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

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

Post by Halpog »

BlackRain wrote: Wed, 21. Apr 21, 17:01
Halpog wrote: Wed, 21. Apr 21, 16:57
BlackRain wrote: Wed, 21. Apr 21, 14:39

yeah my default production was terran and my supply ship loaded up on the terran goods but they could not resupply the missiles. Not sure what was going on but once I switched to universal and got commonwealth resources, they could resupply.
@blackrain. default prod methode .. can u shortly explain what it is plz ?
You can choose between Terran and Universal for building ships and resupplying ships, etc. This way it uses either Terran resources or commonwealth ones.
ok, iam getting it, and i dont^^ lol. does this mean when i play as a terran, and choose terran methode, i dont need hullparty, fieldcoils, shieldparts and so on anymore ? even, if i build a split ship or argon ship ?
does it affect only me, or the whole universe ?
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Re: [MOD] Variety and Rebalance Overhaul (VRO) 2.x

Post by BlackRain »

Halpog wrote: Wed, 21. Apr 21, 17:34
BlackRain wrote: Wed, 21. Apr 21, 17:01
Halpog wrote: Wed, 21. Apr 21, 16:57

@blackrain. default prod methode .. can u shortly explain what it is plz ?
You can choose between Terran and Universal for building ships and resupplying ships, etc. This way it uses either Terran resources or commonwealth ones.
ok, iam getting it, and i dont^^ lol. does this mean when i play as a terran, and choose terran methode, i dont need hullparty, fieldcoils, shieldparts and so on anymore ? even, if i build a split ship or argon ship ?
does it affect only me, or the whole universe ?
Not exactly, no. Not everything allows you to use terran methods. So if you want to build a split ship, it isn't set up to use terran resources but you could mod it in that way if you wanted to.
Halpog
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Re: [MOD] Variety and Rebalance Overhaul (VRO) 2.x

Post by Halpog »

oki thnx @blackrain
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Re: [MOD] Variety and Rebalance Overhaul (VRO) 2.x

Post by BlackRain »

Halpog wrote: Wed, 21. Apr 21, 19:13 oki thnx @blackrain
But some things, like drones or missiles, would use terran resources rather than commonwealth.
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alexalsp
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Re: [MOD] Variety and Rebalance Overhaul (VRO) 2.x

Post by alexalsp »

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Logfile started, time Thu Apr 22 02:22:05 2021
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[=ERROR=] 0.00 'ship_spl_l_viper' has no shields in engine group 'engine_group'! @Artists
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[=ERROR=] 0.00 'ship_arg_l_centaur' has ungrouped surface element connection 'con_shieldgen_m_2'! @Artists
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[=ERROR=] 0.00 'ship_arg_l_centaur' has ungrouped surface element connection 'con_shieldgen_m_3'! @Artists
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[=ERROR=] 0.00 'ship_arg_l_centaur' has ungrouped surface element connection 'con_shieldgen_m_4'! @Artists
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[=ERROR=] 0.00 'ship_arg_l_centaur' has ungrouped surface element connection 'con_shieldgen_m_5'! @Artists
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[=ERROR=] 0.00 'ship_arg_l_centaur' has ungrouped surface element connection 'con_shieldgen_m_6'! @Artists
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[=ERROR=] 0.00 'ship_arg_l_centaur' has ungrouped surface element connection 'con_shieldgen_m_7'! @Artists
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[=ERROR=] 0.00 'ship_arg_l_centaur' has one or more turrets in engine group 'enginegroup'! @Artists
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[=ERROR=] 0.00 'ship_par_xl_battleship_01' has one or more turrets in engine group 'group_back_up_mid'! @Artists
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[=ERROR=] 0.00 'ship_xen_xl_u' has only turrets in group 'turrets'! @Artists
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[=ERROR=] 0.00 'ship_xen_xl_u' has no shields in engine group 'capship_engines'! @Artists
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[=ERROR=] 0.00 The ware 'Медик (*Задержка заряда* - Базовое качество)' is tagged as equipment mod but does not have an equipment mod definition!
[General] 0.00 ======================================
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[=ERROR=] 0.00 'ship_xen_xl_mdestroyer_01' has only turrets in group 'group11'! @Artists
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[=ERROR=] 0.00 'ship_spl_l_viper' has only turrets in group 'main_gun'! @Artists
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[=ERROR=] 0.00 'ship_spl_l_viper' has no shields in engine group 'engine_group'! @Artists
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[=ERROR=] 0.00 'ship_arg_l_centaur' has ungrouped surface element connection 'con_shieldgen_m_2'! @Artists
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[=ERROR=] 0.00 'ship_arg_l_centaur' has ungrouped surface element connection 'con_shieldgen_m_3'! @Artists
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[=ERROR=] 0.00 'ship_arg_l_centaur' has ungrouped surface element connection 'con_shieldgen_m_4'! @Artists
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[=ERROR=] 0.00 'ship_arg_l_centaur' has ungrouped surface element connection 'con_shieldgen_m_5'! @Artists
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[=ERROR=] 0.00 'ship_arg_l_centaur' has ungrouped surface element connection 'con_shieldgen_m_6'! @Artists
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[=ERROR=] 0.00 'ship_arg_l_centaur' has ungrouped surface element connection 'con_shieldgen_m_7'! @Artists
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[=ERROR=] 0.00 'ship_arg_l_centaur' has one or more turrets in engine group 'enginegroup'! @Artists
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[=ERROR=] 0.00 'ship_par_xl_battleship_01' has one or more turrets in engine group 'group_back_up_mid'! @Artists
[General] 0.00 ======================================
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[=ERROR=] 0.00 'ship_tel_l_shrike_a' has no shields in engine group 'group_back_mid_mid'! @Artists
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[=ERROR=] 0.00 'ship_xen_xl_u' has only turrets in group 'turrets'! @Artists
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[=ERROR=] 0.00 'ship_xen_xl_u' has no shields in engine group 'capship_engines'! @Artists
[General] 0.00 ======================================
[Init   ] 0.00 Starting new game using gamestart 'x4ep1_gamestart_terran1' in 4.00
[General] 0.00 ======================================
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UPD RUS
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Shuulo
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Re: [MOD] Variety and Rebalance Overhaul (VRO) 2.x

