[Mod] Shields and Weapons balance overhaul 1.74

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AngEviL
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Re: [Mod] Shields and Weapons balance overhaul 1.70

Post by AngEviL »

aerojet029 wrote: Sun, 23. Dec 18, 08:25 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.
Yeah, as long as they use the vanilla modules, the mod is compatible. The only issue could be is that turrets in my mod are much more damaging and faster, and if such a mod tries to adress the issue separately by increasing the number of turrets, then both mods combined would make the ship op imho.

In any case i am willing to add support if it is a ship that I like. I hate X Rebirth, so I don't plan to ever use any mods that import ships from it, like Taranis (first time I hear of it through the modding section here), and other than that, I didn't find anything interesting yet other than adding a bunch of turrets to existing ships designs.

If anybody would import and even replace X4 ships with the ones from X3 AP/TC I would love to fully support it. Get rid of those god-damn Teladi mushrooms and Argon Lego blocks !
Lc4Hunter wrote: Sun, 23. Dec 18, 09:34 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
There is actually a weapon and turret similar to flak, the shard, it is just that it was fairly weak in vanilla and it looks plain, so people don't use. I made it as powerful as the others, but still looks a bit boring. It's nice, it shots 10 fast bullets at the same time with a large spread.
If we change the projectile graphics for the shard, we have the flak ! I am not good with modding graphics, but if nobody from modders or Egosoft updates the projectile graphics, maybe I will take a shot at it in several months time.
Kadatherion
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Re: [Mod] Shields and Weapons balance overhaul 1.71

Post by Kadatherion »

So, I've finally decided to play a bit with your rebalance, and I've got to say you've taken the right direction in my opinion. I especially approve how you have balanced it towards longer engagements, so that bigger ships now take quite a while to go down. Overall, the game needed that, but on the other hand some of your tweaks kind of work to the opposite of this and what I believe were intended for. And I'm talking, mainly, about ship agility: you've increased the agility of Xenon Ps and capitals, "to bring them on par with the other factions"... wrong choice, you should have nerfed the latter.

A big issue in X4, that makes engagements feel like an arcade game instead of naval battles, is that even the biggest ships are way too nimble. This also contributes to two other issues: you don't really feel like you are facing a completely different type of gameplay once you upgrade from your fighter/corvette to frigates/destroyers, so variety suffers, and... it makes turrets even worse. Turrets miss a lot for various reasons, but the faster the ship is able to turn, the more difficult it is for the turret to compensate. Instead of making turrets themselves turn at crazy speeds to try and compensate the rapid turning ships, in a neverending chase, I would have made M to XL ships - proportionally - much more sluggish. Basically, I would have went more towards X3 as a balance, trying to recreate that imposing feeling you had when you were flying (or facing) an M2. Would feel better, it would probably help turrets without the need of making them "OP", and would probably be more compatible with what turret fixes Egosoft will implement in the future.

Sure, in X3 flying an M2 was slow as heck and cut you out of several features, but that was the point to differentiate between ships, so that you'd always have need for both cap ships and medium sized ones: this is the path I'd suggest you to go towards (and cap ships not being able to boost already is a good thing). Battles are already fun with your mod, much more exciting than vanilla, but you could go the extra mile and bring the whole balance closer to the old one quite a few of us still love. BlackRain's overhaul is going down the "arcade" route anyway, so one more reason for you, in my opinion, to go the opposite direction, so the two mods cater to two very different approaches and playing styles.

Just my two cents, but after parking myself on the tail of a K earlier (which still is dumb, as they have no turret coverage and then you can fire at will without any need to even steer your ship) and seeing it turn all over like a sports car, bringing my nemesis with it, it felt way too silly :P
AngEviL
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Re: [Mod] Shields and Weapons balance overhaul 1.71

Post by AngEviL »

Kadatherion wrote: Mon, 24. Dec 18, 15:33
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So, I've finally decided to play a bit with your rebalance, and I've got to say you've taken the right direction in my opinion. I especially approve how you have balanced it towards longer engagements, so that bigger ships now take quite a while to go down. Overall, the game needed that, but on the other hand some of your tweaks kind of work to the opposite of this and what I believe were intended for. And I'm talking, mainly, about ship agility: you've increased the agility of Xenon Ps and capitals, "to bring them on par with the other factions"... wrong choice, you should have nerfed the latter.

