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

The place to discuss scripting and game modifications for X4: Foundations.

Moderators: Scripting / Modding Moderators, Moderators for English X Forum

maseren
Posts: 143
Joined: Sun, 6. Feb 11, 07:17

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

Post by maseren »

Shuulo wrote: Sat, 16. May 20, 17:15 Version 2.1.8
Fully compatible with previous saves.
At first I decided to hold and wait for full 3.2 release that I hoped will be out last Friday, but it didnt. Instead I cut out some things I planned and now this mod is more a balancing patch and QoL improvement. Content patch will be the next one.

Notable Xenon Changes:
- decreased amount of Xenons Is in attacking fleets from 3-5 to 1-2 in galaxy. 2 attacking Is will be a very rare sight.
- increased amount of Xen destroyers in defense fleets only (they will not attack), so they will not loose territories that fast to some factions.

Other notable changes:
- Missile prices in credits went down a bit more to eliminate huge profitability from them, high-end missiles are still expensive.
- balanced S and M beam weapons
- balanced all Muon guns, Heavy mortar and Boson Lance.
- Shield modules capacities were rebalanced, L/XL +3%, M +20%, S +25%. This will make fighters a bit more survivable.
- OOS modifiers were revamped again, should be closer to IS now, rattlesnakes should not dominate OOS as they did before
- Based on performance - Rattlesnake is tiny bit more expensive and slower, Teladi Phoenix is a bit cheaper.
- nerfed Split Heavy Lance, was unintentionally too powerful making it weapon of choice in most situations.
- finally fixed Centaur collision mesh so its correct now.
- improved hull values of Elite

Miscellaneous:
- Panther added for fallen splits, so they can build it with DeadAirs Gate Overhaul installed.
- cargo drones are faster and more maneuverable
- improved Rattlesnake loadouts to decrease amount of under-equipped ships

Translation and Encyclopedia update
- Added RU translation, thanks to Blazard
- Updated English text, German, French, Japanese translations (thanks to o-papaya-o, UH-XTC, UresiiZo and Le Leon)
- Updated names and Encyclopedia entries for all turrets to have M-L size distinction
- Updated names and Encyclopedia entries for all weapons with color code and prefixed to distinguish between weapon sizes and classes better (thanks to Le Leon for idea and implementation)
Shuulo, thanks for this but can you elaborate on this?

balanced S and M beam weapons


What was changed? Lancer and beams where my favorite weapons, do I need to replan? Is the split heavy Lance still better than the paranid one? Been using the one because the split one has such a long recharge.

It's funny, now that you weakened Xenon my defense platforms are way overkill :)
maseren
Posts: 143
Joined: Sun, 6. Feb 11, 07:17

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

Post by maseren »

djrygar wrote: Sat, 16. May 20, 16:37
maseren wrote: Sat, 16. May 20, 16:25 I can climb right up on the back of a K and torpedo it for almost 100k of damage.
thats exactly how you start with K

clear his back first, so you have some freedom of movement and place to hide (once you destroy his spinal guns, you are safe there)
then sides, descend where engines are, there is small gun and shield towards read end, thats 2 salvos, they are weak, and basically you have lots of freedom of movement then.
you can either disable engines or his front guns, depending of situation. If battle is close to station, I tend to disable guns first, so it makes less damage to station. But with 5-6 guns you can disable engines very quickly, makes him even easier to kill

Funniest kill was when there was 2 destroyers, I used one to kill other one - disabled his stuff, and I was lurking from behind partially disabled K and provoking other one to shoot. Occasionally he was hitting his fellow with those nasty yellow balls taking few percent dmg each time.
Appreciate the advise! What weapons do you run on your nemesis??
User avatar
Shuulo
Posts: 1633
Joined: Mon, 14. Apr 08, 17:03
x4

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

Post by Shuulo »

maseren wrote: Sat, 16. May 20, 17:27 It's funny, now that you weakened Xenon my defense platforms are way overkill :)
I didnt weaken them, just decreased amount of Is as they were decimating sectors without heavy player intervention.
maseren
Posts: 143
Joined: Sun, 6. Feb 11, 07:17

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

Post by maseren »

Shuulo wrote: Sat, 16. May 20, 17:34
maseren wrote: Sat, 16. May 20, 17:27 It's funny, now that you weakened Xenon my defense platforms are way overkill :)
I didnt weaken them, just decreased amount of Is as they were decimating sectors without heavy player intervention.
Sorry bad choice of words Shuulo. I agree with what you did, just find it funny that's all :)

Also again regarding my other questions?
User avatar
Shuulo
Posts: 1633
Joined: Mon, 14. Apr 08, 17:03
x4

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

Post by Shuulo »

maseren wrote: Sat, 16. May 20, 17:44 Also again regarding my other questions?
They were buffed, you will like it
maseren
Posts: 143
Joined: Sun, 6. Feb 11, 07:17

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

Post by maseren »

Shuulo wrote: Sat, 16. May 20, 18:03
maseren wrote: Sat, 16. May 20, 17:44 Also again regarding my other questions?
They were buffed, you will like it
Awesome thanks. How about the split heavy Lance, I know it used to fire twice and then delay for 13 seconds correct, what changed by chance?

