[Mod] XR Ship Pack - 6.0 ready!

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Max Bain
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Re: [Mod] XR Ship Pack (28 ships now)

Post by Max Bain »

These are no bugs and intended lines.

They make it possible to be compatible with VRO mod which adds these groups and adds customized auxiliary ships as battleships. So in this case I first remove the group to recreate it afterwards and add my ships as battleships.

Also the boundingbox messages have been reported already (by you?). As long as you can not tell me how to fix them they will stay, sorry.
XR Ship Pack (adds several ships from XR) Link
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alexalsp
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Re: [Mod] XR Ship Pack (28 ships now)

Post by alexalsp »

Sorry, perhaps. For a long time did not start the game, work. You won’t remember anything)). Launched the game with the new version. I didn’t think that the old mistakes remained ...

Perhaps changes regarding VRO may be added:

xr_shippack / extensions / vro

This would save you from unnecessary errors without the VRO mod.

I would experiment myself, but at the moment there is no time.

Maybe next week, I will have more time, and I will look at the structure of the mods and come up with something.
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Re: [Mod] XR Ship Pack (28 ships now)

Post by Max Bain »

alexalsp wrote: Fri, 24. Apr 20, 03:42 Sorry, perhaps. For a long time did not start the game, work. You won’t remember anything)). Launched the game with the new version. I didn’t think that the old mistakes remained ...

Perhaps changes regarding VRO may be added:

xr_shippack / extensions / vro

This would save you from unnecessary errors without the VRO mod.

I would experiment myself, but at the moment there is no time.

Maybe next week, I will have more time, and I will look at the structure of the mods and come up with something.
These "errors" dont have any impact on performance or gameplay and will be written just once while loading the game.

I am not sure if I would add the vro mod folder what the order of the files would be. It must be guaranteed that the remove group line must be called before the add line. I would have to make the VRO mod an optional dependency. Also I would have to add extra folders and files just for not even a hand full of warnings in the log file that no one would ever notice.

For me it does not sound worth the effort. Especially because the groups I remove are very generic, so they can work with any mod.
I can totally live with a few extra lines in the log file as long as they dont spam the log or cost any performance.
XR Ship Pack (adds several ships from XR) Link
Weapon Pack (adds several new weapons) Link
Economy Overhaul (expands the X4 economy with many new buildings) Link
X4 Editor (view stats of objects and make your own mod within a few clicks) Link
Max Bain
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Re: [Mod] XR Ship Pack (28 ships now)

Post by Max Bain »

Just a small update on what I am actually working:

Image

Image

Image

Still some vanilla docking problems like hovering ships over the docks or ships not beeing able to dock while ship is moving, but at least some of these will be fixed in 3.2. Overall its working pretty well so far but needs more testing. So I might release it together.
XR Ship Pack (adds several ships from XR) Link
Weapon Pack (adds several new weapons) Link
Economy Overhaul (expands the X4 economy with many new buildings) Link
X4 Editor (view stats of objects and make your own mod within a few clicks) Link
ScandyNav
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Re: [Mod] XR Ship Pack (28 ships now)

Post by ScandyNav »

Good work! However i'd like to point on one thing: too many powerful ships for main races, Xenon take a beating all the time.
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Drewgamer
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Re: [Mod] XR Ship Pack (28 ships now)

Post by Drewgamer »

ScandyNav wrote: Fri, 1. May 20, 22:20 Good work! However i'd like to point on one thing: too many powerful ships for main races, Xenon take a beating all the time.
@Max Bain To expand on what ScandyNav said:

A lot of people are using VRO + Faction Enhancer(FE) + your mod (XR Ship Pack). It adds tons of fun to the game. However, some unintended "side-effects" take place because of this.

Your mod adds tons of great ships and along with it more jobs (so those ships can be seen flying around), but ONLY for the major empires (ARG, ANT, HOP, PAR, TEL, MIN, FRF, ZYA). The FE mod then takes these extra ships and uses them to great effect. "What's the problem?" you might ask? The Xenon get left out of this equation!