A big issue in X4, that makes engagements feel like an arcade game instead of naval battles, is that even the biggest ships are way too nimble. This also contributes to two other issues: you don't really feel like you are facing a completely different type of gameplay once you upgrade from your fighter/corvette to frigates/destroyers, so variety suffers, and... it makes turrets even worse. Turrets miss a lot for various reasons, but the faster the ship is able to turn, the more difficult it is for the turret to compensate. Instead of making turrets themselves turn at crazy speeds to try and compensate the rapid turning ships, in a neverending chase, I would have made M to XL ships - proportionally - much more sluggish. Basically, I would have went more towards X3 as a balance, trying to recreate that imposing feeling you had when you were flying (or facing) an M2. Would feel better, it would probably help turrets without the need of making them "OP", and would probably be more compatible with what turret fixes Egosoft will implement in the future.

Sure, in X3 flying an M2 was slow as heck and cut you out of several features, but that was the point to differentiate between ships, so that you'd always have need for both cap ships and medium sized ones: this is the path I'd suggest you to go towards (and cap ships not being able to boost already is a good thing). Battles are already fun with your mod, much more exciting than vanilla, but you could go the extra mile and bring the whole balance closer to the old one quite a few of us still love. BlackRain's overhaul is going down the "arcade" route anyway, so one more reason for you, in my opinion, to go the opposite direction, so the two mods cater to two very different approaches and playing styles.

Just my two cents, but after parking myself on the tail of a K earlier (which still is dumb, as they have no turret coverage and then you can fire at will without any need to even steer your ship) and seeing it turn all over like a sports car, bringing my nemesis with it, it felt way too silly :P
All your points make sense Kadatherion, and you are right, I wish it would be easy to fix these things.
I'll start with the Xenon agility increase, especially K. I would LOVE for the K to be a slow threatening juggernaut. Its' turret configuration is the worst possible, so any ship can go on its large back and kill it easily, it's not like there is even a slow window of opportunity, the blind spot covers half the ship, and also like you said, in X4 you can even park yourself and don't even bother to steer your ship to keep on its back.
The second thing about the K it is its dumb AI, not using the advantage of the firepower of all it's turrets in its belly, but facing the target straight on, and more than half of the turrets are doing nothing.

I completelly agree, it looks silly that K turns so fast, but I feel that now at least it faces sometimes its turrets towards targets, and does some damage. If it was slow, like in vanilla, it is really a sitting duck, which is why I took this approach that is a bit extreme, I admit. If it had full turret coverage, as it should, and better AI, sure, it would work great to be very slow and very mean ! I thought of it, if there is any way to make the K threatening with its current AI and turret layout, I welcome any ideas.

Your second point is ships turning or moving too fast, I think I wish it too, that it was more like X3 in that regard. It is more of the case that the cat is out of the bag, that people got used to fast and manuevrable ships, and this would be a general nerf, which would be unpopular. Let's say the first DLC gets released and I update the mod. "The new Boron ships got updated with this mod, all boron ships are slower than in vanilla now !", haha. It's not that I would want for this mod to be mainstream, and "appease the majority", there are some other things too. This way this mod is compatible with new ships and DLCs. If i nerf existing ships, they would be weaker than any ships being added in the game.

Another thing is that I am waiting for egosoft to fix turret aiming, and i don't think that slowing down ships would make the mod more compatible with Egosoft future turret fixes. If they fix turret aiming, for turrets to aim more, wouldn't turrets work better than intended if the ships were even slower ? As the fix would be designed for the fast and manuevrable ships we have now.

Unless I get some suggestion regarding buffing Xenons large ships with their current AI and without modifying their design and add turrets on their back, I think it is best to be this way so you have some challenge at least.
I thank you for the feedback, and for a good suggestion I can implement. I will see about L ships and M ships being slower, less agile, but tougher.
Kadatherion
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Re: [Mod] Shields and Weapons balance overhaul 1.71

Post by Kadatherion »

AngEviL wrote: Mon, 24. Dec 18, 18:25 Unless I get some suggestion regarding buffing Xenons large ships with their current AI and without modifying their design and add turrets on their back, I think it is best to be this way so you have some challenge at least.
I thank you for the feedback, and for a good suggestion I can implement. I will see about L ships and M ships being slower, less agile, but tougher.
Yeah, I'm afraid that probably the only real solution would be giving the K more turrets, editing its very model. Several little custom ship mods that add new weapon/turret hardpoints are already out, so I guess it should be feasible with the Xenon ships too (albeit it could be something that another standalone mod will have to tackle, as it wouldn't be savegame compatible, and this mod has to stay so). Everything else, as you clearly explained, seems to be a compromise that leaves something to be desired either one way or another.

