[MOD] Variety and Rebalance Overhaul (VRO) 4.x
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Re: [MOD] Variety and Rebalance Overhaul (VRO) 3.x
short question, is there any way to use VRO without the weapons changing, and keep the vanilla ones ?
Re: [MOD] Variety and Rebalance Overhaul (VRO) 3.x
well yeah but 100 new weapons and just 3 to 4 i use from them ^^ i already have my ship configs
not a single ship is using the 280mm autocannon or the ebg or a railgun or stuff like that ....
VRO is realy great but it has tooo much changes in case about weapons.....
ship changes , in case aboizut shield turrets and so on are great ....but why there was a need of 40 different turret weapons , when player anding up using 4 to 5 only ?
vanilla weapons would have done the same job ) i mean changing them and thats it
Re: [MOD] Variety and Rebalance Overhaul (VRO) 3.x
I would be a very bad idea. VRO weapons have about twice the range and bullet velocity than X4 vanilla. VRO files had been though with this feature. It is about sure that use vanilla weapons/stat, would give a poor result.
Re: [MOD] Variety and Rebalance Overhaul (VRO) 3.x
That is your opinion, more options in this case isn't in any way a detriment. So what if there are more weapons? You use the ones you like and that is all.Halpog wrote: ↑Sun, 17. Oct 21, 20:32well yeah but 100 new weapons and just 3 to 4 i use from them ^^ i already have my ship configs
not a single ship is using the 280mm autocannon or the ebg or a railgun or stuff like that ....
VRO is realy great but it has tooo much changes in case about weapons.....
ship changes , in case aboizut shield turrets and so on are great ....but why there was a need of 40 different turret weapons , when player anding up using 4 to 5 only ?
vanilla weapons would have done the same job ) i mean changing them and thats it
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Re: [MOD] Variety and Rebalance Overhaul (VRO) 3.x
Is it intended that I see factions using other factions ships? Like a Teladi Eclipse Vanguard, or the Argon using a Pioneer freighter TL? Or do I just have a potential mod conflict?
Also, there seem to be no hull parts in my Young Gun start, ranging from Argon Prime to Grand Exchange to True Sight (about what I've explored in my new game so far). There are factories, and they seem to have materials, just not producing. Other goods are being produced at other factories, but I can't find hull parts anywhere. I can't find anywhere to sell silicon, either. I dunno if it's this mod, another mod, or maybe the game (though I didn't have trouble with the Terran start, I didn't get into commonwealth space until much later in my last save), but I thought I'd ask if anyone knows.
Also, there seem to be no hull parts in my Young Gun start, ranging from Argon Prime to Grand Exchange to True Sight (about what I've explored in my new game so far). There are factories, and they seem to have materials, just not producing. Other goods are being produced at other factories, but I can't find hull parts anywhere. I can't find anywhere to sell silicon, either. I dunno if it's this mod, another mod, or maybe the game (though I didn't have trouble with the Terran start, I didn't get into commonwealth space until much later in my last save), but I thought I'd ask if anyone knows.
Re: [MOD] Variety and Rebalance Overhaul (VRO) 3.x
Hi Shuulo,
I meant to mention this before, but forgot until just now...
I've used the ARG Nova Vanguard in the past, buying a few from ARG Wharfs as a cheap fighter. I've got loadouts of these saved in light, medium and heavy configs. While these configs all still work when loaded I actually cannot recreate some of these from scratch. For example, I have a Nova Vanguard loadout saved that has two Beamers fitted - a great anti-fighter build in sufficient numbers. However, according to the outfitting page, the Beamer is a "Standard" weapon and only the Nova Vanguard's left weapon mount supports Standard weapons. The right weapon mount supports Missile and High-Energy weapons but not Standard ones. This means I cannot create cheaper loadouts using lighter weapons like I used to.
Is this a deliberate change? The Nova is a light Fighter in most regards and while it's welcome to allow it one heavy weapon, not being able to have two light weapons seems contrary to its light(er) fighter status.
Note: I find that fighter are generally more effective when they're fitted with matching weapons, especially when they can only fit two.
Scoob.
I meant to mention this before, but forgot until just now...
