[Mod] Shields and Weapons balance overhaul 1.74

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AngEviL
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Re: [Mod] Shields and Weapons balance overhaul 1.64

Post by AngEviL »

ranykt wrote: Tue, 18. Dec 18, 05:09 I think there's a definitely balance issues still with guns. I tested Bolt Mk2 vs Pulse Laser Mk2 vs Beam Mk2 and the differences are horrific. I ran 3 minutes tests with 4x each gun vs my Odysseus Vanguard, thee one you find for free, FULLY MAXED modded vs FULLY MAXED modded guns. These guns are 35% damage, 35% cooling, 100% reload. Yes, i'm using a mod to get these consistent values.

Bolt Mk 2
<2km >1km
8 salvos
100% shields
50% hull damage
halfway through cooldown after 8th salvo
Heat: 660
Speed: 2880
Range: 8km
TTH at max range: 2.777 seconds

Pulse Laser Mk2
<2km >1km
6 salvos
Destroyed 1 second past the timer.
Heat: 190
Speed: 6912
Range: 5 KM
TTH at max range: .72 seconds

Beam Mk2
<2km >1km
6 salvos (30 seconds past the timer) Cool down was halfway at the 3 minute mark like Bolt Mk2 for salvo 5 at 5% sields.
15% hull damage
Heat: 125
Speed: 21k
Range: 12k
TTH at max range: .57 seconds

Based on this, there's literally no reason to not use Pulse Laser, just like the base game. They fire fast, have little heat buildup, have high projectile speed, and are just flat out amazing.

Beam weapons have over twice the range of Pulse Laser, Bolt has 8/5 the range of Pulse Laser, and in total there's a 105% damage difference between high DPS and long range. This is on a stationary target of my own property.

Beam: Instant hit, low damage
Bolt: Slow projectile, moderate damage, less than 1/3 the shot capacity
Pulse Laser: faster projectile, low damage, but equal fire rate to Bolt and 2.4x the accuracy

My conclusion: Bolt is worthless. If you want long range, go Beam. If you want high DPS, go Pulse Laser. Bolt serves literally no purpose because it's a crappy middleground with slow projectiles that miss everything except large entities. It's worthless against fighter agility. If you want to take out a XL, you might as well use Pulse Laser because the DPS is so much higher.

My suggestions: reduce Bolt heat generation to about 50% of current or reduce the fire rate or damage of Pulse Laser by 50-60%, and adjust from there. Pulse Laser is just waaaaaaay too OP compared to anything else in the game and needs some severe balancing.
Thank you for the field testing, it's been valuable. I did some on my own as well, crounched some more numbers, and made quite a lot of adjustement to weapons in the last update. You are right about most things, and I changed them, however those issues are not as big as you thought they are, and I'll explain.

There is such a thing as burst damage, which Beam and Laser lack. Weapons are not all about sustained damage. In a fight I am not shooting 100% of the time with Beam or Laser, but I run, change targets, evade attacks, etc. If you use a weapon with burst, while you do those flight maneuvers, the cooldown recharges, so not that much damage is lost.

Example: a weapon does 200 dps burst and 100 dps sustained (let's make it simple and say that you shoot half time, half time you wait to recharge), another has just 150 dps sustained. If you shoot a target continuously for a few minutes, sure, the 150 dps weapon does +50% more damage. But if you spend half your time flying and half the time shooting, then the 200 burst weapon has time to cooldown while you fly, so it ends up doing close to 200 dps in practice, vs 150.

Second point is that you are using weapon heat cooldown mods. I don't use any mods for my ships and I don;t intend to, maybe I will add an optional file to remove mod bonuses. I feel like I am strong enough against the impotent NPC, and even if the AI was better, I don't like the idea of bonuses that NPCs don't have.

Third thing is that damage values differ for more guns, in favor of weapons for lower heat drain. That is because there is a set value at which weapons regain their heat, while the weapon slots add to max heat capacity. In other words, a 4 weapon ships regains heat 2 times slower than a 2 weapon ship, so that means that weapons with lower cooldown are more effective in a ship with more front guns. I have also nerfed the Argon Eclipse in my mod, bring it in line more with the 3 gun fighters.

