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

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Shuulo
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Re: [MOD] Variety and Rebalance Overhaul (VRO) 2.x

Post by Shuulo »

Mr.Freud wrote: Mon, 17. Aug 20, 21:03 New version when? saw reddit post - that ship so sexy :twisted:
RL is bitch at the moment, have vacation starting from next week and so need to work almost 10-11 hours per day to close all tasks on projects.
Most probably mid next week will be a good assumption.
Mycu
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Re: [MOD] Variety and Rebalance Overhaul (VRO) 2.x

Post by Mycu »

Shuulo wrote: Thu, 20. Aug 20, 11:51 have vacation starting from next week
Shuulo wrote: Thu, 20. Aug 20, 11:51 Most probably mid next week will be a good assumption.
These two things are mutually exclusive.
Take some deserved rest.

Vacation == sun + beach + rest.
Vacation != computer
Spoiler
Show
OK, now I can't wait for a mid of next week :D
X3 AP 3.1 + XRM
X3 AP 3.1 + LU
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Shuulo
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Re: [MOD] Variety and Rebalance Overhaul (VRO) 2.x

Post by Shuulo »

Mycu wrote: Thu, 20. Aug 20, 15:45
Vacation == sun + beach + rest.
Well, it doesnt when you cant get anywhere with sun and beach from your City due to lockdown :( i dont have much choice, good for you :)
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Shuulo
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Re: [MOD] Variety and Rebalance Overhaul (VRO) 2.x

Post by Shuulo »

Version 2.3
Fully compatible with previous saves.
Final MAJOR version before next DLC, some small additions and fixes are possible if needed.

Notable changes:
- New Paranid Hyperion frigate, tried to have it as close in functionality to X3 as possible.
- New Argon Cyclops Frigate (thanks to Axeface), more beefy frigate with more focus on support then direct damage dealing. Cyclops battleship is now renamed to Corona.
- New Pirate unique destroyer Hound (Thanks to BrummBear) + pirate unique L turret.
- New Xenon U, XL carrier with unique weapons layout and powerful forward-facing beam projector.
- Rework of some slow missiles, now faster, some missile costs were changed.
- Centaur and Hyperion spinal weapons now have small 5 degrees gimbal to help with targeting
- other small updates and balancing.


Miscellaneous:
- some flak weapons redone to better work OOS
- some change in texts.
- quite few bugs squashed.
- some audio updated.
Mycu
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Re: [MOD] Variety and Rebalance Overhaul (VRO) 2.x

Post by Mycu »

Shuulo wrote: Sun, 23. Aug 20, 20:43 Version 2.3
This feeling on a Sunday evening when you take a brief look at Ego's forum to pass time while waiting for X4's autosave to finish and realize that new VRO version is out...
Thanks.
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Scoob
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Re: [MOD] Variety and Rebalance Overhaul (VRO) 2.x

Post by Scoob »

Thanks for the update, downloading now.

Edit: A bit of feedback...

I just captured the new Pirate destroyer Hound and when sending it for re-equipping I spotted some issues with the Engine group. Basically, I'm not given an option to replace the Engines. Also, clicking on the Engines directly shows them as two separate groups with different Shields and Turrets, but still no actual engine. Add to this that the Engines are shielded by the HULL shield, not individual shields like others ships. Not sure if that's deliberate or not.

Scoob.
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Shuulo
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Re: [MOD] Variety and Rebalance Overhaul (VRO) 2.x

Post by Shuulo »

Patch 2.3.1
- Fixed Hound engine groups
- Updated material cost for new XEN U-class, was copy paste from K
- TEL, PAR, ARG battleships can now use power beam turrets for 2 turrets (Corona 2 in front, Deimos 2 on top, Fulmar 2 on main mid section)
Scoob
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Re: [MOD] Variety and Rebalance Overhaul (VRO) 2.x

Post by Scoob »

Shuulo wrote: Mon, 24. Aug 20, 00:18 Patch 2.3.1
- Fixed Hound engine groups
- Updated material cost for new XEN U-class, was copy paste from K
- TEL, PAR, ARG battleships can now use power beam turrets for 2 turrets (Corona 2 in front, Deimos 2 on top, Fulmar 2 on main mid section)
That was quick! Will download and test.

