[MOD] Rise of the Ossian Raider v2.0 and ashipmod

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swatti
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Re: [MOD] a ship mod 7.1

Post by swatti »

REQUEST: The Reiver "Titurel" super-freighter

Only small mount-weapons but could house ~20 fighters to act as a mini-carrier.

Is there still "universal" cargo-hold like there was in X:R ? If so, let it have such, and bit one too.

It was the ultimate hauler but slow'ish and hard to find. Would come in handy with building projects
Buzz2005
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Re: [MOD] a ship mod 7.1

Post by Buzz2005 »

do carries have launch tubes like vanilla ones??? as in do they launch fighters faster
Fixed ships getting spawned away from ship configuration menu at resupply ships from automatically getting deployables.
BrummBear02
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Re: [MOD] a ship mod 7.1

Post by BrummBear02 »

do the vanilla tubes actually work? as far as i know only those on stations actually launch ships.
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swatti
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Re: [MOD] a ship mod 7.1

Post by swatti »

Stations seem to have "tubes" but they launch via regular launchpads. Aaaand once the ~90000 def drones come back the pads are jampacked for 10 min :D

And no, carriers dont launch any faster.
Buzz2005
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Re: [MOD] a ship mod 7.1

Post by Buzz2005 »

are you sure, bc there are reports that its much faster with vanilla carriers
Fixed ships getting spawned away from ship configuration menu at resupply ships from automatically getting deployables.
Buzz2005
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Re: [MOD] a ship mod 7.1

Post by Buzz2005 »

I can confirm that in the new beta carriers at least Zeus do launch faster with launch tubes, its very 😎

sadly no tubes on this mod ships
Fixed ships getting spawned away from ship configuration menu at resupply ships from automatically getting deployables.
sco1981
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Re: [MOD] a ship mod 7.1

Post by sco1981 »

Poseidon, Albatross and Bayamon have got launchtubes.
With the new patch, these should be used.
Buzz2005
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Re: [MOD] a ship mod 7.1

Post by Buzz2005 »

hehe and I only got taranis, a new investment is in order
Fixed ships getting spawned away from ship configuration menu at resupply ships from automatically getting deployables.
sco1981
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Re: [MOD] a ship mod 7.1

Post by sco1981 »

Buzz2005 wrote: Thu, 7. Mar 19, 12:50 hehe and I only got taranis, a new investment is in order
In the distant future, i will change the ships to create more differences between them and add some tubes on the carriers too.
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Général Grievous
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Re: [MOD] a ship mod 7.1

Post by Général Grievous »

Any chance to see the X Rebirth Lepton as a destroyer? it will fit very well with the Sucellus. Don't you think?
Il vaut mieux mobiliser son intelligence sur des conneries plutot que de mobiliser sa connerie sur des choses intelligentes...
cicero111
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Re: [MOD] a ship mod 7.1

Post by cicero111 »

First I have to say I absolutely love this mod, already have the Arawn/Taranis with the massive turrets, and with the ai/flagshipo extensions this makes the universe a lot more interresting. Cuurrently I have a Xenon R in my universe with 5 K and 2 I wingmen melting through Teladi sectors and hoping they soon are eating into the core Paranid sectors - it is just beautifull.

Anywho, just bought a Albatross wiht "all the lazors" as a gate swarm crasher/bug swatter. First impression was is the ship flying backwards or is it just me? Seems the other Teladi "look" are jellyfish with strand" thing going on so the Albatross looks a bit strange. The engines attached to the 6 glowing rings on the other side of the dome and direction reversed would fit better perhaps? Yes, pedantic, was just a tiny minor thing that I found a bit weird :)
cicero111
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Re: [MOD] a ship mod 7.1

Post by cicero111 »

..and have to add, landing on the Albatross docing bay just now watching the 3 rotating rings was majestic, well done :)
sco1981
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Re: [MOD] a ship mod 7.1

Post by sco1981 »

Général Grievous wrote: Thu, 7. Mar 19, 21:03 Any chance to see the X Rebirth Lepton as a destroyer? it will fit very well with the Sucellus. Don't you think?
Ojump is converting the Lepton as trader. But i like the idea of a destroyer variant. :wink:
cicero111 wrote: Sat, 9. Mar 19, 00:02 First I have to say I absolutely love this mod, already have the Arawn/Taranis with the massive turrets, and with the ai/flagshipo extensions this makes the universe a lot more interresting. Cuurrently I have a Xenon R in my universe with 5 K and 2 I wingmen melting through Teladi sectors and hoping they soon are eating into the core Paranid sectors - it is just beautifull.

Anywho, just bought a Albatross wiht "all the lazors" as a gate swarm crasher/bug swatter. First impression was is the ship flying backwards or is it just me? Seems the other Teladi "look" are jellyfish with strand" thing going on so the Albatross looks a bit strange. The engines attached to the 6 glowing rings on the other side of the dome and direction reversed would fit better perhaps? Yes, pedantic, was just a tiny minor thing that I found a bit weird :)
Glad you like the Xenon R invations.
And yes, it is you only. :mrgreen: I didn't like the mushroom fronts, so i tried to change that with the Albatross Carrier. Someone like it, someone don't. But i am not a fan of the teladi ships in XR and X4. :)
cicero111 wrote: Sat, 9. Mar 19, 00:07 ..and have to add, landing on the Albatross docing bay just now watching the 3 rotating rings was majestic, well done :)
Yeah, i like to run around the carriers. It gives a great feeling especially in fights.
sco1981
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Re: [MOD] Rise of the Ossian Raider and ashipmod

Post by sco1981 »

New Mod (Rise of the Ossian Raider) released.