Concerning less nimble ships overall, while indeed it depends on how long and how much you plan to support this mod and turn it into a long standing overhaul, I wouldn't be too pessimistic about how the playerbase receives it. I'd dare say most of us old X3 players would probably like it more that way (if nothing else, pretty much all of us have been complaining with Egosoft about ships feeling "smaller" - and their speed and agility is a major contributing factor towards that impression - and have been asking for real M2s to come in the future dlcs). I remember the early days of X3, when M2s were made of paper: pretty much everyone was using one mod or another that gave them up to 10X their vanilla hull values :mrgreen:

As for why relying on slower ships rather than faster turrets may require less adjustements given future patches... well, as soon as a patch finally fixes the aiming issues themselves, all your turrets will need quite a lot of nerfing to be brought back in balance anyway. If they were hitting more in your mod because the ship themselves are slower rather than the turrets faster, you'd probably need less adjustements (but still most of the math would need to be redone, admittedly, it all depends on HOW Egosoft is going to tackle the issue). Anyway, I half expect them to rework all the weapons themselves, as right now there's so little variety it's embarrassing: I would expect them to rethink them a lot in parallel with the first expansion, that will likely add new races and their ships anyway. So, we'll see, currently the game is in such a state that we can't really make long term plans, a lot is going to change (hopefully). Still, great work up until now, even if not perfect, you've done a lot to make the game more enjoyable with the limited tools at our disposal ;)
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Shuulo
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Re: [Mod] Shields and Weapons balance overhaul 1.71

Post by Shuulo »

A little feedback on L ships main forward guns - they feel very underwhelming... but not really from performance point of view, they simply do not get that oomph feeling.
Decreasing ROF like 10 times and increasing damage accordingly seems good BUT you also need to increase speed of the projectile like 2-3 times so that it hits more reliable and looks more menacing. Changing sound is also a possibility, as currently they have this pulse gun effect that sounds and looks pathetic.
AngEviL
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Re: [Mod] Shields and Weapons balance overhaul 1.71

Post by AngEviL »

Kadatherion, thanks again for your thoughts on the balancing subject matter. I have released a new version, cut in half Xenon K agility, and a reduced it a little on Xenon P, but I increased their turret damage by 25%. See how it is now.

I will wait to see how Egosoft tackles turret aiming first, and also if I would make L/M ships tougher and slower, their turrets need to be functioning properly first. And regarding a global nerf to all ships in speed and/or agility, you gave the example of everybody using a mod to increase hulls by x10 in X3... but it is a big difference between installing a mod to add a buff, and installing a mod to add a nerf, even if that nerf would make the game more fun, it is human psychology, haha.

Unfortunately Egosoft released the game with this set variables, even though i wish that ships were slower. If Egosoft does not fix turret aiming after the first 2 big expansions, and if this mod is still relevant by then, I will reduce the speed and/or agility of all ships, and projectile speed, and work it out to be balanced and fun of course.
Shuulo wrote: Tue, 25. Dec 18, 18:06 A little feedback on L ships main forward guns - they feel very underwhelming... but not really from performance point of view, they simply do not get that oomph feeling.
Decreasing ROF like 10 times and increasing damage accordingly seems good BUT you also need to increase speed of the projectile like 2-3 times so that it hits more reliable and looks more menacing. Changing sound is also a possibility, as currently they have this pulse gun effect that sounds and looks pathetic.
The destroyer guns deal x2.5 damage of the highest burst damaging M weapon, Plasma Mk2. Unfortunately egosoft gave us just 1 destroyer weapon, and my view for this mod was to make it anti-capital, which I also got several suggestions for. If there was some variety, sure, some weapons would be made with significantly faster projectile speed, just like there is variety in M/S weapons.

There is another aspect of the difference in power between S and M and L ships. In this mod the turrets are much better than in vanilla, maybe x5 better considering damage and projectile speed buff. Also capitals now have constantly regenerating shields in battle which they did not have before. I feel that destroyers are powerful as they are now, I like to give a purpose to having other ships, and not just grab the biggest ship you can get.

