[Mod] Xenon Hunt (v1.02 - 24.06.2014)
Moderators: Scripting / Modding Moderators, Moderators for English X Forum
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- Moderator (Script&Mod)
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Great mod, really enjoy capping those K's and I's
Two things I noticed you might consider changing:
1) The I is worth only about 1 Mio when selling
, should be around 50 Mio when compared to the other capital ships.
2) Weapons data in the info screen of K and I disappear when I am OOS, only forcefield projectors remain. When I come back to the sector and add them to the squad weapons are back. Anyone also noticed this ?

Two things I noticed you might consider changing:
1) The I is worth only about 1 Mio when selling

2) Weapons data in the info screen of K and I disappear when I am OOS, only forcefield projectors remain. When I come back to the sector and add them to the squad weapons are back. Anyone also noticed this ?
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I did - the same bug currently affects some other ships (i.e. Gangrene Chaser)LUBEggA wrote:Great mod, really enjoy capping those K's and I's![]()
Two things I noticed you might consider changing:
1) The I is worth only about 1 Mio when selling, should be around 50 Mio when compared to the other capital ships.
2) Weapons data in the info screen of K and I disappear when I am OOS, only forcefield projectors remain. When I come back to the sector and add them to the squad weapons are back. Anyone also noticed this ?
Additionally, a list of misc. issues (some may be on Egosoft's side rather than the mod's):
- Xenon I's price at shipyards is currently too low. Need adjustment (Egosoft issue).
- Xenon I currently does not have a capital shield generator, making it very susceptible to scratch damage and kind of negates its hull strength advantage (Egosoft issue - may need to ask Nidaren of "Shields for L/XL Larger Ship Hulls Mod Addon" for a fix?)
- The Xenon I doesn't seem to be repaired by engineers properly. My engineers repair all ships in my fleet fine, but for some reason they simply won't touch damaged I's. (Likely Egosoft issue)
- Xenon I crashed game/makes game stutter when it attempts to cross gates (while you are in-sector. Egosoft issue)
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Hi All
Having issues with capturing I's as it seams that as i get to the last couple turret i loose the boarding crew so i increased the boarding crew to 30 vets/elites marines and still loose them at the last couple of turrets so i destroy all turrets first and they manage to repair some turrets as i order the boarding i get told to destroy one of them and as soon as i do i loose the boarding crews.
I have tried varying ways pf capture but as i get assuming to the completing the capture the boarding fail i have never had a fail on any PMC/Reivers ships.
Any idea's folks.
Having issues with capturing I's as it seams that as i get to the last couple turret i loose the boarding crew so i increased the boarding crew to 30 vets/elites marines and still loose them at the last couple of turrets so i destroy all turrets first and they manage to repair some turrets as i order the boarding i get told to destroy one of them and as soon as i do i loose the boarding crews.
I have tried varying ways pf capture but as i get assuming to the completing the capture the boarding fail i have never had a fail on any PMC/Reivers ships.
Any idea's folks.
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Hi JESS 246,JESS 246 wrote:Hi All
Having issues with capturing I's as it seams that as i get to the last couple turret i loose the boarding crew so i increased the boarding crew to 30 vets/elites marines and still loose them at the last couple of turrets so i destroy all turrets first and they manage to repair some turrets as i order the boarding i get told to destroy one of them and as soon as i do i loose the boarding crews.
I have tried varying ways pf capture but as i get assuming to the completing the capture the boarding fail i have never had a fail on any PMC/Reivers ships.
Any idea's folks.
I use 25 vets / 20 elite and a 5 star marine officer and every boarding worked well even without destroying any turrets. 6 Xenon I so far

Did you check your marine officer ?
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