I actually avoided it because I didn't like the idea of 13 second delay do went with paranid one.
User avatar
Shuulo
Posts: 1633
Joined: Mon, 14. Apr 08, 17:03
x4

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

Post by Shuulo »

maseren wrote: Sat, 16. May 20, 18:59
Shuulo wrote: Sat, 16. May 20, 18:03
maseren wrote: Sat, 16. May 20, 17:44 Also again regarding my other questions?
They were buffed, you will like it
Awesome thanks. How about the split heavy Lance, I know it used to fire twice and then delay for 13 seconds correct, what changed by chance?

I actually avoided it because I didn't like the idea of 13 second delay do went with paranid one.
damage was nerfed.
But paranid one has 24 seconds between shots (same for arg and tel), i dont understand your question.
maseren
Posts: 143
Joined: Sun, 6. Feb 11, 07:17

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

Post by maseren »

Shuulo wrote: Sat, 16. May 20, 19:17
maseren wrote: Sat, 16. May 20, 18:59
Shuulo wrote: Sat, 16. May 20, 18:03

They were buffed, you will like it
Awesome thanks. How about the split heavy Lance, I know it used to fire twice and then delay for 13 seconds correct, what changed by chance?

I actually avoided it because I didn't like the idea of 13 second delay do went with paranid one.
damage was nerfed.
But paranid one has 24 seconds between shots (same for arg and tel), i dont understand your question.
Shit, i had it backwards. I always thought that the paranid heavy lance, and the others, fire and recharge faster than every 13 seconds! While the Split one fires twice in quick succession and then delays for a while, longer than 13 seconds before firing again. So what you're telling me is that Split Heavy Lance fires just as fast as the others, and for more damage. Sorry i am very confused about this. If you can provide this information it'd be great.
User avatar
Shuulo
Posts: 1633
Joined: Mon, 14. Apr 08, 17:03
x4

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

Post by Shuulo »

maseren wrote: Sat, 16. May 20, 19:31
Shuulo wrote: Sat, 16. May 20, 19:17
maseren wrote: Sat, 16. May 20, 18:59

Awesome thanks. How about the split heavy Lance, I know it used to fire twice and then delay for 13 seconds correct, what changed by chance?

I actually avoided it because I didn't like the idea of 13 second delay do went with paranid one.
damage was nerfed.
But paranid one has 24 seconds between shots (same for arg and tel), i dont understand your question.
Shit, i had it backwards. I always thought that the paranid heavy lance, and the others, fire and recharge faster than every 13 seconds! While the Split one fires twice in quick succession and then delays for a while, longer than 13 seconds before firing again. So what you're telling me is that Split Heavy Lance fires just as fast as the others, and for more damage. Sorry i am very confused about this. If you can provide this information it'd be great.
Split one fires fater but has less damage and range, its better vs S and M ships but worse vs L and XL due to this.
maseren
Posts: 143
Joined: Sun, 6. Feb 11, 07:17

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

Post by maseren »

Shuulo wrote: Sat, 16. May 20, 19:36
maseren wrote: Sat, 16. May 20, 19:31
Shuulo wrote: Sat, 16. May 20, 19:17

damage was nerfed.
But paranid one has 24 seconds between shots (same for arg and tel), i dont understand your question.
Shit, i had it backwards. I always thought that the paranid heavy lance, and the others, fire and recharge faster than every 13 seconds! While the Split one fires twice in quick succession and then delays for a while, longer than 13 seconds before firing again. So what you're telling me is that Split Heavy Lance fires just as fast as the others, and for more damage. Sorry i am very confused about this. If you can provide this information it'd be great.
Split one fires fater but has less damage and range, its better vs S and M ships but worse vs L and XL due to this.
Shuulo, last question, i promise, 24 seconds for most paranid lances etc... how long for the split one by chance?
User avatar
Shuulo
Posts: 1633
Joined: Mon, 14. Apr 08, 17:03
x4

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

Post by Shuulo »

maseren wrote: Sat, 16. May 20, 21:09
Shuulo wrote: Sat, 16. May 20, 19:36
maseren wrote: Sat, 16. May 20, 19:31

Shit, i had it backwards. I always thought that the paranid heavy lance, and the others, fire and recharge faster than every 13 seconds! While the Split one fires twice in quick succession and then delays for a while, longer than 13 seconds before firing again. So what you're telling me is that Split Heavy Lance fires just as fast as the others, and for more damage. Sorry i am very confused about this. If you can provide this information it'd be great.
Split one fires fater but has less damage and range, its better vs S and M ships but worse vs L and XL due to this.
Shuulo, last question, i promise, 24 seconds for most paranid lances etc... how long for the split one by chance?
its 13 seconds between shots for Split, 24 for all other races, this is heavy precise weapon
Entissus
Posts: 37
Joined: Sat, 5. Sep 09, 01:14
x4

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

Post by Entissus »

By chance; how were you able to add the Panther to the Fallen Split? Trying to help Max Bain in bringing the Red Knight to them as well but running into an issue finding their faction ID in the wares.xml
Image Image
Image
User avatar
Shuulo
Posts: 1633
Joined: Mon, 14. Apr 08, 17:03
x4