You can increase the projectile speed of the destroyer weapon if you are unhappy with it, it is that being a single weapon type you have a choice... make it anti-capital, or middle ground, or anti-fighter. I picked what made most sense to me, and what people are suggesting as well. I really wish we had more weapon types for the destroyer, I got plans and numbers in my head !
7ate9tin11s
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Re: [Mod] Shields and Weapons balance overhaul 1.71

Post by 7ate9tin11s »

AngEviL wrote: Tue, 25. Dec 18, 20:11 Unfortunately egosoft gave us just 1 destroyer weapon, and my view for this mod was to make it anti-capital, which I also got several suggestions for. If there was some variety, sure, some weapons would be made with significantly faster projectile speed, just like there is variety in M/S weapons.
AngEviL, I've been toying with weapons and such a lot, it is fairly easy to build new types of destroyer weapons to get the much needed variety (Clone the existing one as a base and alter emitter(s) if needed, apply a new projectile, add to wares, then add to ship templates). What kinds would you like? Alternatively, just look in the loose files of ImprovedKhaak to see how I turned a Kha'ak beam emitter into a missile launcher. :D
AngEviL
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Re: [Mod] Shields and Weapons balance overhaul 1.71

Post by AngEviL »

7ate9tin11s wrote: Tue, 25. Dec 18, 20:24 AngEviL, I've been toying with weapons and such a lot, it is fairly easy to build new types of destroyer weapons to get the much needed variety (Clone the existing one as a base and alter emitter(s) if needed, apply a new projectile, add to wares, then add to ship templates). What kinds would you like? Alternatively, just look in the loose files of ImprovedKhaak to see how I turned a Kha'ak beam emitter into a missile launcher. :D
This would break the savegame if you remove the mod, so all the ships would be left without a gun, no ? I would like for now to avoid messing with things such as max cargo, wares limit, weapon/turret loadouts. While some people would appreciate more extensive modifications, some people would avoid installing the mod with things that mess with the saves.

If egosoft would leave the game in this state, I would definetly add some weapons, but I am sure they will at some point, and when they do, I will modify them. Thanks for the offer for help 7ate9tin11s !
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Shuulo
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Re: [Mod] Shields and Weapons balance overhaul 1.71

Post by Shuulo »

AngEviL wrote: Tue, 25. Dec 18, 20:11 You can increase the projectile speed of the destroyer weapon if you are unhappy with it, it is that being a single weapon type you have a choice... make it anti-capital, or middle ground, or anti-fighter. I picked what made most sense to me, and what people are suggesting as well. I really wish we had more weapon types for the destroyer, I got plans and numbers in my head !
I guess you misunderstood. The damage is fine and weapon role is fine, its just that it looks like pea-shooter. It does not look like anti-capital weapon, all powerful guns in real life has low ROF.
AngEviL
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Re: [Mod] Shields and Weapons balance overhaul 1.71

Post by AngEviL »

Shuulo wrote: Wed, 26. Dec 18, 01:32 I guess you misunderstood. The damage is fine and weapon role is fine, its just that it looks like pea-shooter. It does not look like anti-capital weapon, all powerful guns in real life has low ROF.
It would be nice for the weapon to have a better projectile effect like you mentioned as well. Once Egosoft adds more weapons to the destroyer I will make a lower rate of fire one. Since it is just one weapon I didn't want to decrease the rof too much because some people wouldn't like that low of a rof, and for me personally, i like to switch weapons from time to time. Since this is the only L weapon, the current rof seems like a good compromise imho. An alternative is to edit the projectile graphics to make it look bigger and cooler, i think then it would fit better to reduce the rof with the current weapon.
Kadatherion
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Re: [Mod] Shields and Weapons balance overhaul 1.73

Post by Kadatherion »

Tonight I had the chance to extensively try 1.73 against a sizeable amount of Xenons: a K and an I in Holy Vision, followed by two more Ks and some Ps later on, once the first were already sunk (luckily). I was piloting my Nemesis and I helped the HOP squadrons: it felt much better. As long as the turrets were alive and firing, the HOP swarms of fighters couldn't do much against the K's (and even worse with the I) shield regen rate, but that's where I came in, working with their blind spots to slowly take down their turrets and engines. After that, albeit a bit bullet spongey maybe (but couldn't be otherwise) we could take them down. Overall, it's how it should be, the K isn't way too nimble as it was a few versions ago and still is dangerous (actually even more, as the stronger turrets - while the player can still outsmart them easily, but that's unavoidable - now force you to be at least a bit careful).

