
# Adds a drone bay to Xenon K * **
# Adds two drone bays to Xenon I * **
# Adds a few drones to defend Xenon I *
# Gives internal defenses to Xenon K and I *
# Adds two jumpdrives to Xenon I *
# Adds a fuel bay to Xenon I *
# Adds a universal cargo bay bay to Xenon I *
# Allows to capture Xenon K and I *
# Adds shield generators to protect Xenon I's drone bays and jumpdrives *
# Adds turrets to protect Xenon I's bow jumpdrive *
# Changes the boarding routine so that marines count towards the commander's defense bonus ***
# Changes the boarding routine to remove defending marines on successful boarding ***
* ALL FEATURES ARE ONLY AVAILABLE ON NEWLY SPAWNED SHIPS:
You'll have to destroy some of the existing Xenon K and I before the new ones spawn. If you see a docking symbol on a Xenon K or I, it will be a newly spawned ship.
Note: The docking bay on Xenon K is a bit hidden between the ship structure, look closely.
** Drone bays were necessary to make the internal defenses more challenging.
The game design requires to have a drone bay, to be able to add marines to the ship.
*** I use elite marines as internal defense for the Xenon ships. To get a proper rating for them, I had to change the boarding defense calculation a bit.
This should not affect other boarding operations because npc ships usually don't have marines on board.
NOTES
Xenon capital ships have serious internal defenses! You'll need a lot of elite and veteran soldiers.
If your boarding attempt failed and you think you have enough good soldiers, you may want to try another ship:
Boarding defenses also depend on the skill level of the defense commander, which is random and can vary a lot.
Balancing defenses wasn't easy, if you think the mod is unbalanced or needs tweaks, please comment here.
MOD COMPATIBILITY
This mod should be compatible with all other mods. The worst that could happen is that a change of this mod does not get through.
LANGUAGE SUPPORT
The mod is multilingual. No language specific files are changed.
HOW TO INSTALL
Subscribe to the mod on steam workshop. Keep an unmodded savegame.
HOW TO UNINSTALL
Unsubscribe from the steam workshop or disable the mod in game under Extensions.
Note: This mod can easily be removed and does not break your savegame. However, Xenon capital ships that have been spawned will keep their changed configurations until they are destroyed and respawn with the normal configuration.
Last edited by Atrocious on Sun, 29. Jun 14, 20:16, edited 5 times in total.
- Earth Ultimatum IV.
- Posts: 5280
- Joined: Mon, 3. May 10, 14:39
@Palm911: I can confirm that the drone bays are working. Spawned me a debug K and it used its defense drones.
@Earth ultimatum: I think it was a deliberate decision by egosoft not to allow players to capture Xenon caps.
In my opinion though, in a singleplayer game where everyone can become a tycoon and fleet commander, it should be possible to aim for the biggest goals and the I definitely is big. I just hope it's challenging enough to capture one. Personally I don't have much experience with the end game, since I started modding before I even discovered OL.
PS: Do you guys think I should add defense drones to the Xenon I, to make it harder?
@Earth ultimatum: I think it was a deliberate decision by egosoft not to allow players to capture Xenon caps.
In my opinion though, in a singleplayer game where everyone can become a tycoon and fleet commander, it should be possible to aim for the biggest goals and the I definitely is big. I just hope it's challenging enough to capture one. Personally I don't have much experience with the end game, since I started modding before I even discovered OL.
PS: Do you guys think I should add defense drones to the Xenon I, to make it harder?
- YorrickVander
- Posts: 2702
- Joined: Tue, 29. Oct 13, 21:59
It would be nice to have a mini plot maybe to earn a special one, or some kind of hacking to take over the ai. Not the vanilla hacking of course, as I'm relatively sane and can't be doing with more horrible mini-games.
X Rebirth - A Sirius Cybernetics Corporation Product
Split irritate visiting pilot with strange vocal patterns.
