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Xenon K Weapons (and lack thereof)
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TonyEvans





Joined: 15 Jan 2012
Posts: 910 on topic

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PostPosted: Wed, 15. Feb 17, 20:37    Post subject: Xenon K Weapons (and lack thereof) Reply with quote Print

I recently, and with MUCH pride, finally managed to cap repair and add a Xenon K to my fleet. I get it to a shipyard and I don't see any option to re-install weapons.

Is there supposed to be a mod or whatnot I can use to get weapons added to my K? I know they're not the strongest of ships, but my current biggest ship is a Light Sul, and it's pretty flimsy

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UniTrader
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MEDAL

Joined: 20 Nov 2005
Posts: 13125 on topic

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PostPosted: Wed, 15. Feb 17, 21:05    Post subject: Reply with quote Print

although it is possible do board Xenon Capships in Vanilla this isnt intentional because these Ships are not supposed to be in Player Property. in fact 4.1 removes a bug regarding this. So i suggest to keep this K as kind of a Trophy Wink

Regarding your Question directly: as far as i know Xenon Capships dont have upgradeable Weapons, they always come fully equipped. so neither need nor possibility to add Weapons to it.


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if not stated otherwise everything i post is licensed under WTFPL

Ich mache keine S&M-Auftragsarbeiten, aber wenn es fragen gibt wie man etwas umsetzen kann helfe ich gerne weiter Wink

I wont do Script&Mod Request work, but if there are questions how to do something i will GLaDly help Wink
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RodentofDoom





Joined: 27 Feb 2016



PostPosted: Thu, 16. Feb 17, 14:19    Post subject: Reply with quote Print

Unlike hit/ma turrets which are destroyed, but the mount remains intact

when u shoot the turrets off a K .. you also destroy the mount it attached to
there is nothing to repair/replace

is my understanding of how it works

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exogenesis



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Joined: 09 Sep 2007
Posts: 1441 on topic
Location: UK
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PostPosted: Thu, 16. Feb 17, 15:21    Post subject: Reply with quote Print

Eh?

all my previously captured K's got fully repaired by the engineer assigned to the K,
all weapons, hull & shields, after completely destroying them all (down to 10% hull before boarding)

Don't see why they were made 'unboardable' in latest beta patches,
this is/was a highlight of the later game...

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