Granted, given the HOP only had fighter squadrons and no real cap ship support (their shipyard is still plagued with resource shortages in my game), in the long run the Xenons should probably have broken in and "won", but that should have happened if they invaded with their own fighters as well to keep the HOP swarms occupied. As they are so dumb they just jump 1-2 cap ships at a time without ever giving them any fighter support (they really aren't "invasions", bur rather "roamers"), it feels just about right we could wear them down slowly with our numbers, and it actually was kinda cinematic in a Star Wars kind of way, which I believe it's what we should aim for. I wouldn't make their Ks stronger than they are now against fighters, since I hope in the near future Egosoft will tweak their invasion logic to actually bring fighters with them, like it happened in X3, that's what should make the real difference.
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Shuulo
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Re: [Mod] Shields and Weapons balance overhaul 1.73

Post by Shuulo »

In case somebody will be interested - i did mod Destroyer guns to be true anti-capital weapons
AngEviL
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Re: [Mod] Shields and Weapons balance overhaul 1.73

Post by AngEviL »

Kadatherion wrote: Thu, 27. Dec 18, 05:52
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Tonight I had the chance to extensively try 1.73 against a sizeable amount of Xenons: a K and an I in Holy Vision, followed by two more Ks and some Ps later on, once the first were already sunk (luckily). I was piloting my Nemesis and I helped the HOP squadrons: it felt much better. As long as the turrets were alive and firing, the HOP swarms of fighters couldn't do much against the K's (and even worse with the I) shield regen rate, but that's where I came in, working with their blind spots to slowly take down their turrets and engines. After that, albeit a bit bullet spongey maybe (but couldn't be otherwise) we could take them down. Overall, it's how it should be, the K isn't way too nimble as it was a few versions ago and still is dangerous (actually even more, as the stronger turrets - while the player can still outsmart them easily, but that's unavoidable - now force you to be at least a bit careful).

Granted, given the HOP only had fighter squadrons and no real cap ship support (their shipyard is still plagued with resource shortages in my game), in the long run the Xenons should probably have broken in and "won", but that should have happened if they invaded with their own fighters as well to keep the HOP swarms occupied. As they are so dumb they just jump 1-2 cap ships at a time without ever giving them any fighter support (they really aren't "invasions", bur rather "roamers"), it feels just about right we could wear them down slowly with our numbers, and it actually was kinda cinematic in a Star Wars kind of way, which I believe it's what we should aim for. I wouldn't make their Ks stronger than they are now against fighters, since I hope in the near future Egosoft will tweak their invasion logic to actually bring fighters with them, like it happened in X3, that's what should make the real difference.
I'm glad that the mod is working well, and you are providing valuable feedback. It sounds like a fun battle, haha, your Nemesis got the VIP ! I like longer battles where every ship counts, and to have variety in ships and weapons used. It should be better when the factions will build a larger variety of forces as I expect Egosoft to do in the future patches. Would be a challenge then to combat a mix of Ks and Ps and M/Ns

I love for the battles to be somewhat long, but not too spammy with lots of ships everywhere. I like to feel like the player counts, that it can turn the tide of the battle, and it's also easier on the fps, haha. Any feedback regarding what else can be improved is welcome.
Shuulo wrote: Thu, 27. Dec 18, 18:41 In case somebody will be interested - i did mod Destroyer guns to be true anti-capital weapons
Thanks for the alternate weapon, now if you could change the projectiles to be bigger, it would fit the weapon !
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Shuulo
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Re: [Mod] Shields and Weapons balance overhaul 1.73

Post by Shuulo »

AngEviL wrote: Thu, 27. Dec 18, 19:14 Thanks for the alternate weapon, now if you could change the projectiles to be bigger, it would fit the weapon !
Unfortunately I am not a visual guy and have no idea how to do this :)
Wiesel No1
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Re: [Mod] Shields and Weapons balance overhaul 1.73

Post by Wiesel No1 »

X4 is only starting when I place the mod in "documents/egosoft/X4/[number]/extensions". else the whole game is not starting.
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Re: [Mod] Shields and Weapons balance overhaul 1.73

Post by Kadatherion »

Wiesel No1 wrote: Fri, 28. Dec 18, 13:45 X4 is only starting when I place the mod in "documents/egosoft/X4/[number]/extensions". else the whole game is not starting.
You shouldn't put mods under documents, the game starts but they might not work correctly. Your problem may be caused by one of two (or both) issues:

1) The content.xml needs language id placeholders in some versions of the game (IE: some non english Steam installations, could be related to OS too). Change your xml to something (something, something... :P ) like this and install the mod under the root game folder/extensions:

