Mod discussion from 'Behemoth is Weak' thread

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Shuulo
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Mod discussion from 'Behemoth is Weak' thread

Post by Shuulo »

Yeah, I believe ego should do much more work for the fight to feel right.
But for now we have modding :)
something I'm working on
Morleond
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Re: Behemoth is Weak sauce

Post by Morleond »

Shuulo wrote: Tue, 19. Mar 19, 16:06 Yeah, I believe ego should do much more work for the fight to feel right.
But for now we have modding :)
something I'm working on
I love the look of those laser turets! Even the main batteries (though only fired once) sounded more impactful. Do you have a link to the mod?
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Shuulo
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Re: Behemoth is Weak sauce

Post by Shuulo »

Morleond wrote: Tue, 19. Mar 19, 16:30
Shuulo wrote: Tue, 19. Mar 19, 16:06 Yeah, I believe ego should do much more work for the fight to feel right.
But for now we have modding :)
something I'm working on
I love the look of those laser turets! Even the main batteries (though only fired once) sounded more impactful. Do you have a link to the mod?
Not yet, this will be a full overhaul of weapon systems that I plan to release this or next week.
As for now, you can check my destroyer anti capital guns (that is basically will be part of bigger mod) on Nexus that I did when was learning modding.
Morleond
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Re: Behemoth is Weak sauce

Post by Morleond »

Shuulo wrote: Tue, 19. Mar 19, 16:56
Morleond wrote: Tue, 19. Mar 19, 16:30
Shuulo wrote: Tue, 19. Mar 19, 16:06 Yeah, I believe ego should do much more work for the fight to feel right.
But for now we have modding :)
something I'm working on
I love the look of those laser turets! Even the main batteries (though only fired once) sounded more impactful. Do you have a link to the mod?
Not yet, this will be a full overhaul of weapon systems that I plan to release this or next week.
As for now, you can check my destroyer anti capital guns (that is basically will be part of bigger mod) on Nexus that I did when was learning modding.
I found your anti cap weapon mod. I like the range. I think that is truly how those big guns should be. You didn't list the damage in the mod description. What are the damage stats? And have you noticed if the AI uses the guns right at that range?
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Shuulo
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Re: Behemoth is Weak sauce

Post by Shuulo »

Morleond wrote: Tue, 19. Mar 19, 17:06I found your anti cap weapon mod. I like the range. I think that is truly how those big guns should be. You didn't list the damage in the mod description. What are the damage stats? And have you noticed if the AI uses the guns right at that range?
I do not remember the damage now, but you can check this easily in the files, mod is not packed to cat/dat, just navigate to assets/fx/weaponfx/macros, you will find a bullet file there with all parameters, so you can tweak it as you want :) I remember in general DPS was a tiny bit higher than vanilla.
As for the range - AI uses it more or less OK, in my new mod capital-to-capital engagement distance is 20-15 km and AI is adapting quite good, surprisingly.
Morleond
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Re: Behemoth is Weak sauce

Post by Morleond »

Shuulo wrote: Tue, 19. Mar 19, 17:47
Morleond wrote: Tue, 19. Mar 19, 17:06I found your anti cap weapon mod. I like the range. I think that is truly how those big guns should be. You didn't list the damage in the mod description. What are the damage stats? And have you noticed if the AI uses the guns right at that range?
I do not remember the damage now, but you can check this easily in the files, mod is not packed to cat/dat, just navigate to assets/fx/weaponfx/macros, you will find a bullet file there with all parameters, so you can tweak it as you want :) I remember in general DPS was a tiny bit higher than vanilla.
As for the range - AI uses it more or less OK, in my new mod capital-to-capital engagement distance is 20-15 km and AI is adapting quite good, surprisingly.
The engagement range is that going to be in the weapons overhaul mod? And can you link your mod in this topic for me when you get it done. I created another topic a while back about the range of capital weapons and the mods you are making seem like they will fix all my concerns! Looking forward to seeing your mod.
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Shuulo
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Re: Behemoth is Weak sauce

Post by Shuulo »

Morleond wrote: Tue, 19. Mar 19, 17:56The engagement range is that going to be in the weapons overhaul mod? And can you link your mod in this topic for me when you get it done. I created another topic a while back about the range of capital weapons and the mods you are making seem like they will fix all my concerns! Looking forward to seeing your mod.
in my mod ranges are following
short - 4-5km
mid - 6-10km
long - 10+
capital - 15+
All of this with buffet bullet speed and getting rid of mk1-mk2 nonsense, every gun will be special in some way. And this will include ship changes too, so Behemoth will be sturdier than Oddy, which has more guns.
Sure, ill link the mod
Alan Phipps
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Re: Mod discussion from 'Behemoth is Weak' thread

Post by Alan Phipps »

Please discuss mods in the S&M forum and not in the vanilla gameplay one. Thanks.
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Morleond
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Post by Morleond »

Sorry Alan I didn't realize that there was a separate form about mods and this conversation just happened organically.

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