Post by Shuulo »

alexalsp wrote: Thu, 22. Apr 21, 01:27
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UPD RUS
only text id seems like a bug, everything else is a note to artists as those things do not follow vanilla way of doing things, not an error
Berni
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Re: [MOD] Variety and Rebalance Overhaul (VRO) 2.x

Post by Berni »

Hello Shuulo, is your md script "xenonfixvro.xml" from a previous version (i've played with last year) still working with your current version?
I think this will help the Xenons in my new game since they're at the brink of being wiped out^^
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Shuulo
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Re: [MOD] Variety and Rebalance Overhaul (VRO) 2.x

Post by Shuulo »

Berni wrote: Tue, 27. Apr 21, 22:23 Hello Shuulo, is your md script "xenonfixvro.xml" from a previous version (i've played with last year) still working with your current version?
I think this will help the Xenons in my new game since they're at the brink of being wiped out^^
it is deactivated in current version IIRC
Kennkra
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Re: [MOD] Variety and Rebalance Overhaul (VRO) 2.x

Post by Kennkra »

I don't know if this is a vanilla bug or what but asgard rear L turrets miss a LOT (and by a lot) and only happens when shooting enemies and are in front . I seen a few people post here that have the same problem. Is there something we can do about it? I tried with different weapons and same thing happens.

I kinda suspect that it's because they are so close together and facing to the sides by default.
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Shuulo
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Re: [MOD] Variety and Rebalance Overhaul (VRO) 2.x

Post by Shuulo »

Kennkra wrote: Fri, 30. Apr 21, 07:51 I don't know if this is a vanilla bug or what but asgard rear L turrets miss a LOT (and by a lot) and only happens when shooting enemies and are in front . I seen a few people post here that have the same problem. Is there something we can do about it? I tried with different weapons and same thing happens.

I kinda suspect that it's because they are so close together and facing to the sides by default.
Turret placement was not changed. In Vanilla ranges are so short that you almost dont notice that.
Berni
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Re: [MOD] Variety and Rebalance Overhaul (VRO) 2.x

Post by Berni »

Hello Shuulo, are the highpower L-Beams (ion projector, tri-beam and positron beam) for AI controlled ships only?
Description says Argon, Paranid or Teladi ships only, but i can't find a ship from any of these races where i can equip these beam turrets^^ :gruebel:
Scoob
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Re: [MOD] Variety and Rebalance Overhaul (VRO) 2.x

Post by Scoob »

Berni wrote: Sun, 2. May 21, 19:28 Hello Shuulo, are the highpower L-Beams (ion projector, tri-beam and positron beam) for AI controlled ships only?
Description says Argon, Paranid or Teladi ships only, but i can't find a ship from any of these races where i can equip these beam turrets^^ :gruebel:
I know the Argon Colossus can mount the Ion Projector in its L-Class turret. I use the XR Shipmod and several of the ships added by that can also use the weapon.