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

Post by Shuulo »

Entissus wrote: Sat, 16. May 20, 23:54 By chance; how were you able to add the Panther to the Fallen Split? Trying to help Max Bain in bringing the Red Knight to them as well but running into an issue finding their faction ID in the wares.xml
Used one in factions.xml

Code: Select all

id="fallensplit"
They dont have any wares in vanilla. Their ships are spawned same as SCA, ware is needed only if ship should be built at shipyard, its not needed for job.
Entissus
Posts: 37
Joined: Sat, 5. Sep 09, 01:14
x4

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

Post by Entissus »

Thank you for the info; started going through the VRO wares.xml as well and saw the new owner faction="fallensplit" line added; I just wasn't sure if they had some other ID I was unaware of.. still getting used to going through X4 files vs X3
Image Image
Image
User avatar
Duodecimal
Posts: 88
Joined: Wed, 6. Nov 02, 20:31
x4

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

Post by Duodecimal »

Beta -- Is the Compare Ships tool on the encyclopedia menu not working properly for X / XL ships for you guys? I was trying to compare Builder ships but thrusters and engines can't be put in the loadout. Everything's fine at the shipyard though, and for comparing S ships for example.
ScandyNav
Posts: 321
Joined: Wed, 6. Nov 02, 20:31
x4

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

Post by ScandyNav »

Shuulo wrote: Sat, 16. May 20, 17:15 Version 2.1.8
- balanced all Muon guns, Heavy mortar and Boson Lance.
BTW, Boson. I can't seems to find any ship that can fit it.
User avatar
Shuulo
Posts: 1633
Joined: Mon, 14. Apr 08, 17:03
x4

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

Post by Shuulo »

ScandyNav wrote: Sun, 17. May 20, 11:28
Shuulo wrote: Sat, 16. May 20, 17:15 Version 2.1.8
- balanced all Muon guns, Heavy mortar and Boson Lance.
BTW, Boson. I can't seems to find any ship that can fit it.
Its Split heavy M weapon, Cobra and Dragon
Scoob
Posts: 11184
Joined: Thu, 27. Feb 03, 22:28
x4

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

Post by Scoob »

Hi,

I'm using VRO - latest version - alongside Faction War / Economy Enhancer - latest Beta version of that too - and I have an unexpected situation. Xenon are causing havoc in Hatikvah's Choice I, nothing unusual there, however, the Argon are basically ignoring it. In Argon Prime they have a rather large amount of assets, a fraction of which could see off the two Xenon K's and other ships currently destroying stations and lots of shipping in Hatikvah's Choice I, yet they just sit there.

Basically, I'm trying to understand what sort of response I should be seeing from the Argon. Teladi forces have actually done more to fend off the Xenon than the Argon, but they got wiped out. I will attempt to defend the sector myself - though I have only two nicked Destroyers to help - but it'd be nice if it was a team effort.

I feel the game REALLY should be generating missions based on actual game events - this should trigger a full on "fend off Xenon invasion" sequence really, with other Factions being aware of what's going on. I saw fairly decent responses to threats earlier in the game, but, despite still having LOTS of military assets, the response seems to be non-existant currently.

I'm a little concerned that the Xenon might totally dominate again, like they did in my last game. Most of ZYA was gone by Day three, and the Xenon had advanced several sectors from their other starting areas.

Scoob.
ScandyNav
Posts: 321
Joined: Wed, 6. Nov 02, 20:31
x4

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

Post by ScandyNav »

How many hidden stats turrets got? For example, flechette turret. Good bullet speed, quite good rotation speed. But it never hit anything smaller than L !
Bullets always fly where target was at the moment of firing, looks like flechette is using beam turret prediction, with much more faster bullet speed. Even plasma turrets hit S targets.
Quite the same situation with Hunter turret.
Shuulo wrote: Sun, 17. May 20, 17:15
ScandyNav wrote: Sun, 17. May 20, 11:28
Shuulo wrote: Sat, 16. May 20, 17:15 Version 2.1.8
- balanced all Muon guns, Heavy mortar and Boson Lance.
BTW, Boson. I can't seems to find any ship that can fit it.
Its Split heavy M weapon, Cobra and Dragon
Here is heavy slot on Dragon Rider. No Boson Lance.
https://i.imgur.com/PeijhGR.jpg
And here is heavy slot on Balaur. No Boson Launcher.
https://i.imgur.com/HNmySpI.jpg
https://i.imgur.com/JapRGoL.jpg
Entissus
Posts: 37
Joined: Sat, 5. Sep 09, 01:14
x4

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

Post by Entissus »

I just checked my (without Gates) Split file; and the Boson Lance is available for the Dragon in slots 1 and 6; all 3 for the Cobra; slots 1-3-5 for the Chimera; both for the Mamba.

That being said; I don't have lets say.. positive.. relations with Free Families in any of my saves so I can't check the lesser Split ships at this time :P
Image Image
Image

Return to “X4: Foundations - Scripts and Modding”