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Sorry but likely not going to happen. I do not own the Hyperion Pack nor do I have any intention of buying it and without the files I can not patch them.
So you will either have to create a patch yourself or send me the macros of the respective ammo for me to do so.
Is it possible to buff the Hyperion main guns(PAR Hyperion Main Battery) for a bit more range?
I recently got the Hyperion pack and noticed that the range is 7.3km, which is ok for vanilla, you can take out the L turrets from Xenon ships without being in their line of fire and quickly maneuver away if you get too close. But in the modded version the extended range on the various weapons reduce the Hyperion's effectiveness in battle with large ships by a lot.
No idea what you are on about, flak turrets - or any medium turret for that matter - are not touched by this mod.
I only make edits to L-sized weaponry. Also only range/projectile speeds are changed, damage remains (apart from the exceptions in the description).
Balance changes here are mostly achieved by editing hull and shield points.
So whatever you are talking about is a change made by another mod.
I would never say to balance every weapon damage since that would be insane. I think the easiest fix would be to increase the shield strength by an additional 100% or so. My Valkyrie can take out a station in about 10 seconds by itself, for reference.
Really love this mod either way. Changes the gameplay in such a positive way. Awesome stuff!!
Tiny Rebalance Patch (Ship & Engine)
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2988610478
Tiny Rebalance Patch (Weapon)
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2988592258
OOS is not edited directly, however it does use the regular stats in some formula to calculate the outcome of OOS situations.
If the issue you described only started happening with the mentioned update then its either a bug with the update or the OOS calulation was changed drastically. As I have not updated the mod, it should work just as it did before.
This might warrant more of a 6.0 HF3 bug report on the forums, but I thought I'd check here first.
Thanks for working on the mod as always!
All changes this mod makes are in the description. The ship explosion damage is actually a vanilla feature, thus your experience may not be mod related at all.
Explosion damage of exploding ships is not at all edited in this mod...
So while I welcome your feedback it is not fitting here as it describes an issue not caused by my mod :)
Having enemy Destroyers blow up with enough damage to entirely destroy Interceptors I was using to engage them with felt really bad. Lost 8 Interceptors (Skua class, of course, being the best option, in the early game at least) the first time I fought an SCA Destroyer to its explosion alone. I'm unsure if this also applies to fighters or heavy fighters. The damage felt fair for my own Destroyer (taking notable turret/engine damage if I got too close before finishing it off), but the amount of micro it would take to pull back fighters from every Destroyer I engage wasn't personally enjoyable. After losing fighters to the first two, and pausing to micro them away from three others, I decided to uninstall the mod for the time being.
It does not as I was not aware of a buff to missiles in 6.0, will look into it.
Range increase for L turrets and L weapons, all written in the description...
Good catch, I did edit it but grabbed the wrong value, will fix it in the coming days.
That was quick work, thanks a lot!
I think you may have missed the Ray's Ion Projector weapon - unless you left it out on purpose or the encyclopedia is liing (still stands at 11 km range compared to the other destroyer weapons that were doubled) :)
Keep in mind that some of the supported mods may not work yet as their authors still need to do updates on their end.
I am aware, hence the "5.X" in the title. I need to update some tags and then things will work again, I'll sit down and work these issues out in the coming days most likely.
first post in the forums/on mods. Big cudos to your work, been using this mod since CoH without any issues (especially since it made life a lot easier when fighting stations due to more leeway for the AI when moving about).
Not sure if you're aware, but as of 6.00 this mod prevents me from equipping L-turrets on my Terran ships. Any other faction whose ships I can build seems to be fine. But with Terran ships I can neither build new ships nor refit existing ships with L-turrets on my own yards or the AI's (and maybe some other components are affected as well, not sure though, but turrets were most obvious).
I tested by removing and reactivating mods one by one, yours was the one that did the trick, as without it, it all worked fine, once activated, the problem came up again.
Any plans on you updating your mod anytime soon (to also include the Boron tech in rebalance)? If so, please check if you can reproduce and fix the issue :)
Out of the box if installed :)
No, it is not. The XR Shipmod is quite big and a mod I dont use myself so I wont spend time on creating patches for it, sorry :/
You can take apart my mod, see what I did and apply the changes to any mod you want though, that way you should be able to make other ship mods compatible rather easily.
TY for letting me know. >w<
It does support it since release...
R U going to update this for the latest PIR DLC dat came out?
At some point most likely yes, but that will be whenever I get back to X4 which I don't have a timeframe for.
I have no plans on doing so I'm afraid. Isn't there other standalone mods that do that though? If not you could look into xml filepatching and attempt it yourself, since you only should need to change one value per engine it should be quite doable with a bit of reading.
Saw it the other day. Thanks for mentioning me, though unless you use "my" files there is no need to, still appreciate it however :)
I have credited you as your mod helped me think about how this can be done and inspired me in the first place - Cheers!
I am still working on this (well kinda) but feel free to do whatever you want. If you use my files as base for your mod all i ask for is being credited in such a case.
Depending on the changes you want to make we could also think of merging both mods into one if they fit a similar theme and if that is something you'd want to do.
While i currently dont have time i still do have plans for further changes and updates, yes.
More than double, yes. I think the fastest one in vanilla is like 570/ms, most are around 300-400/ms in vanilla though.
And yeah, I agree. I feel they can be just a tad bit faster but it'll be difficult to tell without looking at how each race's L plasma performs on all ships.
Simply doubling plasma speeds would result in them being even slower than they are now. I increased their speed (in percentages) more than on any other weapon, it just goes to show just how slow they are in vanilla. I will take a look at increasing their speeds further, but am limited with how much i can do due to the speeds of other projectiles. Making them as fast as pulse weapons for example would render all other weapons useless.