Tl;dr. Thank you for making me re-recalculate weapon damages, it wasn't that bad as it looked from your side, but I made adjustements in latest version.
7ate9tin11s
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Re: [Mod] Shields and Weapons balance overhaul 1.66

Post by 7ate9tin11s »

Thanks for releasing this, on top of FOCW (viewtopic.php?f=181&t=403357) this makes the universe much more lively and fun!
Requiemfang
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Re: [Mod] Shields and Weapons balance overhaul 1.66

Post by Requiemfang »

7ate9tin11s wrote: Wed, 19. Dec 18, 03:52 Thanks for releasing this, on top of FOCW (viewtopic.php?f=181&t=403357) this makes the universe much more lively and fun!
Doesn't FOCW change some of the exact things this mod changes? if your using both this mod and that mod together your probably gonna run into conflicts or one mod canceling the others features out.
7ate9tin11s
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Re: [Mod] Shields and Weapons balance overhaul 1.66

Post by 7ate9tin11s »

Yes it now does (I was using version 0.2 for my prior test game that did not). Now I will be merging in this mods engine changes (which I really like) with the FOCW version of shield/weapon changes to see how that works.

The universe will. be. tuned! :D
Panasonic
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Re: [Mod] Shields and Weapons balance overhaul 1.66

Post by Panasonic »

7ate9tin11s wrote: Wed, 19. Dec 18, 04:50 Yes it now does (I was using version 0.2 for my prior test game that did not). Now I will be merging in this mods engine changes (which I really like) with the FOCW version of shield/weapon changes to see how that works.

The universe will. be. tuned! :D
OH that would be wonderful because I can't decide which one to take :lol:
"Sehenden Auges in Selbiges"
AngEviL
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Re: [Mod] Shields and Weapons balance overhaul 1.66

Post by AngEviL »

Now that Foundation of War has its own rebalancing I expect that people using it will use his weapon and ship changes. Blackrain's mod is a lot more popular than mine too.

He did a pretty good job at balancing as well, however for me personally I like the balance and diversity and overall feel of weapons from my mod. I love the variety and the "each weapon and ship is useful" mentality. Also I prefer longer and smaller scale battles.

I don't like the pasiveness of the X4 universe currently, however after several months of patching from Egosoft i think the conflicts will be pretty good. If not maybe I will increase the agresiveness of factions myself a little.

I will continue updating the mod, more on nexus as interest is greater there (FoCW is too big of a competitor, haha) and i have ideas, next i will improve scouts and interceptors, scouts will feel like real scouts, speed-freaks, and interceptors like very agile fighters but with lower firepower.

With how many ships FoCW throws at you his shorter time to kill (double damage vs my mod) works better probably, but I have a somewhat different vision regarding what makes the game fun. I like to keep it more personal and have more epic solo battles where you struggle for survival in your ship. (no teleport! haha).
Spiralrazor
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Re: [Mod] Shields and Weapons balance overhaul 1.66

Post by Spiralrazor »

AngEviL wrote: Thu, 20. Dec 18, 13:25 Now that Foundation of War has its own rebalancing I expect that people using it will use his weapon and ship changes. Blackrain's mod is a lot more popular than mine too.

He did a pretty good job at balancing as well, however for me personally I like the balance and diversity and overall feel of weapons from my mod. I love the variety and the "each weapon and ship is useful" mentality. Also I prefer longer and smaller scale battles.

I don't like the pasiveness of the X4 universe currently, however after several months of patching from Egosoft i think the conflicts will be pretty good. If not maybe I will increase the agresiveness of factions myself a little.

I will continue updating the mod, more on nexus as interest is greater there (FoCW is too big of a competitor, haha) and i have ideas, next i will improve scouts and interceptors, scouts will feel like real scouts, speed-freaks, and interceptors like very agile fighters but with lower firepower.

With how many ships FoCW throws at you his shorter time to kill (double damage vs my mod) works better probably, but I have a somewhat different vision regarding what makes the game fun. I like to keep it more personal and have more epic solo battles where you struggle for survival in your ship. (no teleport! haha).
Used this mod for about 12 hours....most of your turrets are still useless. Thats the primary issue.. I looked at your math and explanations and unfortunetly, even though im a math guy too, none of it means anything with the current implemention of the AI turret and piloting behavoir in the current version of the game, 1.5 release.

