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

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

Post by Mr.Freud »

Is it safe to use with 3.3 beta? is update incoming? want to start new game
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Shuulo
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Re: [MOD] Variety and Rebalance Overhaul (VRO) 2.x

Post by Shuulo »

Mr.Freud wrote: Thu, 25. Jun 20, 22:36 Is it safe to use with 3.3 beta? is update incoming? want to start new game
I do not see anything that could brake VRO, played it yesterday just fine.
Scoob
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Re: [MOD] Variety and Rebalance Overhaul (VRO) 2.x

Post by Scoob »

Hi,

I have a Panther Frigate, all properly set up to have Automatic Resupply set to High. When I do this with my other Carrier-class ships, they'll automatically repair any ships that are assigned to them and docked. However, the Panther does not appear to do this. It can of course repair docked ships when given a manual order to do so, but that's not ideal when automating it.

Note: I have several very badly damaged ships assigned to it, that haven't auto-repaired...has this feature been deliberately removed from this new ship class?

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

Post by Scoob »

On another note, the Fallen Families are becoming a bit of a nightmare. I don't know if it's VRO's jobs or something added by the Economy / War mod, but they are totally monopolising the Free Families docks. They are churning out fighter groups every few minutes (2x Balaur, 2-3x Asp) as well as a Corvette (Dragon Raider) in the mix ever so often. A little less frequently, every hour or so, a new Panther is built, and now they've just built a Destroyer. I also have the XR Ships mod.

Free Families forces are pretty weak, yet - while using their docks - the Fallen Families are churning out ships and making a bee-line for me. They were enemies to me right from the start (Argon start) and have been a trivial threat much of the game. However, as I've been securing Free Families space - mostly against the Xenon - they've started hassling me more and more. I'm technically cut off from my main fleet due to Xenon incursions taking over several Family Zyarth sectors, so fleet movement are tricky. As a result, I've started building a fleet from bails and captures while camped out in Heart of Acrimony II. I'm just in the process of securing an SCA Destroyer (Incarcatura Raider) that appeared in the sector, which will help. However, the current incoming fleet is made up of four Fighters, one Panther Frigate and one Rattlesnake...argh! lol.

Basically, for whatever reason, the Fallen Families appear to be getting pretty much ALL the build time at the Free Families Wharf and Shipyard in Heart of Acrimony II. Seems excessive! It's sorta been fun but these Fallen Families are relentless.

Scoob.
alex200093
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Re: [MOD] Variety and Rebalance Overhaul (VRO) 2.x

Post by alex200093 »

is it possible to add some kind of config to change the complexity .. type to increase the total amount of damage shield armor or reduce so that battles last longer??
Falcrack
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Re: [MOD] Variety and Rebalance Overhaul (VRO) 2.x

Post by Falcrack »

Sorry if this has been answered elsewhere, is this mod compatible with FOCW?
Rastuasi
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Re: [MOD] Variety and Rebalance Overhaul (VRO) 2.x

Post by Rastuasi »

Falcrack wrote: Fri, 10. Jul 20, 23:05 Sorry if this has been answered elsewhere, is this mod compatible with FOCW?
Considering Shuulo has mentioned people using it to "make it harder" rather than Shuulo make it harder, then it can be assumed, yes.
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Shuulo
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Re: [MOD] Variety and Rebalance Overhaul (VRO) 2.x

Post by Shuulo »

Yes, use focw to tweak difficulty of the game as you see fit
alex200093
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Re: [MOD] Variety and Rebalance Overhaul (VRO) 2.x

Post by alex200093 »

Shuulo wrote: Sat, 11. Jul 20, 06:31 Yes, use focw to tweak difficulty of the game as you see fit
in it, you can essentially only increase the number of ships of factions, but I just wanted the stats of ships at once for all, for example, to increase the shields so that battles last longer
BlackRain
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Re: [MOD] Variety and Rebalance Overhaul (VRO) 2.x

