Ah my bad, I thought that might only apply to player ships. I don't actually own any Arawns (yet!) so it's not a big deal for me, but will this screw over the Argon/Antigone since they probably won't sell/re-buy their Arawns?Max Bain wrote: ↑Tue, 12. May 20, 18:33 @both: that is as expected. I missed to post the warning in the forum. On steam and nexus I wrote the warning that the version might break already built arawns. U need to sell and rebuy it to have the correct docks.
Edit: the warning is here in the forum in yellow even. Should be easy to notice![]()
[Mod] XR Ship Pack - 6.0 ready!
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Re: [Mod] XR Ship Pack (28 ships now)
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Re: [Mod] XR Ship Pack (28 ships now)
For a short period of time they won't be able to launch fighters until they got destroyed, but the arawn is strong even without fighters and external escorts are not effected. So I would say it's not a big deal. New built arawns will work fine.Drewgamer wrote: ↑Tue, 12. May 20, 18:51Ah my bad, I thought that might only apply to player ships. I don't actually own any Arawns (yet!) so it's not a big deal for me, but will this screw over the Argon/Antigone since they probably won't sell/re-buy their Arawns?Max Bain wrote: ↑Tue, 12. May 20, 18:33 @both: that is as expected. I missed to post the warning in the forum. On steam and nexus I wrote the warning that the version might break already built arawns. U need to sell and rebuy it to have the correct docks.
Edit: the warning is here in the forum in yellow even. Should be easy to notice![]()
Edit: not sure how oos works. Maybe they will still be able to launch fighters in oos.
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Re: [Mod] XR Ship Pack (28 ships now)
Hey Max Bain,
Are you open to possible renaming of some ships? I'm already enjoying your mod a ton, but a few tweaks could definitely help immersion. If not please ignore my ramblings below!
Are you open to possible renaming of some ships? I'm already enjoying your mod a ton, but a few tweaks could definitely help immersion. If not please ignore my ramblings below!
Spoiler
Show
The Teladi ships added don't really fit the "bird theme" that the Vanilla ships have (though that may be intended?) My suggestions:
Scylla (a goddess, maybe better for Paranid?) ---> Raven
Kraken (a name that might fit Boron better) ---> Cassowary
Millenium Megatrans ---> Moa ~~Ostrich~~ EDIT: Moa might sound a bit cooler?
Comet ---> Caracara ~~Shrike~~ EDIT: Forgot this was used by VRO
Event Horizon ---> Toucan
To go along with that, a couple Paranid ships I thought could use different names:
Stargazer ---> Acheron ~~Deimos~~ EDIT: Used/Will-be used by VRO
Shark (another good Boron ship name) ---> Astraeus
Scylla (a goddess, maybe better for Paranid?) ---> Raven
Kraken (a name that might fit Boron better) ---> Cassowary
Millenium Megatrans ---> Moa ~~Ostrich~~ EDIT: Moa might sound a bit cooler?
Comet ---> Caracara ~~Shrike~~ EDIT: Forgot this was used by VRO
Event Horizon ---> Toucan
To go along with that, a couple Paranid ships I thought could use different names:
Stargazer ---> Acheron ~~Deimos~~ EDIT: Used/Will-be used by VRO
Shark (another good Boron ship name) ---> Astraeus
Last edited by Drewgamer on Wed, 13. May 20, 19:00, edited 2 times in total.
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Re: [Mod] XR Ship Pack (28 ships now)
Hi, I am not sure if this belongs here.
But I wonder with all the new ships and VRO. Which is the "best" ship for the player.
So what ship do you like most to fly yourself in?
And what big ship / flagship do you like most?
But I wonder with all the new ships and VRO. Which is the "best" ship for the player.
So what ship do you like most to fly yourself in?
And what big ship / flagship do you like most?
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Re: [Mod] XR Ship Pack (28 ships now)
I find myself most of the time flying S-class ships. I like Balaur, Pulsar for fighting, Jaguar for travelling and Asp Raider for the mixed of the two. As for capitals I really like the Merlin. It is a good mix of speed, firepower and has reasonable shields. Even bigger I really enjoyed the Red Knight and Raptor. Havn't tried the Arawn so far and want to do that in my current game.
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Re: [Mod] XR Ship Pack (28 ships now)
Shrike and Deimos are already in VRO.
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Re: [Mod] XR Ship Pack (28 ships now)
AH I totally forgot about the Shrike from VRO, but I don't remember seeing a Deimos

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Re: [Mod] XR Ship Pack (28 ships now)
Its Paranid Battleship, that I believe XR sippack removes with VRO patch, so actually it can be used, but I plan to have Deimos frigate in future VRO, so better not.
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Re: [Mod] XR Ship Pack (28 ships now)
A few notes on the ship balancing(with VRO):
- Arawn is just way too good. I would remove 1 turrets from each 3 L turret batter on top sides and reduce hull slightly. The current turret placement allows to converge all 12 on a single large turret(like I or a station).
- Taranis is the weakest battleship. Either add 2-4 extra L turrets or add frontal guns similar to Succelus. It is severely outgunned in comparison to other XL battleships like Executioner.
