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sind ja momantan sehr schwach.
Totally would have done that if it wouldn't cause issues with save compatibility.
Especially for the L/XL ones.
The mod will work with the beta, but there isn't really a point in playing with it. The beta is for testing the new features and fixing reported bugs and problems.
While there is quite a number of new stats, its not that much of a rework i gotta do Mostly just figuring out how the values change the flight behavior.
The mod should be ready by the time the update releases.
Already fixed, update soon.
somehow one 1 too much ended up in there.
Average price for the TER M Beam turret: 1121065
Average price for the TER M Pulse turret: 157087
Beam Melter S/M. 4 seconds active time. 500/750 hull damage and 750/1125 shield damage per second.
Beam Pulser M turret. A shot every 0.3 seconds for 26 hull damage. 39 shield damage.
L Plasma Beam turrets. Short range, very high omni damage output. Each faction has its own variation of stats.
S and M ships are a bit more individually adjusted.
On couriers and M traders, that's true yeah, yet the point of them after all was that they were fast even if they carry little cargo. But you did the mod so you have probably balanced that correctly.
As said, I would miss the ships I got from VRO too much by now, yet I love your work and concept.
Yes and no. Couriers are much cheaper too. You can get some 4-6 couriers for the price of 1 M trader, depending on the type.
Could VRO ships be added then?
And on another note. Doesn't this mod make Courier ships far worse than M+ traders? They can carry less cargo and are far slower after all.
Maybe i should make a short guide for that.
A simple method after a fresh start is going to the usual fighting places (second contact as an example) and then contacting Pilots, who are in a ship that has been damaged. Ask them to surrender and get a free ship or two.
Normal X4 i find way too easy. Like, i can get 20+ million credits within an hour of a fresh start. 100 million credits within 2 hours. (boarding OP)
When playing vanilla, i need to put on some restrictions on myself to prevent snowballing too quickly.
As such, Classic Mode is designed around things taking longer. and with more crew on large ships, trying to hold back boarding a bit too.
and y find all x game long to gain money y think mission and station dont get enought money but in your mod ship have higer price than the base game ,the game is not more easy to optain credits no ?
Will it play like X3? Hell no. X4 is way too different of a game. The two games are nothing alike except for the core concept.
Shields and Engines still use the Mk system. With some adjusted progression numbers between the Mk.
y love x3 better than x4 is this mod moor similar to x3 ?
is engine and shield a mk1 mk2 3 or same to weapon unique version?
While the customizer helped me in the early versions of this mod, 3.0 was completely remade by hand. so there is no config file.
If the source of the configuration is closed, that is fine too.
the problem is that it doesn't list all the different tags, values etc. its missing some stuff. So you gotta edit the files by hand either way.
Tossed an H into Argon Prime. it managed to destroy 29 fighters before going down.
They only got 3 turrets to the front/up area with very limited firing arcs
2 turrets in the rear
and only 1 per side.
Sorry for the hussle!
Ah ok yeah I see that carriers are still the travel kings. That's the most important, imo.
However in my headcanon medium ships should be the fastest so corvettes and gunships serve a real good role as police vessel or fast response craft.
Large freighter in comparsion should have a real big cargo hold compared to medium ones, because they have often trouble to find a docking spot, AI has issues to manouver them in so you also loose efficiency here and they are so much more expensive then M class ships but only have like 2 or at most 3 times the hold while costing like 10 times more ^^'''