The Xenon don't get any extra ships, and thus no extra power! I know it's not on any single modder how their mod interacts with other mods, but perhaps (since you do already have a patch for VRO) you could consider adding a few extra jobs to the Xenon to account for the extra power the main races get (I see they do get some extra but maybe that's not enough)?
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Mycu
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Re: [Mod] XR Ship Pack (28 ships now)

Post by Mycu »

Well written Drewgamer.
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Max Bain
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Re: [Mod] XR Ship Pack (28 ships now)

Post by Max Bain »

Drewgamer wrote: Sat, 2. May 20, 15:37
ScandyNav wrote: Fri, 1. May 20, 22:20 Good work! However i'd like to point on one thing: too many powerful ships for main races, Xenon take a beating all the time.
@Max Bain To expand on what ScandyNav said:

A lot of people are using VRO + Faction Enhancer(FE) + your mod (XR Ship Pack). It adds tons of fun to the game. However, some unintended "side-effects" take place because of this.

Your mod adds tons of great ships and along with it more jobs (so those ships can be seen flying around), but ONLY for the major empires (ARG, ANT, HOP, PAR, TEL, MIN, FRF, ZYA). The FE mod then takes these extra ships and uses them to great effect. "What's the problem?" you might ask? The Xenon get left out of this equation!

The Xenon don't get any extra ships, and thus no extra power! I know it's not on any single modder how their mod interacts with other mods, but perhaps (since you do already have a patch for VRO) you could consider adding a few extra jobs to the Xenon to account for the extra power the main races get (I see they do get some extra but maybe that's not enough)?
That is not correct and you should have a look on Steam commens as well as the job file itself.

The Xenon threat is very random like in vanilla. Some people encounter very strong Xenon and some very weak, as you can read in the comments on steam for example.
Also, please have alook inside the jobs file. There are indeed extra Xenon jobs that add Xenon groups to compensate the extra battleships.

Additionally, most of the new jobs will only be activated (per script) in late game. One extra job will be activated at start, one after 100 in game hours and a second one after 200 in game hours. This is true for all races including Xenon.
So just because Xenon dont get extra ships does not mean that they havent been adjusted to compensate this. So please dont spread wrong facts.
XR Ship Pack (adds several ships from XR) Link
Weapon Pack (adds several new weapons) Link
Economy Overhaul (expands the X4 economy with many new buildings) Link
X4 Editor (view stats of objects and make your own mod within a few clicks) Link
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Shuulo
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Re: [Mod] XR Ship Pack (28 ships now)

Post by Shuulo »

Next VRO patch will have fixes to Xenon economy reverted some FE nerfs, as Xenons are not so OP as in vanilla, but more of a balanced faction.
If someone wants OP xenons the best way is to use FOCW.
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Drewgamer
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Re: [Mod] XR Ship Pack (28 ships now)

Post by Drewgamer »

I did not word my post properly, apologies.

I meant that all the faction races got fancy new ships but the Xenon didn't get fancy new ships. I did see that Xenon got new jobs, but maybe those were not enough to make up for lack of new super ships :)

I know Shuulo (VRO author) was already working to get things a tad more balanced but I figured since you already had a VRO patch it would be good to try and coordinate with him.
Check out my mod Crystal Rarities
Max Bain
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Re: [Mod] XR Ship Pack (28 ships now)

Post by Max Bain »

Drewgamer wrote: Sat, 2. May 20, 19:47 I did not word my post properly, apologies.

I meant that all the faction races got fancy new ships but the Xenon didn't get fancy new ships. I did see that Xenon got new jobs, but maybe those were not enough to make up for lack of new super ships :)

I know Shuulo (VRO author) was already working to get things a tad more balanced but I figured since you already had a VRO patch it would be good to try and coordinate with him.
No problem, I just wanted to get sure that people dont start believing that Xenons got totally untouched while all other races got new fleets spawned.

The problem with Xenon is that you really cant make it right for all people. There are some pro X4 players who can not have enough Xenons and there are the new players who dont even know how to build their own stations.
Additionally to this, Xenons are the hardest to balance because they are fighting all races at the same time and start against each race with the same amount of ships while each race has a different strength in fleets. So while Xenon might have a very hard job against HOP or Split factions, they have an easy job fighting against Argons or ANT simply because they have a more spreaded fleet (they have more sectors to guard than HOP). On top of this, each race has different strong ships and weapons.