EX: My fully kitted Centaur COULD NOT kill a single Xenon M under this mod. When I just left it to FOCW, it killed it in about 10 seconds, same weapons. I watched them go at it duel-style in Nop 7 for 30 minutes about a half hour ago. Your math may be on point, but your perception of how damage is delivered within the context of the game is not.
AngEviL
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Re: [Mod] Shields and Weapons balance overhaul 1.66

Post by AngEviL »

Spiralrazor wrote: Thu, 20. Dec 18, 19:25
Used this mod for about 12 hours....most of your turrets are still useless. Thats the primary issue.. I looked at your math and explanations and unfortunetly, even though im a math guy too, none of it means anything with the current implemention of the AI turret and piloting behavoir in the current version of the game, 1.5 release.

EX: My fully kitted Centaur COULD NOT kill a single Xenon M under this mod. When I just left it to FOCW, it killed it in about 10 seconds, same weapons. I watched them go at it duel-style in Nop 7 for 30 minutes about a half hour ago. Your math may be on point, but your perception of how damage is delivered within the context of the game is not.
Thanks for testing it out. In my mod M turrets do around half damage of an M weapon. In x3 an M6 had 4 turrets and a Military M6 from XRM around 6. You could say that a turret in X3 did around 1/8th of the damage of the main guns. Let's say you use a main gun that deals 100 damage, and the turrets in X3 use the same weapons as the main ones. Let's say you had 6 turrets and 8 main guns in X3, that means main guns do 800 damage, all turrets combined do 600 damage. Even more than that, they used laser energy which took away from the main guns.

In X4 in a M6 type ship you have 2 main guns and 4 turrets. Make the 2 main guns as powerful as the 8 from X3, so each main does 400 damage for 800 total. Having 4 turrets dealing half of the main gun damage each, means that you do 200 damage x 4 = 800 damage. It works out in my mod turrets currently outdamage their X3 counterparts, which is why I am reluctant to buff them more.

Also I don't remember killing other ships other than M5 just with turrets in an M6 in X3. I also buffed Xenon ships agility. Anyway currently FoCW has some ridiculous turret damage, about double the one of a M weapon, which in turn deal about double the damage of M weapons in my mod, so the turrets there deal around 8 times more damage. My opinion is that the turrets are way too powerful there, and if Egosoft fixes turret targeting, my damage values for turrets would work fine.
Last edited by AngEviL on Thu, 20. Dec 18, 22:40, edited 1 time in total.
7ate9tin11s
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Re: [Mod] Shields and Weapons balance overhaul 1.66

Post by 7ate9tin11s »

Having heavily toyed with both, I am leaning towards your changes actually. I prefer the fights to last longer at lower damage so I can both assist my traders in time and not be overly penalized for letting the AI get a decent attack run on me. Perhaps further increasing the shield recharge delay for fighters would help with the M/N issues.

As I recall there is also a range limit (5k) for detecting enemies in the attack scripts that may need to be adjusted for the extended range on the weapons to be more effective, have not tried messing with it yet but plan to toy with those scripts soon.
AngEviL
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Re: [Mod] Shields and Weapons balance overhaul 1.66

Post by AngEviL »

7ate9tin11s wrote: Thu, 20. Dec 18, 22:35 Having heavily toyed with both, I am leaning towards your changes actually. I prefer the fights to last longer at lower damage so I can both assist my traders in time and not be overly penalized for letting the AI get a decent attack run on me. Perhaps further increasing the shield recharge delay for fighters would help with the M/N issues.

As I recall there is also a range limit (5k) for detecting enemies in the attack scripts that may need to be adjusted for the extended range on the weapons to be more effective, have not tried messing with it yet but plan to toy with those scripts soon.
I did a bunch more testing, I thought about it and the turrets were underperforming still. I boosted turrets damage by 50% compared to the previous version. Even beam turrets which have the lowest damage are being felt now. I dislike shield recharge delay no matter the circumstance, but the better turrets will help now against those Xenon. Keep in mind that in my mod Xenon have better ships compared to FoCW.

