X Rebirth

X Rebirth

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Stronger Ship Hulls
   
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14 Apr, 2014 @ 9:07pm
29 Oct, 2017 @ 7:29pm
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Stronger Ship Hulls

Description
Hey Everyone!

Updated to 4.00 / 4.10+ Home of Light

Game version needed: 4.00 / 4.10+ - using it in any older build may cause errors!

Mod is savegame compatible and can be removed / added any time.

IMPORTANT:This mod does not contain Titurel Engine Fix extension. If you would like to add it, please scroll down to the proposed mods section.

I have been toying around with the hull rates since the early release of 1.30 into beta and I wasn't happy with any ratios I've set. Finally, few days ago I have found a combination that seems to be working very well in the current game build, have been having tons of fun since then.

With few exceptions, I tried to keep Large ships below 3,5 mil hitpoints and XL ones above 6,0 mil.

Main Mod
  • Large Ships::

    • Industrial Ships:
      • Mining Ships:- I felt these needed a bit of a buffage. New hulls will work very well, especially if you are planning to try mod that allows to obtain small/medium ships as escorts.
        • Boann new hull 3.2 mil (old hull 1.6 mil - 2x increase)
        • Midir* new hull 2.8 mil (old hull 1.4 mil - 2x increase)
        • Sequana* new hull 2.5 mil (old hull 1.1 mil - 2+x increase)
        • Fedhelm* new hull 2.8 mil (old hull 1.2 mil - 2+x increase)
        • Onil new hull 2.0 mil (old hull 0.6 mil - 2+x increase)
      • Freighters: - brought them all just above 3.0 mil (apart from DeVries models), they are a bit tougher, but still very susceptible for masses of small ships.
        • Rahanas [bulk/container/energy/liquid/hybrid] new hull 3.3 mil (old hull 1.3 mil - 2.5+x increase)
        • Hermod new hull 2.5 mil (old hull 1.1 mil - 2.2+x increase)
        • Lepton new hull 1.8 mil (old hull 0.6 mil - 3x increase)
        • Styrvok new hull 3.2 mil (old hull 0.9 -1.3 mil - 2.5-3x increase) [bulk/container/energy/liquid/hybrid]
        • Sanahar new hull 2.5 mil (old hull 1 mil - 2+x increase) [container]
        • Vulture new hull 3 mil
    • Combat Ships::
      • Carriers: - still feel these ones might need a bit of power, but sadly, they have lots of flaws in their design. I will apply some more shields for them later on.
        • Light Sul new hull 3.8 mil (old hull 1.6 mil - 2.3+x increase)
        • Heavy Sul new hull 5.5 mil (old hull 2.2 mil - 2.2x increase)
      • Frigate: - another one with some design flaws, I highly recommend the mod that totally revamps it
        • Balor new hull 2.0 mil (old hull 0.5)
      • Destroyer:
        • K new hull 5.8 mil (old hull 2.9 mil)
        • Stromvok new hull 3.0 mil (old hull 1.4 mil - 2+x increase)
    • Other Ships:
      • new in 4.0 Zepp new hull 650 000


  • XL Ships::
    • Industrial Ships:
      • Construction Vessels: - All construction ships belong to capital category and have close to none defences, they got minimal level hull from the capital bracket (apart from DeVries edition).
        • Construction Ship Albion / Omicrion Lyrae / Home of Light editions new hull 6.0 mil (old hull 1.4 mil - 4.2+x increase)
        • Construction DeVries edition new hull 4.8 mil (old hull 1.4 mil - 3.4+x increase)
      • Freighters: - My favourite category of all. Given some special treatment for Titurel, useful especially if you are planning wandering off a bit from the storyline when gates to OL are still closed.
        • Scaldis new hull 6.0 mil (old hull 2.2 mil - 2.7+x increase)
        • Titurel new hull 6.3 mil (old hull 1.8 mil - 3.5x increase)
        • Lyranea - 6 mil (old hull 3.6 mil)
        • Lyramekron - 7.5 mil (old hull 6.8 mil)
        • Super Freighter [/color] - new hull 5.7mil (old hull 1.1 mil - 5+x increase) Geometry has been added in last game patch, but cargo modules are still only placeholders. 3 versions present.
        • Alnatross - 6 mil
        • Alnatross XL - 6.3 mil
        • Crane - 5.5 mil
    • Combat Ships:
      • Sucellus - love this ship, will be defo buffed somehow with shields! new hull 6.8 mil (old hull 2.7 mil - 2.5+x increase)
      • Gangrene Chaser - 7.2 mil (old hull 4.3 mil - 1.6+x increase)
      • Taranis - 7.8 mil (old hull 2.1 mil)
      • Olmekron - 8.4 mil (old hull 5.2 mil)
      • Arawn - 14.4 mil (old hull 6 mil)
      • Fulmekron - 13.3 mil (old hull 8.2 mil)
      • Xenon I - 44 mil (old hull 22 mil) 2+x increase
      • Phoenix - 3.2 mil