What I think is a good approach is to make Xenons tougher than the common race so that they are a global threat but I also think that it should be possible to have some more Xenon peaceful moments where the player has time to fight other races like HOP or Split or whatever he wants.

I dont say that I have reached that goal and that Xenons are perfectly fine as they are, but changes on that front have to be made very carefully because you can ruin the whole game with Xenons that just steamroll over all sectors.
In one vanilla beta 3.0 game, I had this situation where I was fighting against Xenons all the time to defend my sector until I cheated to reveal the whole map and discovered that all other factions got already obliterated and I stoped playing because I just realized it was game over already.

My experience from my last game (more than 60 in game hours with the actual game and mod version + VRO) played as Argon was that until the end, I was fighting HOP and had big trouble doing so. Later I wanted to sneak in the near Xenon sector and instantly 4 Ks and 1 I were heading towards my small fleet containing just one battleship and a hand full of destroyers. I was falling back instantly. So while they havent conquered many new sectors until that time, they also havent lost their sectors and still had big fleets. I think for 60 hours that is absolutely OK. Real big wars should evolve over game time, so at around 100 hours or more (in my opinion).
XR Ship Pack (adds several ships from XR) Link
Weapon Pack (adds several new weapons) Link
Economy Overhaul (expands the X4 economy with many new buildings) Link
X4 Editor (view stats of objects and make your own mod within a few clicks) Link
VPanda
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Re: [Mod] XR Ship Pack (28 ships now)

Post by VPanda »

Max Bain wrote: Sat, 2. May 20, 21:27
Spoiler
Show
Drewgamer wrote: Sat, 2. May 20, 19:47 I did not word my post properly, apologies.

I meant that all the faction races got fancy new ships but the Xenon didn't get fancy new ships. I did see that Xenon got new jobs, but maybe those were not enough to make up for lack of new super ships :)

I know Shuulo (VRO author) was already working to get things a tad more balanced but I figured since you already had a VRO patch it would be good to try and coordinate with him.
No problem, I just wanted to get sure that people dont start believing that Xenons got totally untouched while all other races got new fleets spawned.

The problem with Xenon is that you really cant make it right for all people. There are some pro X4 players who can not have enough Xenons and there are the new players who dont even know how to build their own stations.
Additionally to this, Xenons are the hardest to balance because they are fighting all races at the same time and start against each race with the same amount of ships while each race has a different strength in fleets. So while Xenon might have a very hard job against HOP or Split factions, they have an easy job fighting against Argons or ANT simply because they have a more spreaded fleet (they have more sectors to guard than HOP). On top of this, each race has different strong ships and weapons.

What I think is a good approach is to make Xenons tougher than the common race so that they are a global threat but I also think that it should be possible to have some more Xenon peaceful moments where the player has time to fight other races like HOP or Split or whatever he wants.

I dont say that I have reached that goal and that Xenons are perfectly fine as they are, but changes on that front have to be made very carefully because you can ruin the whole game with Xenons that just steamroll over all sectors.
In one vanilla beta 3.0 game, I had this situation where I was fighting against Xenons all the time to defend my sector until I cheated to reveal the whole map and discovered that all other factions got already obliterated and I stoped playing because I just realized it was game over already.

My experience from my last game (more than 60 in game hours with the actual game and mod version + VRO) played as Argon was that until the end, I was fighting HOP and had big trouble doing so. Later I wanted to sneak in the near Xenon sector and instantly 4 Ks and 1 I were heading towards my small fleet containing just one battleship and a hand full of destroyers. I was falling back instantly. So while they havent conquered many new sectors until that time, they also havent lost their sectors and still had big fleets. I think for 60 hours that is absolutely OK. Real big wars should evolve over game time, so at around 100 hours or more (in my opinion).
Hello mate!
is your mod compatible with ROR now?
Max Bain
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Re: [Mod] XR Ship Pack (28 ships now)

Post by Max Bain »

VPanda wrote: Mon, 4. May 20, 20:17
Max Bain wrote: Sat, 2. May 20, 21:27
Spoiler
Show
Drewgamer wrote: Sat, 2. May 20, 19:47 I did not word my post properly, apologies.