I have also improved all scouts, they feel like scouts now. The underpowered S traders and miners are 50% faster. The Argon Elite Interceptor fits his name now, it has crazy agility.
Last edited by AngEviL on Fri, 21. Dec 18, 03:26, edited 1 time in total.
Requiemfang
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Re: [Mod] Shields and Weapons balance overhaul 1.68

Post by Requiemfang »

I'm curious about something, I bought a L trader the other day and was outfitting it with travel engines, I thought Paranid in this mod were the ones that have the best performing engines, why is it their best L-class travel drive mk 1 or 2 performs worse than both the argon and teladi?
Guest242
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Re: [Mod] Shields and Weapons balance overhaul 1.68

Post by Guest242 »

I have a idea to improve the turrets. I watched a cerberus in a combat with a small fighter. The cerberus moved so fast in all direction, make flips and so on (unmodded game). Of course the turrets cant hit the target.

Maybe it is better to decrease the maneuverability and make the ship to have a smooth flight. The turrets only have to predict the enemy and not the own crazy pilot anymore. In combination with fast projectile speed the turrets will hit more.

If this method work... ships with a lot of turrets should be slower and sluggish. Ships like the Nemesis can be fast and agile because of the 5 front weapons.
AngEviL
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Re: [Mod] Shields and Weapons balance overhaul 1.68

Post by AngEviL »

Requiemfang wrote: Fri, 21. Dec 18, 03:24 I'm curious about something, I bought a L trader the other day and was outfitting it with travel engines, I thought Paranid in this mod were the ones that have the best performing engines, why is it their best L-class travel drive mk 1 or 2 performs worse than both the argon and teladi?
The differences in engines between races is very small, and as you noticed already it is that Paranid have a very small edge in regular speed, while they have slower max travel speed and/or it takes a little more time to accelerate to it. From what I see it is the case in the L travel engine as well, and they don't feel worse to me unless I'm missing something.
Guest242 wrote: Fri, 21. Dec 18, 14:22 I have a idea to improve the turrets. I watched a cerberus in a combat with a small fighter. The cerberus moved so fast in all direction, make flips and so on (unmodded game). Of course the turrets cant hit the target.

Maybe it is better to decrease the maneuverability and make the ship to have a smooth flight. The turrets only have to predict the enemy and not the own crazy pilot anymore. In combination with fast projectile speed the turrets will hit more.

If this method work... ships with a lot of turrets should be slower and sluggish. Ships like the Nemesis can be fast and agile because of the 5 front weapons.
I agree that that would fix turret aiming issues partially, or even completely if you reduce it enough... but would it make the ships more fun to fly ? haha. One could reduce the speed and agility of all ships in the game by a set percentage, while maybe increasing travel speed to compensate, but would it be fun to fly in combat or just around the sector in a less manuevrable and slower ship ?

I know that soon after I figured the basics of X4, I searched for the fastest ship I could find, haha. And also... it would sound pretty bad to make an update to a mod, or a new mod and say "Speed and manuevrability of all ships decreased by 30%, come and get it !", haha.
Thanks for the suggestion, maybe if Egosoft never fixes turret aiming we can look into doing this. But I think they will, as I increased turrets projectile speeds around 3 times compared to vanilla and they still miss a lot, imagine how it's like playing with vanilla values !
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Re: [Mod] Shields and Weapons balance overhaul 1.68

Post by Guest242 »

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AngEviL wrote: Fri, 21. Dec 18, 16:05
Requiemfang wrote: Fri, 21. Dec 18, 03:24 I'm curious about something, I bought a L trader the other day and was outfitting it with travel engines, I thought Paranid in this mod were the ones that have the best performing engines, why is it their best L-class travel drive mk 1 or 2 performs worse than both the argon and teladi?
The differences in engines between races is very small, and as you noticed already it is that Paranid have a very small edge in regular speed, while they have slower max travel speed and/or it takes a little more time to accelerate to it. From what I see it is the case in the L travel engine as well, and they don't feel worse to me unless I'm missing something.
Guest242 wrote: Fri, 21. Dec 18, 14:22 I have a idea to improve the turrets. I watched a cerberus in a combat with a small fighter. The cerberus moved so fast in all direction, make flips and so on (unmodded game). Of course the turrets cant hit the target.

Maybe it is better to decrease the maneuverability and make the ship to have a smooth flight. The turrets only have to predict the enemy and not the own crazy pilot anymore. In combination with fast projectile speed the turrets will hit more.

