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Anyway, getting that kind of mechanics is all another level of mod, way more complex and invasive.
@Fannus Family always comes first, and that means my hobby time is pretty limited. But rest assured, I'll still be maintaining this mod.
I've also been dipping my toes back into X4 non-VRO—keen to try out Vanilla with just QoL mods to see how it feels.
I'm thrilled to see the Hyperion and the Xperimental Shuttle back. The Hyperion was my favorite playership in X3. I also think timelines would've been better as a pure shippack. Right now, I'm split (license for dad jokes acquired) between a Paranid all-round with a travel speed mod or Terran with Whirlygig. The 0 travel charge time on Boron and Terran m/s has spoiled me—I can't go back to long travel charge times anymore. Instant Travelmod, this is the way.
Thank you so much for the update. I will try it when I'm back from my travels.
And: I guess you already do, but just to re-iterate, please prioritize your familiy over this. If nothing else works, someone here is surely willing to take over keeping the mod up to date.
Since it came up again a while back, I wanted to touch on a contentious subject about my mod. Right now, the mod replaces the root node <equipmentmods>. This way, it’s almost impossible to break when Egosoft releases a new update. The downside is that it’s not compatible with other mods that also mess with the equipmentmods.xml file. (There's a workaround with dependencies, but let's not dive into that right now.) I could switch to a more fine-tuned approach that might play nicer with other mods, depending on what changes they make.
Personally, having a family and a full-time software engineering job to worry about (AI can assist, not replace me yet :P), I think the stability is worth the trade-off. But I'm curious to hear what you all think. How do you feel about this approach?
It just increases the % of the already existing stats, even if those were modified in the last update. So no need for change.
to @skywolf, i havent use it since the update but I will give it a try now. We understand. Thank you for dropping by. We wish you goodluck for whatever adventures you're currently having. More power! Cheers!
Could you please let me know whether the mod has stopped working completely? If it has, I will look into it when I have some time. However, I will only address it if it is completely broken, as I stopped playing X4 between versions 5.0 and 6.0. Setting up a new development environment and a compatible save file for testing will take a lot of effort.
I'm doing well, but I have almost no time for private mod projects and gaming in general due to work and family commitments. My backlog could fill several lifetimes, and I don't see this changing anytime soon.
The more I was played the more I was starting to realize some mods were the "end all be all". Just put on slasher on turrets and call it a day and some weapons mods existed like up to 15% faster projectile speed but felt like I could never justify using that.
But did the mining speed mods disappear? Not a deal breaker but it was funny having one or two super miners for the sake of it.
Is there a recommendation which weapons benefit from which T3 mods? I'm still fuzzy on reload vs cooldown vs etc mechanics for weapons.
@KoTenila no need for an update, the mod still works.
@nichtgeländegängig sorry for the GPT replyI coudln't resist the tempatation because Timelines features AI generated content. Maybe it's just my weird humor. If despite the odds here are new equipment modifications inside the DLC and a friendly modder with the dlc can pass me the infos then I'll add them to the mod.
@[TP]Heri are they still rng when you dismantle and craft them again? Sound to me like they are randomized on generation by a spawn script. Which I can't do anything about. Simple fix would be to dismantle and recraft. If that doesn't fix it let me know which equipment mods are affected.
Regarding the DLC, I won’t be testing it myself as I’ve stopped playing X4. But don’t worry, previous DLCs haven’t added new equipment modifications and there’s nothing on the Timelines DLC Storepage that suggests this one will. So, the mod should be good to go with the new DLC.
Hope this helps! If anything comes up, just give me a shout.
Don't do that!
If you change the file length then the file will be corrupted and the mod stops working. Instead learn how to mod properly by unpacking the mod first using the X4 Catalog Tool [www.egosoft.com]
Once you've unpacked the mod files and deleted the cat and dat files from the mod folder you can start editing the unpacked files without this issue.
Posts about editing .dat files will be deleted to stop the spread of misinformation.
Obli: 60 damage, 74 cooling, 20 reload
Anni: 70 reload, 20 damage, 35 cooling
On paper Obli seems stronger in most cases. If reload corresponds to fire rate then;
Obli is 1.6*1.2 = 1.92
Anni is 1.7*1.2 = 2.04
Obli has a much higher cooling bonus and higher fire rate corresponds to more heat for everything but turrets. So Anni should have significantly worse sustain DPS for non-turrets whilst the difference in burst is only about 10/200 so like 5%. So as variety goes there is not much a choice between them, one is for turrets, one is not.
Would suggest making Obli cooling 75 and balancing by giving Anni a proj speed boost, better tracking and probably small increase to cooling too. Now it is better vs small craft, which represents more of a choice. Would also buff Expediter numbers slightly so it is not crowded out by the Anni buff.
Otherwise, really like the concept of this and will continue to use.