[MOD] Increased Difficulty (through stats) V1.0

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Sandalpocalypse
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[MOD] Increased Difficulty (through stats) V1.0

Post by Sandalpocalypse »

This mod increases difficulty by improving NPC shielding, NPC weapons, and reducing Player shield strength. NPCs do not spawn in any greater or smaller numbers, nor are there changes to AI. But the longer time-to-kill gives the AI more time to work, and the increased danger from more deadly and more accurate weapons punishes mistakes more harshly.

It also slightly nerfs the player Pulsed Maser, but increases it's bullet speed to make it better against drones.. The Plasma Cannon has received a slight reduction to bullet speed.



http://www.deadlyshoe.com/x3/DiffMod.zip



Instructions:

Extract DiffMod.zip to your X Rebirth/Extensions/ directory.

The X Rebirth directory is found in your Steam Common folder, which is for most people C:\Program Files (x86)\Steam\steamapps\common\

If you installed X Rebirth to a Steam Library instead, it will be located there.

After correct installation, "Increased Difficulty" should show up as an automatically enabled in the Extensions option of the main menu.

****

TO UNINSTALL:

Turn off the extension in the main menu, or delete the IncDiff folder from the game folder. After that is done, you will need to edit your save file to remove the following line:

<patch extension="DiffMod" name="Increased Difficulty"/>
Irrational factors are clearly at work.
Deleted User

Post by Deleted User »

innovative.
Imari
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Post by Imari »

Yay! Something similar to hull multiplier mod in x3. Is it possible to increase ship hull strength too especially the module hull?
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Sandalpocalypse
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Post by Sandalpocalypse »

Yes, but I haven't tested it. Modules would probably scale fine, but from save game editing it seems hulls are stored as numeric values. So likely attempting to edit ship hull values via diffs will result in a lot of damaged ships running around the universe unless you restart.
Irrational factors are clearly at work.
Thurmonator
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Post by Thurmonator »

Any reviews of this mod in action? Anyone testing this one and how is it working?
redshift690
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Post by redshift690 »

This sounds awesome! Don't know how I overlooked this one. Going to give it a run. Thanks for sharing this :)
csaba
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Post by csaba »

Thurmonator wrote:Any reviews of this mod in action? Anyone testing this one and how is it working?
Well this doesn't fix blind spots.

But let's just say I don't want to engage cap's head on anymore. With my MK3 shields on I'm getting hull damage about the time I blow up 1 subsystem with my MK2 plasma cannon.

Unless you have big cache of Novadrones you wont be able take out turrets and other subsystems easily. This makes boarding harder and capitals last longer in fights.
SieurNewT
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Post by SieurNewT »

Nice mod / idea!

Its so easy to kill capital ships on current game ...

Also maybe you should have 2 or 3 variant mod, by sample one with just shield boost (on capitals ships), and one with full changes...
New Config : Intel 8400 & 4Ghz , 4GB DRR2 on Asus P5Q Pro, ATI 4850 and Win XP 32 bits SP3.

Old config AMD 64 3400 1Mo, MSI k8n neo plat, 7800 GS+ Bliss, 2 GB RAM 3200
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Sandalpocalypse
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Post by Sandalpocalypse »

I hate bumping my own mod without an update ;) but I'm curious what you mean SieurNewT. Are the capital shield increases too high?
Irrational factors are clearly at work.
SieurNewT
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Post by SieurNewT »

hello

No I fact i were looking for a "shield" only mod as i dont want to change too many things.

This mod is very interesting, by the way the 1.19 changes shields on NPC ? did this add to the mod changes ?

In fact i am just testing this mod + the shield on hull mod and it's still too easy to my "taste" :) maybe a variant of this mod with 2 or time faster shields and 0 delay could be funny for good challenge ?
New Config : Intel 8400 & 4Ghz , 4GB DRR2 on Asus P5Q Pro, ATI 4850 and Win XP 32 bits SP3.

Old config AMD 64 3400 1Mo, MSI k8n neo plat, 7800 GS+ Bliss, 2 GB RAM 3200
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Informer
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Post by Informer »

Great mod, Makes the gam e much more fun. :D
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Sandalpocalypse
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Post by Sandalpocalypse »

Thanks guys,glad people are enjoying it. :)

@ SieurNewT -

The patch should have no effect on the mod changes, unless they changed which ship gets which shield. It's hard to check for that since extraction tools are still clumsy and I'm not archiving properly.

If you want faster shields or no delay, it's fairly easy to change it to your own whims - look in DiffMod\assets\props\SurfaceElements\Macros and open the XML files with any text editor.

The shieldgenerator_size_m_mk1-3_macro generators are for capital ships, while the rest are for the variety of smaller vessels.

I'm still screwing around with changes to Jobs and ship engines...
Irrational factors are clearly at work.

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