If this method work... ships with a lot of turrets should be slower and sluggish. Ships like the Nemesis can be fast and agile because of the 5 front weapons.
I agree that that would fix turret aiming issues partially, or even completely if you reduce it enough... but would it make the ships more fun to fly ? haha. One could reduce the speed and agility of all ships in the game by a set percentage, while maybe increasing travel speed to compensate, but would it be fun to fly in combat or just around the sector in a less manuevrable and slower ship ?

I know that soon after I figured the basics of X4, I searched for the fastest ship I could find, haha. And also... it would sound pretty bad to make an update to a mod, or a new mod and say "Speed and manuevrability of all ships decreased by 30%, come and get it !", haha.
Thanks for the suggestion, maybe if Egosoft never fixes turret aiming we can look into doing this. But I think they will, as I increased turrets projectile speeds around 3 times compared to vanilla and they still miss a lot, imagine how it's like playing with vanilla values !

I know that everyone want to fly a ship with fast speed and manuevrability but such ship should be have a disadvantage too. I remember you said, that every ship should be useful for something. The cerberus for example... what you expect if you buy a such ship? It's a small carrier with a lot of turrets and it could be slow and not so agile. Yes it''s not funny to fly a slow ship. But I think it's more frustrating to buy a 5 mil. credit ship and see how it nearly lose against a small fighter because the turrets couldn't hit anything.

If the ship fidget fast in any directions, every turrets have only 1-2 seconds to hit a target before the ship move into wrong angle again. If I fly the cerberus just straight forward, the turrets hit the small fighter and kill it easily (depend on the installed weapon) - therefore... the turret aiming work under certain conditions. The disadvantage of a slow ship is for exampe good and precise fire power or long range. In the end this ship is still useful for his role. Your changelog don't have to "sound pretty". The changes should improve the fun (primary for yourself).
AngEviL
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Re: [Mod] Shields and Weapons balance overhaul 1.68

Post by AngEviL »

Guest242 wrote: Fri, 21. Dec 18, 16:44 I know that everyone want to fly a ship with fast speed and manuevrability but such ship should be have a disadvantage too. I remember you said, that every ship should be useful for something. The cerberus for example... what you expect if you buy a such ship? It's a small carrier with a lot of turrets and it could be slow and not so agile. Yes it''s not funny to fly a slow ship. But I think it's more frustrating to buy a 5 mil. credit ship and see how it nearly lose against a small fighter because the turrets couldn't hit anything.

If the ship fidget fast in any directions, every turrets have only 1-2 seconds to hit a target before the ship move into wrong angle again. If I fly the cerberus just straight forward, the turrets hit the small fighter and kill it easily (depend on the installed weapon) - therefore... the turret aiming work under certain conditions. The disadvantage of a slow ship is for exampe good and precise fire power or long range. In the end this ship is still useful for his role. Your changelog don't have to "sound pretty". The changes should improve the fun (primary for yourself).
This is my view too Guest242, I was a little unclear. I am not shy to nerf anything, starting from the biggest capital, haha. It is that reducing the speed and agility of every ship in the game by a set percentage is a pretty big deal, and I would like to wait for Egosoft to fix turrets target predicting with a patch first. I agree that it is no fun to miss so many turret shots, and if Egosoft doesn't fix this I will probably take this step.

I love variety too, my mod is built on that. I like to find a purpose for everything, to give player many valid choices. For example even if Mk1 is just 10% weaker than Mk2, would anybody ever use Mk1 weapons ? No, as the cost difference to overall ship is negligible, and it gimps the AI more, who uses Mk1. If you make Mk1 as powerful overall, but different pros and cons of course, then you double the weapon choices !

I am looking currently for things to be improved on. I am happy so far with the weapons and shields and missiles but of course feedback is welcome. I am looking at ships to see if there is any out of place, including Sentinel vs Vanguard variants. I see that the Argon Minotaur Bomber and the Nova are in need of a buff. The paranid S and M military ships might need a slight nerf.
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Masterdude420
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Re: [Mod] Shields and Weapons balance overhaul 1.68

Post by Masterdude420 »

Thank you so much for this Mod! It makes the game very cool and fun to play! I use some other small handy mods but your Mod made my Day!! 8)

I have one question, is your Mod compatible with the Fraction-Battleship mod, I mean it should only change the turrets and shield on them, right?
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alexalsp
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Re: [Mod] Shields and Weapons balance overhaul 1.68

Post by alexalsp »

Fraction-Battleship has standard armament from vanil games. This mod will make changes to them, but there will be no conflicts.