I've used the ARG Nova Vanguard in the past, buying a few from ARG Wharfs as a cheap fighter. I've got loadouts of these saved in light, medium and heavy configs. While these configs all still work when loaded I actually cannot recreate some of these from scratch. For example, I have a Nova Vanguard loadout saved that has two Beamers fitted - a great anti-fighter build in sufficient numbers. However, according to the outfitting page, the Beamer is a "Standard" weapon and only the Nova Vanguard's left weapon mount supports Standard weapons. The right weapon mount supports Missile and High-Energy weapons but not Standard ones. This means I cannot create cheaper loadouts using lighter weapons like I used to.
Is this a deliberate change? The Nova is a light Fighter in most regards and while it's welcome to allow it one heavy weapon, not being able to have two light weapons seems contrary to its light(er) fighter status.
Note: I find that fighter are generally more effective when they're fitted with matching weapons, especially when they can only fit two.
Scoob.
Re: [MOD] Variety and Rebalance Overhaul (VRO) 3.x
hm, i dont even remember when that change was made, ill add the ability to fit light weapon back in next patchScoob wrote: ↑Mon, 18. Oct 21, 21:19Hi Shuulo,
I meant to mention this before, but forgot until just now...
I've used the ARG Nova Vanguard in the past, buying a few from ARG Wharfs as a cheap fighter. I've got loadouts of these saved in light, medium and heavy configs. While these configs all still work when loaded I actually cannot recreate some of these from scratch. For example, I have a Nova Vanguard loadout saved that has two Beamers fitted - a great anti-fighter build in sufficient numbers. However, according to the outfitting page, the Beamer is a "Standard" weapon and only the Nova Vanguard's left weapon mount supports Standard weapons. The right weapon mount supports Missile and High-Energy weapons but not Standard ones. This means I cannot create cheaper loadouts using lighter weapons like I used to.
Is this a deliberate change? The Nova is a light Fighter in most regards and while it's welcome to allow it one heavy weapon, not being able to have two light weapons seems contrary to its light(er) fighter status.
Note: I find that fighter are generally more effective when they're fitted with matching weapons, especially when they can only fit two.
Scoob.
Re: [MOD] Variety and Rebalance Overhaul (VRO) 3.x
I don't know either, I've been using the three same templates for the Nova Vanguard for a while now, and it was only while playing around I noticed I couldn't manually set that particular configuration any more. Cheers, much appreciated.
Scoob.
Re: [MOD] Variety and Rebalance Overhaul (VRO) 3.x
Hi.
Is there any limit on Xenon U spawn except its production time ?
Is there any limit on Xenon U spawn except its production time ?
Re: [MOD] Variety and Rebalance Overhaul (VRO) 3.x
first one should appear only in 100 hours into the game
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Re: [MOD] Variety and Rebalance Overhaul (VRO) 3.x
Oh, that's exciting. Is there a setting somewhere that makes all xenon activity start much later? Where can I find it (perhaps a reference to a line of code in the MOD)?
I would like to take more time with the start of the game and explore the great universe, maybe build a small factory and play in peace before all hell breaks loose and I have to react...
So: is that possible somewhere? Would be a nice alternative to weakening the Xenon, which some would like...
Trajan von Olb
Translated with www.DeepL.com/Translator (free version)
Mein Traum vom Glück ist der Traum von einer anderen Menschheit. (S. Lem)
Re: [MOD] Variety and Rebalance Overhaul (VRO) 3.x
My game is at just over the day mark and I had a Xenon U invading HOP space a couple of nights ago. I managed to take it out with my fleet, but it made quite a mess before it went down lol. I guess other mods might have caused its early arrival. I also use FOCW and FWEE which are likely the cause if anything.
Re: [MOD] Variety and Rebalance Overhaul (VRO) 3.x
FOCW can be a culprit as it adds jobs and may even pull Xenon U for them, but im not certain
Re: [MOD] Variety and Rebalance Overhaul (VRO) 3.x
Is spreadsheet from wiki are up to date?
Re: [MOD] Variety and Rebalance Overhaul (VRO) 3.x
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.
Xenons
New U-class XL carrier with unique weapons. ( it will appear only after 50 hours in 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.
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.
Re: [MOD] Variety and Rebalance Overhaul (VRO) 3.x
Oh, its actually 60, I forgot that i changed that, twice, lol
updated wiki
Re: [MOD] Variety and Rebalance Overhaul (VRO) 3.x
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?)