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

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Malchar
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Re: [MOD] Variety and Rebalance Overhaul (VRO) 3.x

Post by Malchar »

mr.WHO wrote: Wed, 10. Nov 21, 10:48 so change to other races doesn't fix anything for me.
And for me it will be a Ferrari with a truck load, thanks :D

nota, your split ship with big load exist ; the Monitor, but I presume you will say it is too expensive.
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Shuulo
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Re: [MOD] Variety and Rebalance Overhaul (VRO) 3.x

Post by Shuulo »

mr.WHO wrote: Mon, 8. Nov 21, 17:32 Is there a Terran analog to cruise missile?
No
mr.WHO wrote: Mon, 8. Nov 21, 17:32 These two seem the only gap, that can't be filled with base VRO or SVE pack.
Nah, I dont see a need in them currently, XL freighters are only for players really as AI doesnt usually trade in big enough quantities to get any usage from such ship. As for splits - medicore transportation options is one of factions weakness, so not sure i want to fill that gap.
Malchar wrote: Wed, 10. Nov 21, 09:55 I thought, this kinds of turrets should had been limited by adouble tags highpower and missile. At least for custom start a simple standard and nothing else in enough. Is it intented ?
They use same tags as regular missile turrets, their DPS and usage is not best in any way, and they are completely useless vs anything smaller than L and it even sometimes misses when too close to the target.
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mr.WHO
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Re: [MOD] Variety and Rebalance Overhaul (VRO) 3.x

Post by mr.WHO »

Shuulo wrote: Wed, 10. Nov 21, 17:16 Nah, I dont see a need in them currently, XL freighters are only for players really as AI doesnt usually trade in big enough quantities to get any usage from such ship. As for splits - medicore transportation options is one of factions weakness, so not sure i want to fill that gap.
True, they have no purpose for AI, only for me as a player, coz I like to manually deliver or stock station construction materials.
Having to schedule multiple runts with multiple large freighters is a chore, so I'm really missing an option for huge XL freighter.
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Shuulo
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Re: [MOD] Variety and Rebalance Overhaul (VRO) 3.x

Post by Shuulo »

mr.WHO wrote: Wed, 10. Nov 21, 20:30
Shuulo wrote: Wed, 10. Nov 21, 17:16 Nah, I dont see a need in them currently, XL freighters are only for players really as AI doesnt usually trade in big enough quantities to get any usage from such ship. As for splits - medicore transportation options is one of factions weakness, so not sure i want to fill that gap.
True, they have no purpose for AI, only for me as a player, coz I like to manually deliver or stock station construction materials.
Having to schedule multiple runts with multiple large freighters is a chore, so I'm really missing an option for huge XL freighter.
then use Aux ships, they are basically XL freighters, thats how I use them anyway
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mr.WHO
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Re: [MOD] Variety and Rebalance Overhaul (VRO) 3.x

Post by mr.WHO »

Shuulo wrote: Wed, 10. Nov 21, 20:46 then use Aux ships, they are basically XL freighters, thats how I use them anyway
Wow, I missed that Honsu has 150k storage, so this will do fine.

P.S. Given that Kukri has seconds space for the shield, below the top one, did you consider giving it two shield slots?
This would not make Takoba redundant as it has two heavy weapons slots vs Kuri One Heav and two normal.
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Shuulo
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Re: [MOD] Variety and Rebalance Overhaul (VRO) 3.x

Post by Shuulo »

mr.WHO wrote: Wed, 10. Nov 21, 21:54 This would not make Takoba redundant as it has two heavy weapons slots vs Kuri One Heav and two normal.
Thats exactly why I wont do this
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mr.WHO
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Re: [MOD] Variety and Rebalance Overhaul (VRO) 3.x

Post by mr.WHO »

Shuulo wrote: Wed, 10. Nov 21, 22:07 Thats exactly why I wont do this
Hmm, what about alternatively giving both Kukri and Takoba +1 shield?
This would make them consistent with Gladius-Kallis duo of shield-guns ratio criss-cross:

Gladius 4G, 2S
Kallis 2G, 4S

This would make them like this:
Kukri 3 G, 2S
Takoba 2 G, 3S


I was always finding Kukri kinda odd one comparing to rest of Terran fighters, albeit I don't have a full grasp of VRO internal shield generators.
Malchar
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Re: [MOD] Variety and Rebalance Overhaul (VRO) 3.x

Post by Malchar »

Shuulo wrote: Wed, 10. Nov 21, 17:16
They use same tags as regular missile turrets...
It could be, and here is the problem, because you can away install such turrets on a standard emplacement. Heavy argon freighters, such as Sonra, are good exemple for having a basic standard only Large turrets emplacement able to host cruise missiles turrets anyway.
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Re: [MOD] Variety and Rebalance Overhaul (VRO) 3.x

Post by Malchar »

To come back to the factions battleships, I feel obsolete now, you said you ddint saw any balance problem. MAy be, but I also feel yoy will not dind to much people to buy or produce a corona, a deimos or a fulmar. The Gharial is, imo, the only one to be appealing. It is a bit sad because split have already an heresy called the raptor which is supposed to be a carrier but host an impressive heavy artillery.

I also made the supposition you dodged the subject as secondary, because you had already not enough time for top priority ones.

Shortly, I worked on my side instead. It s to you if it fit with the vision of your mod. If it did, no need to credit, nobody will read it that anyway.

https://steamcommunity.com/sharedfiles/ ... 2651330555

https://steamcommunity.com/sharedfiles/ ... 2651330902

https://steamcommunity.com/sharedfiles/ ... 2651331163

Technically speaking it is a battlecruiser. Rear docking bridges, fighters hangars deck and maintenance facilities have been remove, to place instead an armoured casemate.
The armoured casemate is supposed to host and secure the ship magazines and possible the secondary gun director. It is on the upper part of the casemate we can find the only authorized HighPower and missiles turrets on the ships. Like fighters (or worst frigates) and their ammo are considered as very dangerous onboard a first line battle ship, all of them have been banned to avoid catastrophic internal explosions.

Shortly no fighters, scout ect ... can land or be host on this ships.

Cost of the casemates had been added to the initial ship cost. Docking area have not been computed in return. It is supposed to cover the claytrnic difference if any.

I had fist removed the central engine. Speed dropped to 137 and wished to explained the engine had been converted in power plant to support the third XL shield and additional armement. Sadly with a 48 000 tons containers hanger, now useless, it is hard to stay credible pretending no place exist to host addition energy generators.
Units are unchanged. Radar range had been dropped to 65, despite I found no reasons to explain it.

Missile reserve is all in the casemate and had been upgraded at expense of former space occupied by plane hangars and maintenance bay.
Launch tubes are supposed to had be converved in anti explosion tubes.
Remaining of the 48 000 tons hangars have been sacrified to not overload the ship and keep preformance. It is rumored this space had been partionned, vaccumed or filled with inert gases.

148800 hull point had been added, equal to one defence tube. It may be explained by security measures and restriction to increased ship survivability, and the addition of a restricted armoured area.

Origin of the concept is supposed to come from the collaboration of an excentric mining CEO working for the realm in the pious mists, and the paranids navy.

nota ; My only real concern is the top speed. I feel it a bit weak on two engines and a bit high with three (equal the Zeus Sentinel).

If it dont fit you, dont make problems to say it. I had fun to create the ship.
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mr.WHO
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Re: [MOD] Variety and Rebalance Overhaul (VRO) 3.x

Post by mr.WHO »

I found one bug that probably has been already reported - Teladi Large turret Kinetic battery is missing a turret picture in Shipyard screen.
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Shuulo
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Re: [MOD] Variety and Rebalance Overhaul (VRO) 3.x

Post by Shuulo »

mr.WHO wrote: Thu, 11. Nov 21, 10:03 I found one bug that probably has been already reported - Teladi Large turret Kinetic battery is missing a turret picture in Shipyard screen.
its not VRO weapon
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mr.WHO
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Re: [MOD] Variety and Rebalance Overhaul (VRO) 3.x

Post by mr.WHO »