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[=ERROR=] 0.00 No matching node for path '//macros/macro/properties/ammunition/@value' in patch file 'extensions\RebalancedShields\assets\fx\weaponfx\macros\bullet_xen_turret_m_laser_01_mk1_macro'. Skipping node.
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[=ERROR=] 0.00 No matching node for path '//macros/macro/properties/ammunition/@reload' in patch file 'extensions\RebalancedShields\assets\fx\weaponfx\macros\bullet_xen_turret_m_laser_01_mk1_macro'. Skipping node.
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[=ERROR=] 0.00 No matching node for path '//macros/macro/properties/ammunition/@value' in patch file 'extensions\RebalancedShields\assets\fx\weaponfx\macros\bullet_xen_turret_l_laser_01_mk1_macro'. Skipping node.
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[=ERROR=] 0.00 No matching node for path '//macros/macro/properties/ammunition/@reload' in patch file 'extensions\RebalancedShields\assets\fx\weaponfx\macros\bullet_xen_turret_l_laser_01_mk1_macro'. Skipping node.
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[=ERROR=] 0.00 No matching node for path '//macros/macro/properties/hull/@max' in patch file 'extensions\RebalancedShields\assets\props\weaponsystems\mining\macros\turret_arg_m_mining_01_mk1_macro'. Skipping node.
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Masterdude420
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Re: [Mod] Shields and Weapons balance overhaul 1.68

Post by Masterdude420 »

alexalsp wrote: Sat, 22. Dec 18, 09:57 Fraction-Battleship has standard armament from vanil games. This mod will make changes to them, but there will be no conflicts.

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[=ERROR=] 0.00 No matching node for path '//macros/macro/properties/ammunition/@value' in patch file 'extensions\RebalancedShields\assets\fx\weaponfx\macros\bullet_xen_turret_m_laser_01_mk1_macro'. Skipping node.
[General] 0.00 ======================================
[General] 0.00 ======================================
[=ERROR=] 0.00 No matching node for path '//macros/macro/properties/ammunition/@reload' in patch file 'extensions\RebalancedShields\assets\fx\weaponfx\macros\bullet_xen_turret_m_laser_01_mk1_macro'. Skipping node.
[General] 0.00 ======================================
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[=ERROR=] 0.00 No matching node for path '//macros/macro/properties/ammunition/@value' in patch file 'extensions\RebalancedShields\assets\fx\weaponfx\macros\bullet_xen_turret_l_laser_01_mk1_macro'. Skipping node.
[General] 0.00 ======================================
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[=ERROR=] 0.00 No matching node for path '//macros/macro/properties/ammunition/@reload' in patch file 'extensions\RebalancedShields\assets\fx\weaponfx\macros\bullet_xen_turret_l_laser_01_mk1_macro'. Skipping node.
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[=ERROR=] 0.00 No matching node for path '//macros/macro/properties/hull/@max' in patch file 'extensions\RebalancedShields\assets\props\weaponsystems\mining\macros\turret_arg_m_mining_01_mk1_macro'. Skipping node.
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Thanks a lot, it's what I thought. Shouldn't be to hard then to make a compatible patch, hopefully either of these mods can do that, fusion
aerojet029
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Re: [Mod] Shields and Weapons balance overhaul 1.70

Post by aerojet029 »

Do you have any plans to include tweaks for popular ship mods as they appear?

I guess it doesn't matter as long as they use varied amount of in game modules I suppose.
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Re: [Mod] Shields and Weapons balance overhaul 1.70

Post by Lc4Hunter »

Just a short question (hopefully i have not overseen it):

Is it possible to add new weapons (with same turret models at the moment).
I would love to see a flak at the game like in X3 (but better working). For example like this things in Freespace2.
I got the idea while playing FS2 again and getting wasted by those goddamn flaks :roll: :D

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