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Is there any update planned for Hyperion? In current state Hyperion is unusable because of its speed. Max boost speed is limited to 300m/s and travel acceleration is slow as hell no matter which engine is equipped.
L/XL shields are hard to differentiate otherwise
But thanks again and I'll remove the file next version. Glad you're enjoying it :)
You are welcome. Also great mod...
@Nerhesi, would you make an optional version of the mod on Nexus, which has a Terran exclusive equipment and Split exclusive weapons? If that is not much trouble for you.
Thank's for you attention.
I will be dropping the exclusivity of Terran equipment since most of you didn’t like that and it seems the lore approach is to make only boron tech exclusive.
Please feel free to make recommendations and critique available here or on the egosoft discord where you can find me!
(My apologies i hit delete on the previous comment by FeralZ)
If Boron weapons are exclusive to Boron ships, the same logic should be applied to both Terran and Split. Terran weapons should be exclusive to Terran ships and Split weapons should be exclusive to Split ships. For both lore and faction personality reasons such as; Terrans being technologically isolated (by choice) but, superior to the X Universe races and Split doctrine being focused on fast and hard hitting combat. The opposite of it should be the optional thing.
Bring in the Flak
However, the recent questions and further interest in the mod has gotten me thinking, and I will probably update this mod so the DEFAULT mod is without terran exclusivity, and I will have that as an additional side mod. :)
but I still wonder how weapon variation mod affects the shields since it's a weapon mod
My basic mod makes it so terran ships can only use terran weapons. Weapon variation mod changes all the weapons … so then my ships can’t find them.
If you want to use my mod, and weapon variation, go to link above and download the mod version that doesn’t make terran weapons exclusive.
B) I'm trying to buy a Tokyo as I have exampled
C)I've already got a +30 relation with terran faction
D)I'll try it
A) What other mods are you using?
B) What ship are you trying to buy from the terran moon shipyard?
C) What is your terran faction/affiliation rating?
D) I am on the X3/X4 official discord, you can find me there and send me your save game.
Not exactly, I'm buying ships from terran shipyard, and there just show no shield and turrets for extra slots that added by mote turrets for capital ship.For example, the more turrets for capital ships added 2 group of 6 L size turrets for Tokyo, but when I was about to equip these L turrets I found not only the selection of turrets are limited(and vanilla terran turrets are excluded, only a railgun turret added by weapon variation expansion to terran armory available), but also no shield can be chosen, and this is what I got from the terran shipyard in the moon.
And I wonder the group of surface elements are grouped altogether from 1 to 10 or so, the group of engines and turrets just go mixed up, is your design or something bugged.
Mod is working :) You can't add non-terran weapons to a terran ship. This is by design.
There is an alternate version of this mod (link in description above), that allows terran ships to use non-terran weapons.
The link above, in bold, to the nexus website has the alternate version which remove Terran exclusivity (both ways - so terran can use non-terran and non-terran can use terran).
If I could make just one humble request, Could we get an alternate version or an addon patch to make the terran exclusivity turned off? it makes the mod incompatible with mods like Terran Cruisers.
You will notice I increased the damage and speed there. That translates into more damage, and more range (it goes faster in the same period of time so it covers more distance)
Which version are you using? the Most current? This mod makes it so Xenon are a little more challenging - which also means for the AI. The reason being the turret range changes.
However, it has taken DAYS of in-game time for me, for the xenon to make any headway. I'm happy to test it again, so please give me any details you can :)
UI is very not intuitive (typical for X games) and I did not know that I can't replace ships by pressing enter on ship name in hangar, I need to click it with mouse or button "call to dock".
Probably I'll try this mod eventually, exactly for reason you say. I don't want to mess too much just yet but also don't like that all ships are pretty much the same.
And perhaps there will be also mod that will give more variants in ships like hangars and other stats.
Anyway, thanks for answer :)
Currently I need frigate with more hangars then 1.
In fact, Xenon were taking over the entire universe until I improved the main-battery weapons range and dps. Much more balanced now.
Perhaps it might be better I provide some feedback on which ships might need a bit more help from your mod?
However, personal opinion aside, I am thinking I can just simply add support for them by just adjusting hull value as per normal L or XL size ships and leaving the rest. Ultimately up to the player to weigh in how much fun/cheating/powerful they feel things are :)