Test of modified weapons problem

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Folker
Posts: 127
Joined: Fri, 31. Jul 20, 21:56
x4

Test of modified weapons problem

Post by Folker »

Hello, I have a problem I’ve been trying to solve since version 7.0. I didn’t address it earlier because I didn’t need to retest the weapon balancing. I’m thinking of sharing the mod with the community.

I’m reaching out to you to ask if you know of a mod or a method that allows spawning faction ships with the equipment of their respective factions, or choosing the installed equipment? And if it works for you with Issu Cheat or Slan Cheat, could you let me know your game version along with the DLCs and mods you have installed so that I can try it?

If you have another solution or suggestion, I’m open to hearing it.

Here’s the context:

During version 6.0, I modified the weapons of a mod for personal use. I created factionalized turrets, and to edit them I used this formula found on the forum:

Energy per Second = DamageValue * BarrelAmount * Amount * AmmoClipAmount / (AmmoClipReload + AmmoClipAmount / ReloadRate)

viewtopic.php?t=181&t=406229

To test and ensure that each race was balanced against another—for example, Split vs. Argon or Terran vs. Xenon—I used the cheat menu from Slan and Issu. I spawned Split ships, which were automatically equipped with Split weaponry/shields/engines. The same went for the Paranid, Terrans, etc.

This allowed me to quickly test certain weapons and turrets to see what modifications I needed to make to fine-tune them. After about a week of working 16 hours a day, I finished the mod for personal use. Since it used weapon effects from another mod, I couldn’t publish it.

Now, I would like to share it with the community by making it compatible with other mods. I should note that I’ve asked for permission from the author of the mod I used (I’m awaiting their response). If necessary, I can remove the weapon effects or recreate similar ones, depending on my available time and my very limited skills. I need to test my mod’s balance to make it compatible with others, and I’d also like to improve it while I’m at it.

The problem is that since version 7.0, when I spawn ships, they are all (except for the Borons) equipped with Argon equipment. This complicates matters because I need to test faction-specific weapons, but the ships are spawning only with Argon equipment.

I’ve tried balancing the mod without this method, but it’s terribly slow. I haven’t even finished a single faction (Terran), and I’ve been working on it for almost a month. Moreover, I can’t even be sure it works for all ships before publishing, so it’s a bit like blind testing. The balance might end up shaky, and it could take me forever.
Realspace
Posts: 1637
Joined: Wed, 15. Nov 06, 10:21
x4

Re: Test of modified weapons problem

Post by Realspace »

A better solution is using shiptestfield mod, then create all ships needed for test. I've modified it for my ship test by adding a shipyard for any faction. Will send you the file to add/replace in the shiptest mod. You can also test the various prices and licenses you could change for ship/weapons
Folker
Posts: 127
Joined: Fri, 31. Jul 20, 21:56
x4

Re: Test of modified weapons problem

Post by Folker »

Realspace wrote: Sat, 29. Mar 25, 20:46 A better solution is using shiptestfield mod, then create all ships needed for test. I've modified it for my ship test by adding a shipyard for any faction. Will send you the file to add/replace in the shiptest mod. You can also test the various prices and licenses you could change for ship/weapons
Ok, thanks for the tips and file, before I never used this mod, my mind didn't see this possibility. But now I think it's useful.

PS: If you want to realspace, when I finish the terrans, I can share with you a video of the terran weapons, so you can see, and have a first look at the modifications to make my mod compatible with REM, and tell me your opinion. What do you think?

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