Code: Select all

<?xml version="1.0" encoding="utf-8"?>
<content id="RebalancedShieldsWeaponsShips" name="Rebalanced shields, weapons, ships" description="Removes the regeneration delay from shields, rebalanced their power. Overhauled weapons, made them different and viable in different scenarios. Greatly improved MK1 weapons, tripled their projectile speed, up to twice damage. Buffed turrets a lot and better target tracking. Cut in half missile damage. Rebalanced ships speed, agiliy, hull. Improved L and S Traders, Miners." author="AngEviL" version="173" date="2018-12-26" save="false" enabled="1">
	<text language="7" name="Rebalanced shields, weapons, ships" description="Something something something rebalanced" author="Thatguy" />
	<text language="33" name="Rebalanced shields, weapons, ships" description="Something something something rebalanced" author="Thatguy" />
	<text language="34" name="Rebalanced shields, weapons, ships" description="Something something something rebalanced" author="Thatguy" />
	<text language="39" name="Rebalanced shields, weapons, ships" description="Something something something rebalanced" author="Thatguy" />
	<text language="44" name="Rebalanced shields, weapons, ships" description="Something something something rebalanced" author="Thatguy" />
	<text language="49" name="Rebalanced shields, weapons, ships" description="Something something something rebalanced" author="Thatguy" />
	<text language="86" name="Rebalanced shields, weapons, ships" description="Something something something rebalanced" author="Thatguy" />
	<text language="88" name="Rebalanced shields, weapons, ships" description="Something something something rebalanced" author="Thatguy" />
</content>
1b) This is even more stupid, but ensure that there are NO SPACES, NO BLANK LINES, NOTHING, after the </content> closing tag. Even a simple blank line - even though it makes no sense as the tag is closed anyway - can cause the game to fail at reading the xml and hang on startup. Happened to me as well with a couple mods, it's flabbergasting how finicky the game can be at reading these config xmls.

2) It's been reported by many that on Win7 mods that add new gamecontent don't work with loose files but need to be compressed into .cat/.dat archives. You can use the packer/unpacker to do that yourself. Simply put the assets dir under ext_01.cat/dat in the mod folder and delete the loose files. You can find the packer here: https://www.egosoft.com/download/x_rebi ... wnload=589

I can confirm I have to do both passages myself to make this mod work for me and not hang the game on startup: I have both a non english Steam AND Win7.
Wiesel No1
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Re: [Mod] Shields and Weapons balance overhaul 1.73

Post by Wiesel No1 »

hey,

thank you, with yor languare suggestions i managed to get the agressiv AI script working.
but with this mod now its even different.
When I change the content.xml to your style, the game starts, blank screen and gets stuck at 940 MB Ram. After that nothing happens anymore. :(

Iam running on Win8.

best regards
Last edited by Wiesel No1 on Fri, 28. Dec 18, 23:21, edited 1 time in total.
Kadatherion
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Re: [Mod] Shields and Weapons balance overhaul 1.73

Post by Kadatherion »

Wiesel No1 wrote: Fri, 28. Dec 18, 15:02 I cant download the packer, access denied, w/ or w/o login.
Probably it's because you haven't registered the game in your Egosoft account, as I don't see the check icon under your forum name. If you register it the download should unlock.
Wiesel No1
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Re: [Mod] Shields and Weapons balance overhaul 1.73

Post by Wiesel No1 »

Thx alot, after packing the stuff everything worked :))))))

EDIT: right now I tested the procedure with another mod, I could start the game, but now I see, that the mod is not working (silence mod for trade messages)
so right now I have to figure out if this procedure only enables starting the game but changing nothing ingame.

EDIT2: As I thought, packing the stuff is like deleting the mod files inside the mod folder

EDIT3: After playing around. All mods are only working in the documents extensions folder without packing it to cat/dat files

best regards
AngEviL
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x3ap

Re: [Mod] Shields and Weapons balance overhaul 1.73

Post by AngEviL »

Wiesel No1 wrote: Fri, 28. Dec 18, 15:22 Thx alot, after packing the stuff everything worked :))))))

EDIT: right now I tested the procedure with another mod, I could start the game, but now I see, that the mod is not working (silence mod for trade messages)
so right now I have to figure out if this procedure only enables starting the game but changing nothing ingame.

EDIT2: As I thought, packing the stuff is like deleting the mod files inside the mod folder

EDIT3: After playing around. All mods are only working in the documents extensions folder without packing it to cat/dat files

best regards
Alright, I added the languages support to the content.xml. I have also uploaded a mod version in .cat format for who is unable to use the loose files format. Please let me know if anybody has issues running the mod.

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