[MOD] Variety and Rebalance Overhaul (VRO) 4.x

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Shuulo
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Re: [MOD] Variety and Rebalance Overhaul (VRO) 3.x

Post by Shuulo » Mon, 25. Oct 21, 20:40

ScandyNav wrote:
Mon, 25. Oct 21, 18:22
Is spreadsheet from wiki are up to date?
They are now :)

XTC0R
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Re: [MOD] Variety and Rebalance Overhaul (VRO) 3.x

Post by XTC0R » Wed, 27. Oct 21, 13:57

Like always thank you for the continuous effort you spent! Regarding the time till the U appears. The wiki says 50hrs but you mentioned 100 hrs in one of your latest posts.
Shuulo wrote:
Mon, 25. Oct 21, 01:51
Malchar wrote:
Sun, 24. Oct 21, 18:13
Hi.

Is there any limit on Xenon U spawn except its production time ?
first one should appear only in 100 hours into the game





Xenons
Spoiler
Show
New V-class uses hull of the K destroyer but with long-range missile launchers.

K and V have improved turret loadout to reduce blind spots.

M now has anti-corvette plasma gun.

P now fields anti-fighter missile launcher.
New U-class XL carrier with unique weapons. ( it will appear only after 50 hours in the game)

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Shuulo
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Re: [MOD] Variety and Rebalance Overhaul (VRO) 3.x

Post by Shuulo » Wed, 27. Oct 21, 16:17

XTC0R wrote:
Wed, 27. Oct 21, 13:57

New U-class XL carrier with unique weapons. ( it will appear only after 50 hours in the game)
Oh, its actually 60, I forgot that i changed that, twice, lol
updated wiki

MrBubble
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Re: [MOD] Variety and Rebalance Overhaul (VRO) 3.x

Post by MrBubble » Wed, 27. Oct 21, 18:36

Shuulo wrote:
Wed, 27. Oct 21, 16:17
XTC0R wrote:
Wed, 27. Oct 21, 13:57

New U-class XL carrier with unique weapons. ( it will appear only after 50 hours in the game)
Oh, its actually 60, I forgot that i changed that, twice, lol
updated wiki
Hmmm... Spent more than 68 hours playing the game, still haven't seen a single one U, is there any other trigger for their appearance, or have I caught another bug?)

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Shuulo
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Re: [MOD] Variety and Rebalance Overhaul (VRO) 3.x

Post by Shuulo » Thu, 28. Oct 21, 00:47

MrBubble wrote:
Wed, 27. Oct 21, 18:36
Shuulo wrote:
Wed, 27. Oct 21, 16:17
XTC0R wrote:
Wed, 27. Oct 21, 13:57

New U-class XL carrier with unique weapons. ( it will appear only after 50 hours in the game)
Oh, its actually 60, I forgot that i changed that, twice, lol
updated wiki
Hmmm... Spent more than 68 hours playing the game, still haven't seen a single one U, is there any other trigger for their appearance, or have I caught another bug?)
If you haven't seen it it doesn't mean it's not there somewhere

Rastuasi
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Re: [MOD] Variety and Rebalance Overhaul (VRO) 3.x

Post by Rastuasi » Thu, 28. Oct 21, 15:49

MrBubble wrote:
Wed, 27. Oct 21, 18:36
Shuulo wrote:
Wed, 27. Oct 21, 16:17
XTC0R wrote:
Wed, 27. Oct 21, 13:57

New U-class XL carrier with unique weapons. ( it will appear only after 50 hours in the game)
Oh, its actually 60, I forgot that i changed that, twice, lol
updated wiki
Hmmm... Spent more than 68 hours playing the game, still haven't seen a single one U, is there any other trigger for their appearance, or have I caught another bug?)
Just look for a system with stations all destroyed, follow the destruction and you'll find the U

Xaron01
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Re: [MOD] Variety and Rebalance Overhaul (VRO) 3.x

Post by Xaron01 » Fri, 29. Oct 21, 11:39

Shuulo hello! Have you added ships from Terran Cruisers to your mod?