It has all content of ashipmod and can used together.
It brings a new sector with a new faction, which is enemy to all factions but HOP.
Many bugfixes and adjustments to the ships.
More at the detail page.
Misunderstood Wookie
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Re: [MOD] Rise of the Ossian Raider and ashipmod

Post by Misunderstood Wookie »

OH nice so this is the new ai-shipmod?
*modified*
*X3 LiteCube User*
MOD GemFX Real Space Shaders
MOD Variety and Rebalance Overhaul Icon Pack
I lost my Hans and should not be flying Solo.
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Misunderstood Wookie
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Re: [MOD] Rise of the Ossian Raider and ashipmod

Post by Misunderstood Wookie »

*modified*
*X3 LiteCube User*
MOD GemFX Real Space Shaders
MOD Variety and Rebalance Overhaul Icon Pack
I lost my Hans and should not be flying Solo.
Image
sco1981
Posts: 282
Joined: Fri, 14. Sep 18, 14:47
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Re: [MOD] Rise of the Ossian Raider and ashipmod

Post by sco1981 »

ledhead900 wrote: Sun, 7. Apr 19, 15:04 OH nice so this is the new ai-shipmod?
This is a whole new mod which includes all features of ashipmod also.
Misunderstood Wookie
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Re: [MOD] Rise of the Ossian Raider and ashipmod

Post by Misunderstood Wookie »

sco1981 wrote: Sun, 7. Apr 19, 15:25
ledhead900 wrote: Sun, 7. Apr 19, 15:04 OH nice so this is the new ai-shipmod?
This is a whole new mod which includes all features of ashipmod also.
Oh I noticed after doing some reading.
I understand this will near certainly conflict with Variety & Rebalance Overhaul
and DeadAir Gate Overhaul (which reworks the entire sector list and map of the universe.)

I really would love compatibility with them both.
So I kinda took it upon myself to let them all know including you now that you should all have a chat see what can be done.
The first is probably arguably the best ship balance mod available as of now it would of no issue prior version 1.4 but they added the battle ships mod from nexus balanced into the main project and that may or likely will confilict with flagships and that is not to account for the entirely new faction in this latest instalment but it would be a nice thing to see two XL types to the mix and the new faction added by this balanced out properly by the Faction Fixes mod and VRO to see fleets using battleships and capital ships (flagship) would be nicer naming scheme anyway to see them as Capital Ships.


The latter is probably the best universe replacement around so far, I had some plans to eventually tac on an unlockable wormhole of sorts to tie it into an expansion which leads too a remake of X3:AP Galaxy+ Sectors, my concept for it would be to re-design X3's sectors around a time into X4's current timeline. However, I will be needing the SPLIT expansion DLC before I can really make much headway on that project.
*modified*
*X3 LiteCube User*
MOD GemFX Real Space Shaders
MOD Variety and Rebalance Overhaul Icon Pack
I lost my Hans and should not be flying Solo.
Image
Angsaar
Posts: 151
Joined: Thu, 7. Mar 19, 14:03
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Re: [MOD] Rise of the Ossian Raider and ashipmod

Post by Angsaar »

sco1981 wrote: Sun, 7. Apr 19, 08:04 It brings a new sector with a new faction, which is enemy to all factions but HOP.
Sweet! If it's possible to have new factions with dynamic relations and what-not, would corporation-like factions be also technically viable?

One thing I think X4 would benefit greatly from are smaller (player-sized) groups against whom to compete early on, ideally with their own major-faction alignments - or lack of - and area of expertise (mining/trading/combat/multi-role) for character. The idea of a turf war is so damn appealing :D

Could that be too taxing on performance? XD
sco1981
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Re: [MOD] Rise of the Ossian Raider and ashipmod

Post by sco1981 »

ledhead900 wrote: Sun, 7. Apr 19, 16:48
sco1981 wrote: Sun, 7. Apr 19, 15:25
ledhead900 wrote: Sun, 7. Apr 19, 15:04 OH nice so this is the new ai-shipmod?
This is a whole new mod which includes all features of ashipmod also.
Oh I noticed after doing some reading.
I understand this will near certainly conflict with Variety & Rebalance Overhaul
and DeadAir Gate Overhaul (which reworks the entire sector list and map of the universe.)

I really would love compatibility with them both.
So I kinda took it upon myself to let them all know including you now that you should all have a chat see what can be done.
The first is probably arguably the best ship balance mod available as of now it would of no issue prior version 1.4 but they added the battle ships mod from nexus balanced into the main project and that may or likely will confilict with flagships and that is not to account for the entirely new faction in this latest instalment but it would be a nice thing to see two XL types to the mix and the new faction added by this balanced out properly by the Faction Fixes mod and VRO to see fleets using battleships and capital ships (flagship) would be nicer naming scheme anyway to see them as Capital Ships.


The latter is probably the best universe replacement around so far, I had some plans to eventually tac on an unlockable wormhole of sorts to tie it into an expansion which leads too a remake of X3:AP Galaxy+ Sectors, my concept for it would be to re-design X3's sectors around a time into X4's current timeline. However, I will be needing the SPLIT expansion DLC before I can really make much headway on that project.
Yeah, i talked to both mod authors already.
We will see what kind of compatibility is possible.
Angsaar wrote: Sun, 7. Apr 19, 17:27 Sweet! If it's possible to have new factions with dynamic relations and what-not, would corporation-like factions be also technically viable?

One thing I think X4 would benefit greatly from are smaller (player-sized) groups against whom to compete early on, ideally with their own major-faction alignments - or lack of - and area of expertise (mining/trading/combat/multi-role) for character. The idea of a turf war is so damn appealing :D

Could that be too taxing on performance? XD
It is indeed possible, big and small factions/corporations. But yeah, more factions will hit the performance a bit i think. It depends how much jobs they have.
But Mysterial or mewosmith could tell more about this.

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