Post by BlackRain »

alex200093 wrote: Sat, 11. Jul 20, 23:33
Shuulo wrote: Sat, 11. Jul 20, 06:31 Yes, use focw to tweak difficulty of the game as you see fit
in it, you can essentially only increase the number of ships of factions, but I just wanted the stats of ships at once for all, for example, to increase the shields so that battles last longer
I don't think he was replying to you but someone else. There aren't any options in VRO to change shielding, etc. and it isn't so simple as setting up some kind of config for things like that because those are within the xml files of each shield, etc.
Scoob
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Re: [MOD] Variety and Rebalance Overhaul (VRO) 2.x

Post by Scoob »

Hi Shuulo,

I've been making use of the Split Barrage Flak Turret on several of my ships, it's a devastating weapon vs. Fighters and Corvettes (if you have enough of them) when combat occurs In-Sector. However, Out of Sector they are largely ineffective.

Several times now I've seen one of my larger ships - Light Destroyers such as the Incarcatura Raider as a recent example - have a REALLY hard time vs. a lone Fighter or Corvette while I am OOS. If I teleport to that ship - leaving the AI in charge, not taking over myself - it makes very short work of the attacker.

I understand you can balance, to a degree, both In and Out of Sector weapon performance. I think the In Sector performance is great, but Out of Sector performance doesn't even come close.

Another example: I have a Lyranea Super trading in Free Families Split space. Every so often it gets jumped by Fallen Families ships, usually just fighters and / or a Corvette. If this occurs In Sector, the Lyranea's tankiness allows its full compliment of Barrage Flak turrets to make fairly quick work of its attackers, while being in no real danger due to it's excellent shields. OOS by contrast I've had a single fighter (Balaur) give it a hard time. Once again though, teleporting to the ship - not taking personal control - will see it quickly destroy its attacker.

Hopefully this is something you can perhaps look at when you have a moment.

Cheers,

Scoob.
st3k
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Re: [MOD] Variety and Rebalance Overhaul (VRO) 2.x

Post by st3k »

hello,
Recently purchased raptor (VRO game),
What weapon in VRO mod has same sound as Split Beam laser??

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

Post by Shuulo »

alex200093 wrote: Sat, 11. Jul 20, 23:33
Shuulo wrote: Sat, 11. Jul 20, 06:31 Yes, use focw to tweak difficulty of the game as you see fit
in it, you can essentially only increase the number of ships of factions, but I just wanted the stats of ships at once for all, for example, to increase the shields so that battles last longer
There is no config for those, it will require a change to each single shield and ship file, quite time consuming to do and will require also changes to some other things to have good balance, changing those values in vacuum can have negative results in other areas
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Shuulo
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Re: [MOD] Variety and Rebalance Overhaul (VRO) 2.x

Post by Shuulo »

Scoob wrote: Sun, 12. Jul 20, 01:03 Hopefully this is something you can perhaps look at when you have a moment.
OOS is very hard to balance as its basically not open for modding, i can tweak just few modifiers, but ill take a look once more, cheers
Scoob
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Re: [MOD] Variety and Rebalance Overhaul (VRO) 2.x

Post by Scoob »

Shuulo wrote: Tue, 14. Jul 20, 15:28 OOS is very hard to balance as its basically not open for modding, i can tweak just few modifiers, but ill take a look once more, cheers
Really? I must admit, I largely assumed that there were two lots of numbers, one for in-sector, one simplified version for out. I wonder why OOS calculations aren't exposed in the same way, hopefully this is something Egosoft can change as they do appear to be pro-modding in general.

Thanks for having a look though, the discrepancy IS/OOS for this particular weapon is really quite extreme.

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

Post by Shuulo »

Scoob wrote: Tue, 14. Jul 20, 19:16
Shuulo wrote: Tue, 14. Jul 20, 15:28 OOS is very hard to balance as its basically not open for modding, i can tweak just few modifiers, but ill take a look once more, cheers
Really? I must admit, I largely assumed that there were two lots of numbers, one for in-sector, one simplified version for out. I wonder why OOS calculations aren't exposed in the same way, hopefully this is something Egosoft can change as they do appear to be pro-modding in general.

Thanks for having a look though, the discrepancy IS/OOS for this particular weapon is really quite extreme.