I meant that all the faction races got fancy new ships but the Xenon didn't get fancy new ships. I did see that Xenon got new jobs, but maybe those were not enough to make up for lack of new super ships :)

I know Shuulo (VRO author) was already working to get things a tad more balanced but I figured since you already had a VRO patch it would be good to try and coordinate with him.
No problem, I just wanted to get sure that people dont start believing that Xenons got totally untouched while all other races got new fleets spawned.

The problem with Xenon is that you really cant make it right for all people. There are some pro X4 players who can not have enough Xenons and there are the new players who dont even know how to build their own stations.
Additionally to this, Xenons are the hardest to balance because they are fighting all races at the same time and start against each race with the same amount of ships while each race has a different strength in fleets. So while Xenon might have a very hard job against HOP or Split factions, they have an easy job fighting against Argons or ANT simply because they have a more spreaded fleet (they have more sectors to guard than HOP). On top of this, each race has different strong ships and weapons.

What I think is a good approach is to make Xenons tougher than the common race so that they are a global threat but I also think that it should be possible to have some more Xenon peaceful moments where the player has time to fight other races like HOP or Split or whatever he wants.

I dont say that I have reached that goal and that Xenons are perfectly fine as they are, but changes on that front have to be made very carefully because you can ruin the whole game with Xenons that just steamroll over all sectors.
In one vanilla beta 3.0 game, I had this situation where I was fighting against Xenons all the time to defend my sector until I cheated to reveal the whole map and discovered that all other factions got already obliterated and I stoped playing because I just realized it was game over already.

My experience from my last game (more than 60 in game hours with the actual game and mod version + VRO) played as Argon was that until the end, I was fighting HOP and had big trouble doing so. Later I wanted to sneak in the near Xenon sector and instantly 4 Ks and 1 I were heading towards my small fleet containing just one battleship and a hand full of destroyers. I was falling back instantly. So while they havent conquered many new sectors until that time, they also havent lost their sectors and still had big fleets. I think for 60 hours that is absolutely OK. Real big wars should evolve over game time, so at around 100 hours or more (in my opinion).
Hello mate!
is your mod compatible with ROR now?
I have no idea. You need to try it out.
Sorry I can not test all mods for compatibility. What I know from the past is that ROR had a very different balance than this mod and also offered many ships this mod includes, so I did not put any effort into making them really compatible (which would include a similar balance too in my opinion).
XR Ship Pack (adds several ships from XR) Link
Weapon Pack (adds several new weapons) Link
Economy Overhaul (expands the X4 economy with many new buildings) Link
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Berhg
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Re: [Mod] XR Ship Pack (28 ships now)

Post by Berhg »

Thank you for this mod. The XR ships are works of art and its great to have them in X4.
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Max Bain
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Re: [Mod] XR Ship Pack (28 ships now)

Post by Max Bain »

1.13 released.
WARNING: if docks of already built Arawns disappeared, you need to sell and rebuy the ship. I am not sure if changes effect already built Arawns as well.
  • increased prices of most XL ships (nearly all combat ships)
  • moved S docks from Arawns wings into the center docking area of the ship
  • moved M docks from Arawns wings to upper part
  • reduced split fighter escorts number for battleship groups
  • increased speed and agility of Hermod and Fedhelm
  • increased gather rate and capacity of Hermod liquid miner
  • slightly increased speed of XL miners (gas and mineral)
  • slightly increased gather rate of XL miners (gas and mineral)
  • fixed wrong category of Fedhelm
  • fixed Scaldis has no missile storage
  • repositioned 2 L-shields and cockpit on Titurel
  • renamed some ships: Hercules -> Boann, Inquisitor -> Thanatos, Starcatcher -> Erebos, Challenger -> Sanahar, Destiny -> Lyranea, Devastator -> Sucellus
  • fixed drone waypoints for Arawn, Taranis, Sanahar, Erebos, Lyranea
  • added german translation (thanks to Le Leon, also for name suggestions)
XR Ship Pack (adds several ships from XR) Link
Weapon Pack (adds several new weapons) Link
Economy Overhaul (expands the X4 economy with many new buildings) Link
X4 Editor (view stats of objects and make your own mod within a few clicks) Link
ScandyNav
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Re: [Mod] XR Ship Pack (28 ships now)