Split irritate visiting pilot with strange vocal patterns.
That sounds great! Go Egosoft, do it!YorrickVander wrote:It would be nice to have a mini plot maybe to earn a special one, or some kind of hacking to take over the ai. Not the vanilla hacking of course, as I'm relatively sane and can't be doing with more horrible mini-games.
I'm afraid I don't have the time and patience to build and test something like a mini plot.
I should consider adding more defenses to the Xenon I though. It's possibly too easy to capture it, for people with a proper marine outfit, an upgraded skunk and support ships to draw fire.
atrocious, may i suggest a few improvements ?
Xenon I , needs fuel storage. they dont have any. the k for instance does have fuel storage but not the I.
since this is all bout xenon, the ability to cap the M and N fighters might be seem as welcome too.
just my 2 cents.
i also recommend to make the capping of both xenon ships a bit harder. as it is, it is just too easy.
cheers!
Xenon I , needs fuel storage. they dont have any. the k for instance does have fuel storage but not the I.
since this is all bout xenon, the ability to cap the M and N fighters might be seem as welcome too.
just my 2 cents.
i also recommend to make the capping of both xenon ships a bit harder. as it is, it is just too easy.
cheers!
X gamer , one at a time.
Palm911, Thanks for the suggestions!
List of things to do:
- Add fuel storage to Xenon I
- Add additional drone bay to 'I' and move the other bay from its location
- Add defense drones to 'I'
- Maybe add more defenses and shield generators around the jump drives
- Make fighters 'bail' sometimes
- Adjust the sell price of Xenon ships
Yes, someone on steam mentioned this as well. I'll try to add one.palm911 wrote: Xenon I , needs fuel storage. they dont have any. the k for instance does have fuel storage but not the I.
I had actually tried this in the beginning, but it didn't work. The script that handles bailing of pilots does not handle Xenon and even when I changed it, it wouldn't work. I may get back to this, but it's not my highest priority.palm911 wrote: since this is all bout xenon, the ability to cap the M and N fighters might be seem as welcome too.
Ok, it may get harder with the changes I have in mind.palm911 wrote: i also recommend to make the capping of both xenon ships a bit harder. as it is, it is just too easy.
List of things to do:
- Add fuel storage to Xenon I
- Add additional drone bay to 'I' and move the other bay from its location
- Add defense drones to 'I'
- Maybe add more defenses and shield generators around the jump drives
- Make fighters 'bail' sometimes
- Adjust the sell price of Xenon ships
- YorrickVander
- Posts: 2702
- Joined: Tue, 29. Oct 13, 21:59
I'm trying to recall the name of the mod, but a couple of months back someone added production facilities to a Titurel.... Maybe add xenon 'fighter drone' production to the I? It kinda fits with the idea I have about the Xenon being self replicating relentless monsters.
Edit : this one http://www.nexusmods.com/xrebirth/mods/373/?
Edit : this one http://www.nexusmods.com/xrebirth/mods/373/?
X Rebirth - A Sirius Cybernetics Corporation Product
Split irritate visiting pilot with strange vocal patterns.
Split irritate visiting pilot with strange vocal patterns.
Interesting idea, thanks! I can imagine some problems with the implementation though (i.e. will the Xenon I automatically use the drones it produces?). Guess, I'll give it a try when my todo list is done.YorrickVander wrote:I'm trying to recall the name of the mod, but a couple of months back someone added production facilities to a Titurel.... Maybe add xenon 'fighter drone' production to the I? It kinda fits with the idea I have about the Xenon being self replicating relentless monsters.
Edit : this one http://www.nexusmods.com/xrebirth/mods/373/?
- YorrickVander
- Posts: 2702
- Joined: Tue, 29. Oct 13, 21:59
I can not find the "automatic mining". He can not work without my orders?YorrickVander wrote: Edit : this one http://www.nexusmods.com/xrebirth/mods/373/?