Query: Will the Hound Engine group be fixed for existing ships?

Scoob.
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Shuulo
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Re: [MOD] Variety and Rebalance Overhaul (VRO) 2.x

Post by Shuulo »

Scoob wrote: Mon, 24. Aug 20, 00:25
Shuulo wrote: Mon, 24. Aug 20, 00:18 Patch 2.3.1
- Fixed Hound engine groups
- Updated material cost for new XEN U-class, was copy paste from K
- TEL, PAR, ARG battleships can now use power beam turrets for 2 turrets (Corona 2 in front, Deimos 2 on top, Fulmar 2 on main mid section)
That was quick! Will download and test.

Query: Will the Hound Engine group be fixed for existing ships?

Scoob.
not sure to be honest, let me know :)
if not, just sell it, there will be more of them out there in the wilds :)
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Re: [MOD] Variety and Rebalance Overhaul (VRO) 2.x

Post by Scoob »

Shuulo wrote: Mon, 24. Aug 20, 00:25 not sure to be honest, let me know :)
if not, just sell it, there will be more of them out there in the wilds :)
The two I captured appear to be fixed, didn't expect that! :)

Further question: Do the Pirates only use Hounds as their destroyers now? I appear to be seeing nothing but Hounds when I encounter a Pirate capital ship. Both Phoenix and Behemoth variants (Sentinel and Vanguard) were common place before. I think SCA fielding a variety of ships is a good thing, considering their Pirate nature.

Scoob.
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Shuulo
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Re: [MOD] Variety and Rebalance Overhaul (VRO) 2.x

Post by Shuulo »

Scoob wrote: Mon, 24. Aug 20, 00:32
Shuulo wrote: Mon, 24. Aug 20, 00:25 not sure to be honest, let me know :)
if not, just sell it, there will be more of them out there in the wilds :)
The two I captured appear to be fixed, didn't expect that! :)

Further question: Do the Pirates only use Hounds as their destroyers now? I appear to be seeing nothing but Hounds when I encounter a Pirate capital ship. Both Phoenix and Behemoth variants (Sentinel and Vanguard) were common place before. I think SCA fielding a variety of ships is a good thing, considering their Pirate nature.

Scoob.
Hm, i may have set them incorrectly in jobs via tags, they should be quite rare. But oh well, will fix later, not a problem at all really, enjoy while it lasts.
Edit: But my debug shows around 4-5 hounds and 7-8 other destroyers, so seems to work fine
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Shuulo
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Re: [MOD] Variety and Rebalance Overhaul (VRO) 2.x

Post by Shuulo »

Patch 2.3.2
- fixed Xenon U-class selected instead of I for its jobs
- changed shield regen shield delay mods so they are useful now
Scoob
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Re: [MOD] Variety and Rebalance Overhaul (VRO) 2.x

Post by Scoob »

Shuulo wrote: Mon, 24. Aug 20, 02:28 Hm, i may have set them incorrectly in jobs via tags, they should be quite rare. But oh well, will fix later, not a problem at all really, enjoy while it lasts.
Edit: But my debug shows around 4-5 hounds and 7-8 other destroyers, so seems to work fine
I'll keep an eye on it of course but every SCA Destroyer I've encountered since the update has been a Hound. I had been capturing SCA ships at every opportunity, in a number of neutral sectors with SCA stations present. So, it's likely I'd cleared out any existing SCA Destroyers in those sectors prior to the VRO update.

Perhaps it's all new SCA Destroyer spawns that are Hounds? I fully expect there to be existing SCA Phoenix and Behemoths around still, it's just the sectors I'm farming have nothing but Hounds for SCA Destroyer-class ships.

Hopefully I'll get the chance to get in-game later and I'll make a note of any encounters.

Btw: I noticed that the file size has dropped substantially between 2.3 and 2.3.1 / 2.3.2 - what's the significance of that?

