Love this mod as a more lightweight alternative to VRO!
Do have one critique though - removing crew slots from Terran fighters kind of makes them unviable as player ships, especially early game. Many plot missions require carrying a passenger around and capturing bailed ships becomes a bit of a headache if you don't have teleportation unlocked.
Alright - I will be updating this mod. This means flavouring boron ships and customization of boron and other added equipment in timeline.
I will be dropping the exclusivity of Terran equipment since most of you didn’t like that and it seems the lore approach is to make only boron tech exclusive.
Please feel free to make recommendations and critique available here or on the goofy discord where you can find me!
Nerhesi, would you make an optional version of the mod on Nexus, which has a Terran exclusive equipment and Split exclusive weapons? If that is not much trouble for you.
Dont know what i did it wrong than this file x4.. but feels a bit more x3 is always off and can not be activate when i activate it restart game is it same again off. Have download this Version the Main file. Nothing work. Have download this one https://www.nexusmods.com/x4foundations/mods/846?tab=files X4 Feels like X3 (Ship Performance Differentiation) X-tended Tells me need newer version 0.11 in red than is it activate but this Version from you is 0.9 Have download both And the one is than red. Don't know what now is correct working.
Greetings. I know this hasn't been updated for a while but it still seems to work for 6.0. I was curious about whether there were some significant changes (that I missed or simply can't remember) to allround engines in vanilla or if you messed something up? Talking about L engines specifically. Vanilla L-Engine (Ody E, Tier 1 mod): speed=226 travelspeed=6548, with your mod: speed=226 travelspeed=2935
It may work with v6, as in the game loads, but depending on what balance changes Egosoft makes for the new DLC, this mod migh actually undo it. Have you checked by running v6 with and without the mod?
Yes, I checked and it seems to be fine for the most part. The only thing that stood out for me is the travelspeed for the allround engines (as I've stated in my post vanilla vs this mod).
hellowas hoping you could help me with some changes im trying to make to VRO? I seem to be stuckIm trying to increase the ranges on a bunch of the weapons, Mx2 Lx4 Xlx6 but im having real issues getting the ranges to change. As im new to X4 modding ive followed the example of shadowwilds dangerous mods to implement range changes Who I think followed your own layout?https://www.nexusmods.com/x4foundations/mods/913/?tab=posts&jump_to_comment=119943048So I have the macro files for the weapons I want to change in a different mod I load in after VRO The weird part is I think some of the changes ive made are showing up but not all of them. For instance Mjolnir is not changing, but the Xen M laser 01 is I think.I have a file structure like this\extensions\rangemod\assets\fx\weaponfx\macros\I have 70 entries in there (all the non s weapons) with changes such as this**<?xml version="1.0" encoding="utf-8"?><diff> <replace sel="/macros/macro/properties/bullet/@speed">6000</replace> <replace sel="/macros/macro/properties/bullet/@range">19200.000</replace> <replace sel="/macros/macro/properties/bullet/@lifetime">3.2</replace></diff>**Nexus Mods :: X4: FoundationsDangerous InterworldsA ship and combat tweak for X4 Star Wars Interworlds 0.6+. 10x higher ship top speed, no travel drive, 4x longer range weaponry, and increased draw distance. Easy to edit for player preference.but most of them arent working
Good afternoon. Please tell me where did you get the names of the ship equipment and weapons? For example, I want to write a macro for Neutron Gatling, but I don't know what the original looks like. Or maybe you can throw off an example of how it would look like to change the parameters of the projectile speed, dispersion and accuracy? PS your mod is incredible, a completely different feeling from the game, thank you very much for it.
Ah thanks for that. It is because the Manticore is one of the few (if not the only), terran AND all faction ship so I need to alter it so it can equip terran engines too.
the Vigor ship. maybe is only my impression but the smuggler ship in particulary class S is so slow for the class and scope. doubts aside, great mod, very well balanced and much better than vanilla :)
38 comments
Do have one critique though - removing crew slots from Terran fighters kind of makes them unviable as player ships, especially early game. Many plot missions require carrying a passenger around and capturing bailed ships becomes a bit of a headache if you don't have teleportation unlocked.
I will be dropping the exclusivity of Terran equipment since most of you didn’t like that and it seems the lore approach is to make only boron tech exclusive.
Please feel free to make recommendations and critique available here or on the goofy discord where you can find me!
Nerhesi, would you make an optional version of the mod on Nexus, which has a Terran exclusive equipment and Split exclusive weapons? If that is not much trouble for you.
Please?
Pretty please?
Thanks for you attention.
I know this hasn't been updated for a while but it still seems to work for 6.0.
I was curious about whether there were some significant changes (that I missed or simply can't remember) to allround engines in vanilla or if you messed something up?
Talking about L engines specifically. Vanilla L-Engine (Ody E, Tier 1 mod): speed=226 travelspeed=6548, with your mod: speed=226 travelspeed=2935
Who I think followed your own layout?https://www.nexusmods.com/x4foundations/mods/913/?tab=posts&jump_to_comment=119943048So I have the macro files for the weapons I want to change in a different mod I load in after VRO The weird part is I think some of the changes ive made are showing up but not all of them. For instance Mjolnir is not changing, but the Xen M laser 01 is I think.I have a file structure like this\extensions\rangemod\assets\fx\weaponfx\macros\I have 70 entries in there (all the non s weapons) with changes such as this**<?xml version="1.0" encoding="utf-8"?><diff> <replace sel="/macros/macro/properties/bullet/@speed">6000</replace> <replace sel="/macros/macro/properties/bullet/@range">19200.000</replace> <replace sel="/macros/macro/properties/bullet/@lifetime">3.2</replace></diff>**Nexus Mods :: X4: FoundationsDangerous InterworldsA ship and combat tweak for X4 Star Wars Interworlds 0.6+. 10x higher ship top speed, no travel drive, 4x longer range weaponry, and increased draw distance. Easy to edit for player preference.but most of them arent working
PS your mod is incredible, a completely different feeling from the game, thank you very much for it.
the new ToA ship seem a bit slow respect commowealth ship.. not?
Which ship do you think is slow compared to commonwealth ones? :)
maybe is only my impression but the smuggler ship in particulary class S is so slow for the class and scope.
doubts aside, great mod, very well balanced and much better than vanilla :)