- Kraken needs a slight buff to hull. It's weaker than executioner in terms of damage(only 6 turrets can converge vs all 10) and has less hull while having the same shields.
- Where is Teladi super carrier? They desperately need one.
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Re: [Mod] XR Ship Pack (28 ships now)
OOO gotcha, I've always used the VRO patch!
I've made some edits to the original list to (hopefully) avoid any conflicts

Spoiler
Show
The Teladi ships added don't really fit the "bird theme" that the Vanilla ships have (though that may be intended?) My suggestions:
Scylla (a goddess, maybe better for Paranid?) ---> Raven
Kraken (a name that might fit Boron better) ---> Cassowary
Millenium Megatrans ---> Moa
Comet ---> Caracara
Event Horizon ---> Toucan
To go along with that, a couple Paranid ships I thought could use different names:
Stargazer ---> Acheron
Shark (another good Boron ship name) ---> Astraeus
Scylla (a goddess, maybe better for Paranid?) ---> Raven
Kraken (a name that might fit Boron better) ---> Cassowary
Millenium Megatrans ---> Moa
Comet ---> Caracara
Event Horizon ---> Toucan
To go along with that, a couple Paranid ships I thought could use different names:
Stargazer ---> Acheron
Shark (another good Boron ship name) ---> Astraeus
Check out my mod Crystal Rarities
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Re: [Mod] XR Ship Pack (28 ships now)
There are 2 types of battleships of each race. Taranis is a light one, Exec and Succelus are a heavy ones. Check the light one for HOP.Meme Turtle wrote: ↑Wed, 13. May 20, 19:08 [*] Taranis is the weakest battleship. Either add 2-4 extra L turrets or add frontal guns similar to Succelus. It is severely outgunned in comparison to other XL battleships like Executioner.
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Re: [Mod] XR Ship Pack (28 ships now)
Where is the heavy one for heavy one for Argon? I mean the good one. Avenger is not the answer to what HOP has. Turret placing is much worse. Not to mention that Thanatos is better than Taranis.ScandyNav wrote: ↑Thu, 14. May 20, 11:52There are 2 types of battleships of each race. Taranis is a light one, Exec and Succelus are a heavy ones. Check the light one for HOP.Meme Turtle wrote: ↑Wed, 13. May 20, 19:08 [*] Taranis is the weakest battleship. Either add 2-4 extra L turrets or add frontal guns similar to Succelus. It is severely outgunned in comparison to other XL battleships like Executioner.
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Re: [Mod] XR Ship Pack (28 ships now)
Thanks for your feedback. Just checked some values in game (based on VRO but the relations should be similar in base XR SHip Pack).Meme Turtle wrote: ↑Wed, 13. May 20, 19:08 A few notes on the ship balancing(with VRO):
- Arawn is just way too good. I would remove 1 turrets from each 3 L turret batter on top sides and reduce hull slightly. The current turret placement allows to converge all 12 on a single large turret(like I or a station).
- Taranis is the weakest battleship. Either add 2-4 extra L turrets or add frontal guns similar to Succelus. It is severely outgunned in comparison to other XL battleships like Executioner.
- Kraken needs a slight buff to hull. It's weaker than executioner in terms of damage(only 6 turrets can converge vs all 10) and has less hull while having the same shields.
- Where is Teladi super carrier? They desperately need one.
1. Arawn is good, no question. Maybe it is too good for its price. I am more thinking of making it more expensive than lowering turret count. Even if it has more L turrets than a Raptor, it has 23 less M turrets which can be deadly as well. Maybe one L front turret can be removed, but I have to think aout that.
Hull will not be lowered. I just compared an Arawn vs. Raptor which has nearly 300.000HP more than the Arawn but looks way smaller and slimmer. So visually, the Arawn should be way tougher (which it is because of the shields). In fact the Arawn is the biggest non Xenon ship and sure its strength should represent this on the battlefield.
2. Taranis is by far not the weakest battleship. In fact it is pretty strong. It is the second strongest battleship. It has 516k hull points and 3 shields. The Sucellus for example has 402k and just 2 shields. Also its speed is above average to compensate its lack of L turrets and it has by far the most M turrets with 30M turrets vs 22 for the battleship with the second most M turrets. Its also just aaverage in price. For me this sounds pretty damn good.
3. You are wrong. The Kraken has 9 L turrets (if you used my X4 Editor to show the numbers, there might be a bug) and is pretty good I think.
4. This mod is not made to make all races equal (equal != balanced). It is made to port most XR ships over and then I kitbashed some more for the paranids because I dont like vanilla paranid ships. Absolutely not sure if there will ever be a new carrier for teladi. It would sure look very similar to what we have and I am not a fan of this.
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Re: [Mod] XR Ship Pack (28 ships now)
I don't know how you use them, but Taranis is clearly much more powerful than Thanatos in every characteristic except maneuverability.Meme Turtle wrote: ↑Thu, 14. May 20, 12:46Where is the heavy one for heavy one for Argon? I mean the good one. Avenger is not the answer to what HOP has. Turret placing is much worse. Not to mention that Thanatos is better than Taranis.ScandyNav wrote: ↑Thu, 14. May 20, 11:52There are 2 types of battleships of each race. Taranis is a light one, Exec and Succelus are a heavy ones. Check the light one for HOP.Meme Turtle wrote: ↑Wed, 13. May 20, 19:08 [*] Taranis is the weakest battleship. Either add 2-4 extra L turrets or add frontal guns similar to Succelus. It is severely outgunned in comparison to other XL battleships like Executioner.