Post by ScandyNav »

Teladi battleships got mirror alike wall on their bridge. Maybe not all battleships, but Scylla for sure. Looks like a part of the hull is inside the bridge.
Scoob
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Re: [Mod] XR Ship Pack (28 ships now)

Post by Scoob »

Hi, thanks for the update.

Just to confirm, the affect on existing Arawns seems to be as follows:

ALL S-docks vanish, one M-Dock appears inside the ship - docked M-Class ships cannot get out - I didn't have any S-Class ships aboard to see if they could launch. Leaving the sector allows the ship to be evacuated.

When bringing up the ship overview, the model appears to be correct, two M-Class Docks on the upper rear and (difficult to see clearly) a load of internal S-Class docks.

I think any already built Arawns are going to be a bit broken as carriers, certainly in-sector. While I can sell / rebuy the one I have, is there any way to get Faction-owned ones to be updated? Also, I'd prefer not to have to sell / rebuy mine if possible, as the current economy means a very long lead time for builds currently.

Scoob.
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Drewgamer
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Re: [Mod] XR Ship Pack (28 ships now)

Post by Drewgamer »

Scoob wrote: Tue, 12. May 20, 13:37 Hi, thanks for the update.

Just to confirm, the affect on existing Arawns seems to be as follows:

ALL S-docks vanish, one M-Dock appears inside the ship - docked M-Class ships cannot get out - I didn't have any S-Class ships aboard to see if they could launch. Leaving the sector allows the ship to be evacuated.

When bringing up the ship overview, the model appears to be correct, two M-Class Docks on the upper rear and (difficult to see clearly) a load of internal S-Class docks.

I think any already built Arawns are going to be a bit broken as carriers, certainly in-sector. While I can sell / rebuy the one I have, is there any way to get Faction-owned ones to be updated? Also, I'd prefer not to have to sell / rebuy mine if possible, as the current economy means a very long lead time for builds currently.

Scoob.
Just confirming what Scoob has said. I flew by the Argon One Arawn Carrier in Argon Prime and noticed the same thing.
No S docks, and a singular M dock raised significantly inside the ship (where the S docks should be).

I attempted to dock to it with my S ship (Nodan Vanguard) and it said I couldn't due to lack of S docks.

When viewing the model in the Shipyard, it correctly shows to M docks on the upper rear of the ship and (what I presume, it's hard to see them) a bunch of S docks inside the the ship.
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Max Bain
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Re: [Mod] XR Ship Pack (28 ships now)

Post by Max Bain »

@both: that is as expected. I missed to post the warning in the forum. On steam and nexus I wrote the warning that the version might break already built arawns. U need to sell and rebuy it to have the correct docks.

Edit: the warning is here in the forum in yellow even. Should be easy to notice ;)
XR Ship Pack (adds several ships from XR) Link
Weapon Pack (adds several new weapons) Link
Economy Overhaul (expands the X4 economy with many new buildings) Link
X4 Editor (view stats of objects and make your own mod within a few clicks) Link
Scoob
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Re: [Mod] XR Ship Pack (28 ships now)

Post by Scoob »

Max Bain wrote: Tue, 12. May 20, 18:33 @both: that is as expected. I missed to post the warning in the forum. On steam and nexus I wrote the warning that the version might break already built arawns. U need to sell and rebuy it to have the correct docks.

Edit: the warning is here in the forum in yellow even. Should be easy to notice ;)
I did notice the warning, just wanted to report back on exactly what happens, as you did say "I am not sure if changes effect already built Arawns as well."

I credited myself an additional 24 million to cover the loss from selling vs. buying a new one - lost the experienced crew though, had no where to store them in the interim.

Scoob.

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