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Shuulo
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Re: [MOD] Variety and Rebalance Overhaul (VRO) 3.x

Post by Shuulo » Fri, 29. Oct 21, 13:42

Xaron01 wrote:
Fri, 29. Oct 21, 11:39
Shuulo hello! Have you added ships from Terran Cruisers to your mod?
for next patch - yes

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Re: [MOD] Variety and Rebalance Overhaul (VRO) 3.x

Post by MrBubble » Fri, 29. Oct 21, 17:41

Rastuasi wrote:
Thu, 28. Oct 21, 15:49
Just look for a system with stations all destroyed, follow the destruction and you'll find the U
My satellites control the gates in all systems with the exception of xenon ones)
Configured notification for xenon capitals. If I say that they are not there, then they really have never left the xenon sectors in 68 hours.
During all this time, I have seen only a few I.

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Re: [MOD] Variety and Rebalance Overhaul (VRO) 3.x

Post by Malchar » Fri, 29. Oct 21, 21:12

Shuulo wrote:
Fri, 29. Oct 21, 13:42
Xaron01 wrote:
Fri, 29. Oct 21, 11:39
Shuulo hello! Have you added ships from Terran Cruisers to your mod?
for next patch - yes
I presume you are aware, than from all factions, it is terran which need the less new ships, and especially large military ones.

It is because no modele exist for teladi - argon - paranids ?

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Shuulo
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Re: [MOD] Variety and Rebalance Overhaul (VRO) 3.x

Post by Shuulo » Fri, 29. Oct 21, 22:35

i do not make ships on my own, I integrate other mods in.

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mr.WHO
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Re: [MOD] Variety and Rebalance Overhaul (VRO) 3.x

Post by mr.WHO » Sat, 30. Oct 21, 21:59

Shuulo wrote:
Fri, 29. Oct 21, 13:42
Xaron01 wrote:
Fri, 29. Oct 21, 11:39
Shuulo hello! Have you added ships from Terran Cruisers to your mod?
for next patch - yes
I guess I'll have to finally install VRO after next path :D

BTW, what about Axeface Kea corvette?

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Shuulo
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Re: [MOD] Variety and Rebalance Overhaul (VRO) 3.x

Post by Shuulo » Sat, 30. Oct 21, 22:19

mr.WHO wrote:
Sat, 30. Oct 21, 21:59
BTW, what about Axeface Kea corvette?
It has VRO version already as separate mod.

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Re: [MOD] Variety and Rebalance Overhaul (VRO) 3.x

Post by mr.WHO » Sat, 30. Oct 21, 23:54

Dunno how much of a kitbashing is possible, but would it be possible to have symetrical Okinawa XL, like this?
Detached the "arm", flipped 180 degree so containers are outside an then duplicated to be symetrical
https://imgur.com/a/z4oeMnt

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mr.WHO
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Re: [MOD] Variety and Rebalance Overhaul (VRO) 3.x

Post by mr.WHO » Sun, 31. Oct 21, 13:47

I couldn't hold it anymore and finally installed VRO with recomended 'Ship Variation Expansion VRO":

O
M
F
G
!


Why this mod is so f***ing good ?!

The combat can be suprisingly brutally fast, but at the same time slow to allow you to have fun with tactical command.
M-size ships are finally not useless, badly missing holes pluged (L-size frigates, battleships, soon cruisers).
With Ship Variation Expansion VRO mod there are plenty of interesting ships for all factions.
Xenons are no longer a punching bag.
Tons of fun and diverse weapons, no stupid artifical holes in Terran weapon registry, plus powerful terran weapons are finally usable and AI friendly (e.g. not overheat after one shot).
Even AI combat that is usally derpy as seems to be much better in this mod.
Even performance is same or better than vanilla, despite more weapons, FX and rate of fire on everything.

This mod literaly tick every wishlist box that I had for X4!

Looking forward to next version with Cruisers included.


My only problem now is that vanilla X4 now seems like a trash!

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Shuulo
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Re: [MOD] Variety and Rebalance Overhaul (VRO) 3.x

Post by Shuulo » Sun, 31. Oct 21, 14:30

mr.WHO wrote:
Sun, 31. Oct 21, 13:47
My only problem now is that vanilla X4 now seems like a trash!
Some people still prefer vanilla, it's a taste thing.
Anyway, happy you liking the mod, 2 years of constant patches and tweaking went into it to make ship and weapon balance, behaviour and progression feel "right".
You will need to re-learn few things though as combat and balance are drastically different from vanilla.