Scoob.
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Shuulo
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Re: [MOD] Variety and Rebalance Overhaul (VRO) 2.x

Post by Shuulo »

Scoob wrote: Mon, 24. Aug 20, 12:12
Shuulo wrote: Mon, 24. Aug 20, 02:28 Hm, i may have set them incorrectly in jobs via tags, they should be quite rare. But oh well, will fix later, not a problem at all really, enjoy while it lasts.
Edit: But my debug shows around 4-5 hounds and 7-8 other destroyers, so seems to work fine
I'll keep an eye on it of course but every SCA Destroyer I've encountered since the update has been a Hound. I had been capturing SCA ships at every opportunity, in a number of neutral sectors with SCA stations present. So, it's likely I'd cleared out any existing SCA Destroyers in those sectors prior to the VRO update.

Perhaps it's all new SCA Destroyer spawns that are Hounds? I fully expect there to be existing SCA Phoenix and Behemoths around still, it's just the sectors I'm farming have nothing but Hounds for SCA Destroyer-class ships.

Hopefully I'll get the chance to get in-game later and I'll make a note of any encounters.

Btw: I noticed that the file size has dropped substantially between 2.3 and 2.3.1 / 2.3.2 - what's the significance of that?

Scoob.
Well, its possible, Hounds are made to spawn in neutral sector and then patrol around random SCA station.
They are not plunderers as usual destroyers, they can cross non-neutral sector when they are going from station to station to protect.

As for file size - i forgot to exclude git metadata from 2.3.0, so its bigger
Berni
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Re: [MOD] Variety and Rebalance Overhaul (VRO) 2.x

Post by Berni »

Please increase the hitboxes of the Xenon Cruise Missiles or decrease their HP or whatever it takes to make them easier to hit for turrets!

Even an Awran with over 40 CWIS-turrets with T3 projectile and rotation speed mods can't destroy those fckn missiles^^ :evil:

this is so annoying...
AtilaElari
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Re: [MOD] Variety and Rebalance Overhaul (VRO) 2.x

Post by AtilaElari »

Something I noticed - in my current game the Battleship class vessels aside from Titan and Gharial don't exist. Any idea what may cause this? Everything else seems to be working fine.
Buzz2005
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Re: [MOD] Variety and Rebalance Overhaul (VRO) 2.x

Post by Buzz2005 »

Berni wrote: Mon, 24. Aug 20, 13:41 Please increase the hitboxes of the Xenon Cruise Missiles or decrease their HP or whatever it takes to make them easier to hit for turrets!

Even an Awran with over 40 CWIS-turrets with T3 projectile and rotation speed mods can't destroy those fckn missiles^^ :evil:

this is so annoying...
thats a vannilla issue since every turret cant hit any missile afaik
Fixed ships getting spawned away from ship configuration menu at resupply ships from automatically getting deployables.
Berni
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Re: [MOD] Variety and Rebalance Overhaul (VRO) 2.x

Post by Berni »

Maybe the guys at Egosoft should watch a few episodes of The Expanse^^ :mrgreen:

https://youtu.be/M9UrVtKPzoM?t=19
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Shuulo
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Re: [MOD] Variety and Rebalance Overhaul (VRO) 2.x

Post by Shuulo »

AtilaElari wrote: Mon, 24. Aug 20, 14:38 Something I noticed - in my current game the Battleship class vessels aside from Titan and Gharial don't exist. Any idea what may cause this? Everything else seems to be working fine.
You are using XR shippack it seems, it disables my normal battleships.
AtilaElari
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Re: [MOD] Variety and Rebalance Overhaul (VRO) 2.x

Post by AtilaElari »

Shuulo wrote: Mon, 24. Aug 20, 17:40
AtilaElari wrote: Mon, 24. Aug 20, 14:38 Something I noticed - in my current game the Battleship class vessels aside from Titan and Gharial don't exist. Any idea what may cause this? Everything else seems to be working fine.
You are using XR shippack it seems, it disables my normal battleships.
I remember using them both and having both your and XR ships available. I guess that was in the older versions.

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