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

Post by Drewgamer »

The Split Viper in my game can't equip any engines, the special missile turrets appear to be missing for it, and it doesn't seem to be able to equip any Split Large shields.

https://i.imgur.com/E44Hafw.png
Last edited by Terre on Mon, 3. May 21, 09:08, edited 1 time in total.
Reason: Images posted directly to the forums should not be greater than 640x480 or 100kb, oversize image now linked
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Shuulo
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Re: [MOD] Variety and Rebalance Overhaul (VRO) 2.x

Post by Shuulo »

Drewgamer wrote: Mon, 3. May 21, 06:31 The Split Viper in my game can't equip any engines, the special missile turrets appear to be missing for it, and it doesn't seem to be able to equip any Split Large shields.

https://i.imgur.com/E44Hafw.png
Read mod description, missing shield is internal shield. It doesnt seem that you do this on split shipyard, they have all required blueprints, for special engines and missiles as well.
You can buy them also from faction representative.
Berni
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Re: [MOD] Variety and Rebalance Overhaul (VRO) 2.x

Post by Berni »

Berni wrote: Sun, 2. May 21, 19:28 Hello Shuulo, are the highpower L-Beams (ion projector, tri-beam and positron beam) for AI controlled ships only?
Description says Argon, Paranid or Teladi ships only, but i can't find a ship from any of these races where i can equip these beam turrets^^ :gruebel:
Could it be an issue that the turret tag in the .xml-file isn't matching the turret tag in the turret connection line in the ship's xml file?
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Drewgamer
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Re: [MOD] Variety and Rebalance Overhaul (VRO) 2.x

Post by Drewgamer »

Shuulo wrote: Mon, 3. May 21, 18:51
Drewgamer wrote: Mon, 3. May 21, 06:31 The Split Viper in my game can't equip any engines, the special missile turrets appear to be missing for it, and it doesn't seem to be able to equip any Split Large shields.

https://i.imgur.com/E44Hafw.png
Read mod description, missing shield is internal shield. It doesnt seem that you do this on split shipyard, they have all required blueprints, for special engines and missiles as well.
You can buy them also from faction representative.
There is an internal shield generator equipped (you can see in top right of the screen-shot "1 x IG L - Viper Internal Shield Generator") :P

I think it might just be a rep issue though (I still don't have enough Split rep yet). I'll report back once I reach high enough rank.
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Troubleshooter11
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Re: [MOD] Variety and Rebalance Overhaul (VRO) 2.x

Post by Troubleshooter11 »

Greetings. First of all: thank you for putting in all this effort and making this mod.

Perhaps this was already noticed and noted, but i figure i'd chip in anyway: It seems the Terran Positron cannon has a typo. It reads Postiron instead.
Also, the description of the LEMPC has a / at the end of the last line.
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Shuulo
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Re: [MOD] Variety and Rebalance Overhaul (VRO) 2.x

Post by Shuulo »

Troubleshooter11 wrote: Tue, 4. May 21, 23:31 Greetings. First of all: thank you for putting in all this effort and making this mod.

Perhaps this was already noticed and noted, but i figure i'd chip in anyway: It seems the Terran Positron cannon has a typo. It reads Postiron instead.
Also, the description of the LEMPC has a / at the end of the last line.
fixed positron cannon, thanks, cant see \ at the end of LEMPC description though.
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Re: [MOD] Variety and Rebalance Overhaul (VRO) 2.x

Post by Berni »

Shuulo wrote: Wed, 5. May 21, 02:01
fixed positron cannon, thanks, cant see \ at the end of LEMPC description though.
Excuse me, but are you ingnoring me??
Alkeena
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Re: [MOD] Variety and Rebalance Overhaul (VRO) 2.x

Post by Alkeena »

Berni wrote: Wed, 5. May 21, 10:13
Shuulo wrote: Wed, 5. May 21, 02:01
fixed positron cannon, thanks, cant see \ at the end of LEMPC description though.
Excuse me, but are you ingnoring me??
I'm certainly in no position to speak for Shuulo, but I do think it's fair to point out that this thread has ~1600 posts and Shuulo is just one guy volunteering his time. Maybe he just hasn't had a chance to look at it yet and he's holding off on a response until he's been able to investigate. Either way getting upset at him for responding to someone else before you on an easily resolved issue seems a tad bit unreasonable, personally. Speaking personally, If I had to resolve every outstanding issue before responding to anyone for the mods I manage I know for a fact I'd just never get to post, or alternatively end up posting like 4x just to cover all my bases. There's only so much time in the day and all that writing takes away from either making the mods or actually getting to play the game myself.

Since it seems like you have a fair idea of where the issue might lie (if there is indeed an issue) why not just take a stab at altering locally on your end and seeing if it works? Shuulo doesn't have access to any tools you don't and there's nothing he's doing that you couldn't if you cared to spare the time for it yourself and it would certainly help lighten the load on the guy carrying both of the largest mods in X4 atm.

I really hope this doesn't come off as rude, as that's not my intent; just want to lend a little perspective.

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