As for SVE mod, it's made and balanced by other people , while it has VRO version it's also a taste thing, from my perspective it has quite few OP ships that make some other ships obsolete and this goes against VRO principle of "choice" when there is no single best ship but each has its own strength and weaknesses, same for weapons. Base VRO mod has frigates and battleships as well. I personally play without SVE, but it's still a fine addition for those who want even more ships and are not such balance maniacs like myself :)

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Re: [MOD] Variety and Rebalance Overhaul (VRO) 3.x

Post by mr.WHO » Sun, 31. Oct 21, 15:06

Shuulo wrote:
Sun, 31. Oct 21, 14:30
mr.WHO wrote:
Sun, 31. Oct 21, 13:47
My only problem now is that vanilla X4 now seems like a trash!
As for SVE mod, it's made and balanced by other people , while it has VRO version it's also a taste thing, from my perspective it has quite few OP ships that make some other ships obsolete and this goes against VRO principle of "choice" when there is no single best ship but each has its own strength and weaknesses, same for weapons. Base VRO mod has frigates and battleships as well. I personally play without SVE, but it's still a fine addition for those who want even more ships and are not such balance maniacs like myself :)
I also just added "XR Ship Pack VRO" into to th mix with SVE :D
It now the entire package blew my mind with the amount of ship options.

I agree that some ships might be OP (especially that I found VRO frigate size ships most charming) or duplicated or obsolete, but now with the tons of different ships the universe seems alive and interesting and I have to learn and experience all these ships.
No longer the boring copy/paste destroyer swarm of vanilla.

I noticed that Terran cruiser mod plan to add cruisers to other races as well, so more variety!



P.S. In regards to VRO directly, I wonder if it's possible to include more detailed class tag (like Light, Heavy)?
Like I noticed there are Heavy Battleships and Light battleships...so many battleships that I'm a bit confused.

Kinda sometinng liek that is planned for Cruiser mod where there is Light, Heavy, Battle and Command cruisers.

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Shuulo
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Re: [MOD] Variety and Rebalance Overhaul (VRO) 3.x

Post by Shuulo » Sun, 31. Oct 21, 15:18

Base VRO has only one battleship per faction, they are all different and there are no light and heavy battleships. Those others come from ship mods and not always follow VRO's idea for a battleship.
XR ship pack - be warned that it does change more than it says, e g. it changes some xenon jobs and shipgroups in a bit weird way and adds a ton more xenon ships in the universe, this breaks factions balance sometimes and may lead to stagnated resource-lacking galaxy in a day or two, you were warned.

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Re: [MOD] Variety and Rebalance Overhaul (VRO) 3.x

Post by mr.WHO » Sun, 31. Oct 21, 15:37

Shuulo wrote:
Sun, 31. Oct 21, 15:18
Base VRO has only one battleship per faction, they are all different and there are no light and heavy battleships. Those others come from ship mods and not always follow VRO's idea for a battleship.
Yeah, guess I'll stay silent in regards to ballance because it's now a bit hard to tell which thing is VRO and which is SVE.


One thing in regards to SVE - first, by accident I installed non-VRO version, which has "Viper destroyer" that has somewhat better looking model than VRO "Viper frigate" - like SVE ship model use paint job compactibile texture, while VRO Viper frigate seems to always be purple in ship screen.

Would it be possible to swap the Viper frigate model for SVE one (or at least the texture)?
https://staticdelivery.nexusmods.com/mo ... 67742.jpeg

Shuulo wrote:
Sun, 31. Oct 21, 15:18
XR ship pack - be warned that it does change more than it says, e g. it changes some xenon jobs and shipgroups in a bit weird way and adds a ton more xenon ships in the universe, this breaks factions balance sometimes and may lead to stagnated resource-lacking galaxy in a day or two, you were warned.
Given that I don't want long term play and more of a combat/chaos gameplay...this seems like an endorsement for me :D

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Re: [MOD] Variety and Rebalance Overhaul (VRO) 3.x

Post by Scarlet Ashcroft » Sun, 31. Oct 21, 20:54

The VRO wiki classifies the Chiba light carrier as a frigate. However, ingame it does not seem to meet the classification of frigate for the purposes of completing the 'assemble fleet' missions. This leaves Terran only players unable to complete these missions without sourcing ships from other races. Heavy fighters also don't seem to count as fighters for this.(Unsure if that one is intentional or not.) Any chance the code can get tweaked in the short term to fix this issue? Or perhaps long term, introduce a new frigate.

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