Shuulo wrote: Thu, 11. Nov 21, 12:00
mr.WHO wrote: Thu, 11. Nov 21, 10:03 I found one bug that probably has been already reported - Teladi Large turret Kinetic battery is missing a turret picture in Shipyard screen.
its not VRO weapon
Damn, this means it's from SVE as it's only other mod that I have installed.
Sorry for nagging this much lately.
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Shuulo
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Re: [MOD] Variety and Rebalance Overhaul (VRO) 3.x

Post by Shuulo »

mr.WHO wrote: Thu, 11. Nov 21, 12:43
Shuulo wrote: Thu, 11. Nov 21, 12:00
mr.WHO wrote: Thu, 11. Nov 21, 10:03 I found one bug that probably has been already reported - Teladi Large turret Kinetic battery is missing a turret picture in Shipyard screen.
its not VRO weapon
Damn, this means it's from SVE as it's only other mod that I have installed.
Sorry for nagging this much lately.
you sure? SVE should not have weapons
only L kinetic gun for Teladi is gauss cannon, do you mean SCA rapid fire kiteic gun maybe?
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mr.WHO
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Re: [MOD] Variety and Rebalance Overhaul (VRO) 3.x

Post by mr.WHO »

Shuulo wrote: Thu, 11. Nov 21, 12:57 only L kinetic gun for Teladi is gauss cannon, do you mean SCA rapid fire kiteic gun maybe?
Yes, this one - it has TEL marking when i check it in custom gamestart menu.
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Shuulo
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Re: [MOD] Variety and Rebalance Overhaul (VRO) 3.x

Post by Shuulo »

mr.WHO wrote: Thu, 11. Nov 21, 13:51
Shuulo wrote: Thu, 11. Nov 21, 12:57 only L kinetic gun for Teladi is gauss cannon, do you mean SCA rapid fire kiteic gun maybe?
Yes, this one - it has TEL marking when i check it in custom gamestart menu.
its fixed for next patch
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mr.WHO
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Re: [MOD] Variety and Rebalance Overhaul (VRO) 3.x

Post by mr.WHO »

Teladi Positron Beams give me Freespace 2 nostalgia.
Argon Ion beams give me Homeworld 2 nostalgia.

Both sounds and looks badass in combat :D

Altogether I love how well the combined warfare works in VRO.
It's a pleasure to see my fleet in combat.

Even siege of Xenon stations is fun, while in vanilla it was tedious chore.
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mr.WHO
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Re: [MOD] Variety and Rebalance Overhaul (VRO) 3.x

Post by mr.WHO »

One last thing - have you considered adding VRO depth to lasertowers and drones?

Like adding more powerful lasertowers (M-size and L-size) and more combat drones (or even racial combat drones)?

Or even racialized heavy Lasertowers, like Positron, Ion, Mjolnir, TriBeam?
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mr.WHO
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Re: [MOD] Variety and Rebalance Overhaul (VRO) 3.x

Post by mr.WHO »

Is this know/reported bug that Viper missile frigate is always purple? Like it's texture don't work with default paint mods.
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Shuulo
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Re: [MOD] Variety and Rebalance Overhaul (VRO) 3.x

Post by Shuulo »

mr.WHO wrote: Thu, 18. Nov 21, 17:40 Is this know/reported bug that Viper missile frigate is always purple? Like it's texture don't work with default paint mods.
its not always purple, its just somehow inverting the colors it seems, not sure I can fix this without original artist though.
Zyarth Viper is correctly red I believe
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mr.WHO
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Re: [MOD] Variety and Rebalance Overhaul (VRO) 3.x

Post by mr.WHO »

Shuulo wrote: Thu, 18. Nov 21, 18:40
mr.WHO wrote: Thu, 18. Nov 21, 17:40 Is this know/reported bug that Viper missile frigate is always purple? Like it's texture don't work with default paint mods.
its not always purple, its just somehow inverting the colors it seems, not sure I can fix this without original artist though.
Zyarth Viper is correctly red I believe
Not sure if it's possible and how much work it is, but vanilla SVE (non-VRO one) has a Viper model with texture working correctly.
Maybe it would be possible to ask them for model exchange?

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