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But i`d really like to try this mod...
Also, I'm unsure about what might happen in VRO. Certainly, the abandoned ships wont have VRO appropriate equipment, which means things will be a bit harder.
And yes, I still haven't uploaded the 7.5 release to steam workshop, but it's avaialble from the github link above.
Been busy later, but slowly trucking along on improvements to the abandoned ship creation, so that Tarran and Boron ships can be added back to the spawn tables. Have to build my own loadout generator, as the built in function to place abandoned ships I used doesn't use terran or boron equipment, resulting in ships without main guns, or for boron, even engines.
It's easy to just try out.
Vielen Dank für Deine Mühe. Toll
However, the X4 7.50 release itself seems to have changed the ship generation functions I use for creating abandoned ships and causes L destroyers to spawn without main guns.
I've spent a number of hours investigating. The bad news is: there's no easy fix. Somethings changed in the core game.
The good news is, I've figured out (after a hours of tweaking, new starts, and testing) how to work around this. Even better, the new solution will allow me to reintroduce Boron abandoned ships, and ATF destroyers and the Asgard. (and I know everyone wants to find an abandoned Asgard)
The bad news is, while I know now exactly what to do, it's going to require some work, as I effectively have to generate a unique loadout for each abandoned ship. So it's not a 'I'll have it fixed by tomorrow'.
I'd just browse the workshop looking for things that interest you, like perhaps new ships, etc.
the 7.5 beta adds more resource fields for terran, in the hope of improving their starvation. I just have to be very careful, as Terrans are so powerful that if I overdo it; they can easily steamroll the entire galaxy.
My 'perfect' balance is that a faction can't expand without careful player help in mining and making sectors safe.
That's why I recommend using the beta version.
Given feedback over possibly harder xenon, I'm going to put in the time for a new longer test playthrough to see how it plays out over the next few weeks, and see if I need to make more adjustments.
I've been travelling a lot for work, so have not had the time for a proper test of the new beta version, but still plan on doing that in the near future.I may still upload it as the official version, as it should still be better than the older version for 7.5.
I can do further balancing in the future.
I have 12 hours in the savegame now and they already overwhelm the defense, in the old version they could hold pretty good for 2 days
I kinda want to start a new run but dont want to install the beta version from reddit
or wait for update of mod to 7.5 (on reddit dev said he will rebuild it on this week or later: https://www.reddit.com/r/X4Foundations/comments/1iewcbp/comment/mf0pcwe)
So i have to "downgrade" my game to play it? To which version? :I
Thanks a lot mate!
@demona008 - With the mod installed, on new game generation you will get the above - Start a game using Creative :)
To those wondering if this is still in active development, the answer is "kinda"
I'm committed to ensuring it works with any new X4 release, and while there are other improvments and tweaks I'd like to make, I'm not sure when I'll get time.
However, here's a new beta release. I'll upload it to the workshop when 7.50 officially releases (any day now!), but for those on the 7.50 beta already, here's the update:
(splitting this update in to two messages due to 1000 character limit)
You can download the updated mod (and see the source) from here:
https://github.com/franko-f/X4Mod-AfterTheFall/releases/download/v1.0.1_x4_7.50/after_the_fall-1.0.1.zip
You'll need to put this in your extensions folder, and unsubscribe from the steam workshop version temporarily until I update it here once the official 7.50 patch comes out. I'll try get it up within a day or two of official release.
1. Added support for the new sectors in 7.50 - They punched a couple holes through the defences of factions with new gates: I've re-run the generation to add new defence stations around those new gates.
2. Due to multiple reports of Terran resource starvation, I've added a few more mineral and gas fields to Venus - Hopefully this will just reduce the mid-game starvation, rather than turning the Terrans in to a powerhouse.
3. The new sectors positioning is awesome, really opening up new strategies! I've left them *unclaimed* for now, as the Xenon already have enough territory in the mod. This gives you a chance to try secure them before the Xenon can.
4. Unfortunately, this does not impact *existing* games, as this mod applies only to initial game start world generation. I know it's possible to have a mod handle changing the existing world, but I don't have currently have time to figure out how that is done.
I love the idea and looking to get into a game but I notice the OP has not replied or posted anything since release. with 7.5 around the corner I'm just curious if the OP is still around?
Hatte nach über 1700h nicht mehr einfach kein Ziel mehr.
Vielen Dank!!!!
I have a question: How does this mod interact with new sectors, stations and ships added by the Timelines DLC?
Terran without a custom start is basically impossible since sol requires 20 rep and non custom starts have less.. not that it should be but they run out of the raw materials way to fast and then its a waiting game for to get the resources; i had to give myself a factory to produce the materials (after that it kinda was a lot of cheese with laser towers.. rofl these are effective when you clump them up). Fleet setup is a bit weird.. as you use the capitals to clear out the small stuff with large lasers and have a small fleet (20 or so) bomber wing to take out K and I's ).
Think ill do a pioneer start next; cause from what i've been seeing they should have a very good setup to just go ham and own the place.
Issue #1 - There is an issue with the gasses in Earth sector. Mining ship will not go there when they are Subordinates of stations. However, (and @DBAA3 might want to know this) I just set a few miner on Repeat Orders to Mine, then deliver to the stations. That's a good workaround. This might be an issue in the places in the galaxy, but I have not tested them all.
Issue #2 - I've noted that the Terrans will not push into enemy sector anymore. They absolutely suicided their Asgards at the start of the game (when they had resource banks, I guess) but now I'm very much on my own. First taking out Mercury and then moving into Mars. The Terrans have a bunch of L Class ships just hanging around, but will only send in a Katana/Jian with 2 fighter to go die in Mars. Not proper push. Not sure how to affect this behaviour.
I'll post this in "Discussions" as well.
The problem came later when i just make one def station in every chockpoint and it's was gg wp, so i have add multiple mod for boost the xenon economy and fleet by a lot but still, defence station could solo hold 100+ ship with 5-10 destroyer - battleship, i try to find mod for nerf defence but there is none so right now the faction i defend are safe and other faction dying very fast. But i don't see a way where i can be overrun with the current defence meta. The only way would be to not make defence and only play with defence fleet but the xenon destroyer or battleship can easy kill 5-10 argon destroyer so i don't know how to contest without micromanage every battle (which are infinite and constant)