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Re: [Mod] XR Ship Pack (28 ships now)
Is there any change, even small as it may be, that the Red Knight can be added to the Fallen Split licence akin to what has been done with Zyarth and the Free Families? I know in a "normal" game this wouldn't have any impact at all but for those of us playing with DeadAir's Gate Overhaul mod, it makes it so the fleshed out Fallen Split faction doesn't have access to this ship and it does put them at a disadvantage if both mods are installed in tandem.. at lease for the disgraced Split who fled from the Fires of Defeat and their Free Patriarch
I know I can personally go into the mod and modify the licence myself since this is a pretty.. one off situation; I can't imagine many people have XR ships+Gate Overhaul and want to be a Fallen Split.. its just a thing I've noticed
I know I can personally go into the mod and modify the licence myself since this is a pretty.. one off situation; I can't imagine many people have XR ships+Gate Overhaul and want to be a Fallen Split.. its just a thing I've noticed
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Re: [Mod] XR Ship Pack (28 ships now)
Edit: Ah you mean the fallen empire... I need to check whats their ID.. I wanted the Red Knight be available for all split factions. So is there a 4th beneath these:Entissus wrote: ↑Sat, 16. May 20, 01:20 Is there any change, even small as it may be, that the Red Knight can be added to the Fallen Split licence akin to what has been done with Zyarth and the Free Families? I know in a "normal" game this wouldn't have any impact at all but for those of us playing with DeadAir's Gate Overhaul mod, it makes it so the fleshed out Fallen Split faction doesn't have access to this ship and it does put them at a disadvantage if both mods are installed in tandem.. at lease for the disgraced Split who fled from the Fires of Defeat and their Free Patriarch
I know I can personally go into the mod and modify the licence myself since this is a pretty.. one off situation; I can't imagine many people have XR ships+Gate Overhaul and want to be a Fallen Split.. its just a thing I've noticed
Code: Select all
<owner faction="court" />
<owner faction="freesplit" />
<owner faction="split" />
Or do you mean that the split Red Knight will not be built by the faction? This is due to a script that prevents all other split factions except Zya to build military ships until you complete a specific story mission.
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Re: [Mod] XR Ship Pack (28 ships now)
I know from messing around with it there are 4 Split factions; only 2 of which are enabled by default and not locked behind quests
Zyarth Patriarchy
Free Families
Court of Curbs
Fallen Families
With Deadair's mod he creates areas for both of those minor factions, when going to the shipyard for the Fallen Families they do not have the Red Knight (nor the Panther from VRO but this is fixed in the latest update)
Zyarth Patriarchy
Free Families
Court of Curbs
Fallen Families
With Deadair's mod he creates areas for both of those minor factions, when going to the shipyard for the Fallen Families they do not have the Red Knight (nor the Panther from VRO but this is fixed in the latest update)
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Re: [Mod] XR Ship Pack (28 ships now)
There is no faction that starts with fallen or so. I can only find the 3 I told you. Give me the ID of the fallen family faction and I can add it, but there is no ware starting with "fallen", so I doubt that this is the way to add the ship to that faction. Maybe DeadAir mod adds that faction from scratch?Entissus wrote: ↑Sat, 16. May 20, 20:00 I know from messing around with it there are 4 Split factions; only 2 of which are enabled by default and not locked behind quests
Zyarth Patriarchy
Free Families
Court of Curbs
Fallen Families
With Deadair's mod he creates areas for both of those minor factions, when going to the shipyard for the Fallen Families they do not have the Red Knight (nor the Panther from VRO but this is fixed in the latest update)
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Re: [Mod] XR Ship Pack (28 ships now)
They are apart of the Split storyline, locked behind the deactivated Accelerator in Heart of Acrimony II; with their "home" being the unclaimed sector of Heart of Acrimony I - The Boneyard. They are a vanilla faction with the faction ID of "fallensplit"
Line ~278 is the beginning of their reputation list & licences in a vanilla save xml
Line ~278 is the beginning of their reputation list & licences in a vanilla save xml
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Re: [Mod] XR Ship Pack (28 ships now)
Show me their id in the wares.xml of the Split dlc. Not a single ship has their ownership so either it must be scripted or I have no idea how it works. But not the common way. I gave the Red Knigh the ownership of all available split factions that were mentioned in the wares.xml and this normally defines who can sell and buy which ships.Entissus wrote: ↑Sat, 16. May 20, 23:40 They are apart of the Split storyline, locked behind the deactivated Accelerator in Heart of Acrimony II; with their "home" being the unclaimed sector of Heart of Acrimony I - The Boneyard. They are a vanilla faction with the faction ID of "fallensplit"
Line ~278 is the beginning of their reputation list & licences in a vanilla save xml