Scoob.
There are many issues with OOS calculations, and they cannot be changed per weapon. I think one of the issues with flak can be area damage that does not work at all OOS, so i may either remove it or substantially replace it with damage on hit.
Scoob
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Re: [MOD] Variety and Rebalance Overhaul (VRO) 2.x

Post by Scoob »

Shuulo wrote: Tue, 14. Jul 20, 19:36 There are many issues with OOS calculations, and they cannot be changed per weapon. I think one of the issues with flak can be area damage that does not work at all OOS, so i may either remove it or substantially replace it with damage on hit.
Is it not possible to increase the hit probability OOS to simulate flak's IS performance? I assume accuracy is a parameter that can be adjusted? It's Flak's In-Sector performance vs. nimble craft that is its strength, this ideally needs to be simulated OOS. If course, I've done no X4 modding myself so I'm just speculating. It just that it seems a shame to need different loadouts depending on IS or OOS loadouts. This has been a thing in numerous prior X games of course.

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

Post by Shuulo »

Scoob wrote: Tue, 14. Jul 20, 21:13
Shuulo wrote: Tue, 14. Jul 20, 19:36 There are many issues with OOS calculations, and they cannot be changed per weapon. I think one of the issues with flak can be area damage that does not work at all OOS, so i may either remove it or substantially replace it with damage on hit.
Is it not possible to increase the hit probability OOS to simulate flak's IS performance? I assume accuracy is a parameter that can be adjusted? It's Flak's In-Sector performance vs. nimble craft that is its strength, this ideally needs to be simulated OOS. If course, I've done no X4 modding myself so I'm just speculating. It just that it seems a shame to need different loadouts depending on IS or OOS loadouts. This has been a thing in numerous prior X games of course.

Scoob.
No, accuracy can be increased only for ALL weapons via OOS modifiers that apply to every weapon, this will make other weapons too powerful. Again, OOS is closed for modders at the moment, most of it is hardcoded in C++ that we have no access to.
Scoob
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Re: [MOD] Variety and Rebalance Overhaul (VRO) 2.x

Post by Scoob »

Shuulo wrote: Wed, 15. Jul 20, 20:58 No, accuracy can be increased only for ALL weapons via OOS modifiers that apply to every weapon, this will make other weapons too powerful. Again, OOS is closed for modders at the moment, most of it is hardcoded in C++ that we have no access to.
Wow, I didn't realise it was that locked down. Hopefully they can expose this stuff for external modification at some point. In my view, well, more of a personal preference really, it's exactly the stuff VRO covers - so, bullet speed, damage and shields - that needs tweaking the most.

I think, for now, I may have to go the whole IS and OOS builds depending on most likely use-case for the ship. I.e. I know Flaks work best IS, but I might fit (for example) Plasma Turrets instead for their OOS potential. Of course, Plasma might be rubbish OOS vs. fighters, I've not tested it.

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

Post by Shuulo »

Scoob wrote: Wed, 15. Jul 20, 21:28
Shuulo wrote: Wed, 15. Jul 20, 20:58 No, accuracy can be increased only for ALL weapons via OOS modifiers that apply to every weapon, this will make other weapons too powerful. Again, OOS is closed for modders at the moment, most of it is hardcoded in C++ that we have no access to.
Wow, I didn't realise it was that locked down. Hopefully they can expose this stuff for external modification at some point. In my view, well, more of a personal preference really, it's exactly the stuff VRO covers - so, bullet speed, damage and shields - that needs tweaking the most.

I think, for now, I may have to go the whole IS and OOS builds depending on most likely use-case for the ship. I.e. I know Flaks work best IS, but I might fit (for example) Plasma Turrets instead for their OOS potential. Of course, Plasma might be rubbish OOS vs. fighters, I've not tested it.

Scoob.
Still, from my tests VRO OOS is closer to IS than in vanilla, flak is an outlier due to AOE damage, already tweaked it a bit to better work OOS.
Last edited by Shuulo on Thu, 16. Jul 20, 13:35, edited 1 time in total.

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