    Titurel Engine Fix

    Just proceed to here Titurel Engine Fix and subscribe after installing main mod.

    My other X-Rebirth mods:

    NEXUS:

    Hope you will have fun!
68 Comments
Nigeroid 16 Feb, 2018 @ 11:18pm 
Small compatibility mod for CSP is ready.
Nigeroid 15 Feb, 2018 @ 8:11am 
Conquest and War in Rebirth - CWIR, Canteran ship pack - CSP. I have already done small mod for CWIR, but don't upload it. CSP is next.
nidaren  [author] 14 Feb, 2018 @ 8:53pm 
Hey Nig - would you mind elaborate which mods exactly do you mean? I may be able to release a small update.
Nigeroid 13 Feb, 2018 @ 12:49pm 
Is any compatibility patch for CWIR and CSP exist? With this mod make added ships too weak in comparison with vanilla ships.
Ishimuro 5 Nov, 2017 @ 3:03am 
part2 (read the other post first):
if you got the mods from nexus, or extracted it with the xrebirth tool, it should be easy to find the .xml files for each ship and edit the hitpoints

path for the .xml files of the ships (at the extension):
assets\units\size_l\macros
or
assets\units\size_xl\macros

edit the files with something like notpad++, look for a entry like <hull max="1800000" /> (1800000 should be replaced by the hitpoints the ships have at the moment)
and edit the number like you think it fit (no digit restriction like the .dat file) ;)

if you extract the .cat file use the "extract all" into the mod folder of the extension the .cat is from
and delet the .cat and .dat file after that so the game uses the new folders with the included .xml files (keep the content.xml file or steam will try to reload the mod or xrebirth won't use it)

...questions? :D
Ishimuro 5 Nov, 2017 @ 3:02am 
may you could edit these 2 ships at the mods they belong to
mods from steam sometimes need to be extracted with the x rebirth tools for .cat (to get the .xml files) the tool could be installed via steam
or you edit the .dat file with something like notepad++ and search for the hitpoints the ships have at the moment...(should get an entry starting with: <hull max= ) but like i noticed, you just could switch the digits of the existing number, don't add another cause that could shift the whole script and produce an error :D
(so if the hull is at 500000 just switch it to max 999999 or 2500000 to max 9999999)

-BigBOOM- 3 Nov, 2017 @ 4:55am 
Hi authors of this good modificatoin which gives more fun in this game. I have to you a small request. Could you correct case parameters for two ships from two mods? "Sucellus-Defence Destoyer" from "PlayerShipyard Mod" and "Tyrant" - from "Taranis redesign - extrime firepower!" Its good ships in a vanilla game, but after installation of yours mod they are too vulnerable. Contact me, if you can do this - I will transfer files of Taranis's mod (since in Steam he doesn't exist any more)
and sorry for my english))
nidaren  [author] 30 Oct, 2017 @ 1:43am 
Albatross the Destroyer! I should make into a new mod! ;)
Ishimuro 30 Oct, 2017 @ 1:38am 
Albatross XL liquid is a good ship ... maybe the ppl just didnt tell cause they use it as main destroyer with 62m hp :D

With some Mods XR is fun to play...now ;)

Oh and i noticed your Reactor fixes and stuff...you even have something for Scanning Arrays (High Tech Fab)?
(They drop from 50k to 5k within 2 days playtime and 50% of the yards are stuck cause of missing them)
nidaren  [author] 29 Oct, 2017 @ 7:32pm 
Mod has been updated. Thank you Ishimuro!

Version 1.06

[*]Fix for incorrect hull in case of Albatross XL