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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
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)
and sorry for my english))
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)
Version 1.06
[*]Fix for incorrect hull in case of Albatross XL
and ty for the mod, still needed with 4.10...
I just edited the Phönix up and the Marauder down...cause the Teladi need some help after i set em to war against each other :D
EDIT:
out of the .dat ;)
<replace sel="/macros/macro[@name='units_size_xl_te_kit_liquid_02_macro']/properties/hull[@max='3000000']">
<hull max="62000000" />
if ship hull are being increased, how about the station?
My other mods: Ledda Consruction Shop and Ledda Fusion Fab are next.
I have discontinued shields mod for now, as shields for capital ships have been introduced in game as well. Will have to see if it is still needed, let me know.
but whats about the "Teladi Outpost" ships?
This mod only alters the L and XL shiphulls, in XR the S and M ships are only nice to look and capping fighters is only good for fun and to make some credits or to use them as cheaper drones cause a pilot is cheaper than a highgrade drone ;}
Make a Drostan and his escort to hard will kill any destroyer till anyone script a working missiledefencemod. A modded Titurel with its 2, 3 or 4 Drostan + fighters is hard for any battleship at this time, make theme harder and you don't need to build big ships and stations anymore cause the pirats will blowup anything you build.
I will work on this one then, once Ledda Workshop is updated.
Please bring it up to date for 3.1 with teladi
If I would give some input. I would keep the vanilla hull points and just multiply them each with the same ratio/number. Ex; by 2 to make all ships have twice as stong hulls, but not making any of them more or less powerful, compared to before, only making the battle last theoretically twice as long.
First of all, spectacular mod! I really like that the battles aren't won (or lost) in 2 mins time.
Because of the buffed hull, space battles are pretty tense now, and I have time to micromanage-ish my fleet. I was wondering if you have the time and interest about updating this mod to X:R v3.10 with the new Taladi ships, (they currently fall like flies) :P And I recall a new freighter from Albion too. Much appriciated if this is planned. Awesome mod, no doubt!
Happy Holidays!
I will be updating this mod as well as the shields addon soon. I was wondering if you have any feedback on how would you like the new hulls and shields. More/less powerful? Otherwise I will leave them as they are and add new ships that came with 2.50.