Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
the author of weapon variation expansion want no turrets be more powerful than vanilla xenon graviton turrets, this caused terrans ,with the most advanced technology currently in X universe have the weakest plasma turrets : ( I was thinking about something could change this since I'm not licensed to change the figure in that mod
For beams it's simply the "range" parameter for the others it's "speed" multiply by "lifetime".
Is it compatible with mod “Rebalance mining plus” “Better Missiles” “Lebtron's Paranid Turret Recolor”
New turrets added is not a problem.
A single K can melt a squadron of behemoths in less than 5 minutes. They do not need firepower, they need logistics.
Vanilla Turret Boost - Beam Extra Boost
Further increase the beam turrets damage and speed to +30%.
Ravayen: I made an optional addon mod -> Vanilla Turret Boost - Xenon Extra Range
Technically speaking your mod actually lessons that gap lol so my bad i'm wrong, guess after downloading a range mod i just noticed it more because i was watching.
If you could make a range mod for Xenon to still be less but at least comparable like the figures i gave below i'm sure the toasters would thank you :)
They should still have a shorter range but maybe give them a slight boost? right now the Argon L Plasma has a range of 9.8 and the Xenon Grav has only 5.9 maybe give the Xenon around 7 ish or 6.5-8
Best regards.
Or maybe I've to add manually the dlcs later keeping the "extensions" folder an its structure?
https://forum.egosoft.com/viewtopic.php?f=181&t=421306
assets\fx\weaponfx\macros\
The "angle=... " parameter sets the cone of fire, lower number means more accuracy.
Beam weapons don't use the angle parameter at all, they have fixed 0 angle so they are pin-point accurate. If they miss that could be because turret turning rate is too low to track the target.
Turning rate is defined in the weapon macros:
assets\props\WeaponSystems\......\macros\
The "rotationspeed max=... " sets the turning rate, higher number means faster turning.
In my mod I only changed the bullet macros, didn't touch the weapon macros at all, turning rate remained the same as vanilla.
I think damage, range and projectile speed are well balanced in vanilla, but the lack of accuracy for computer controlled guns is just silly. A beam turret missing a target is too ficional even in science fiction games imo. :D
I'm not new in modding games, just never tried on X4, so, maybe, if you point me in the right direction I can fiddle with your scripts myself so you don't have to. Thanks in advance.
Increased projectile speed: turrets have higher chance to hit targets.
Overall effect: turrets are more dangerous.
It mainly affects IS battles, OOS doesn't care about projectile speed.