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This is with a boarding strength of about 58 attacking a resistance between 15 and 50. I seem to always lose 4 or 5 marines in that situation and it feels like a relatively high chance that at least one of those will be an elite.
Fixed getting very powerful veteran and elite marines in Hard and Very Hard difficulty.
Thank you very much to lyonheart for reporting the issue.
Only the version available on Steam was affected.
Compatibility update with XR 4.3
Thank you very much to alexalsp for reporting the new error.
-Not working.
Tested on Titurels (~700 BP or ~180 vanilla BP vs ~100 BR), no deaths, with scan- result is 4 rounds (just because of scan)
Tested on Rahanas without scan- ~700BP vs 40-50BR - no scan, 10 rounds. Absolutely no effect from relative marine power.
Vanilla 5 rounds, scan not working, takes about the same time to board, considering with BO mod you can hack-only and camp just 1 hack spot, which makes it faster than scan + hack different spots only to lose 1 round. In other words - boarding speed is not affected, only a boost of power as you progress.
Will this be fixed?
http://forum.egosoft.com/viewtopic.php?t=375052
under the heading "Mod Details"
(numbers are your attack strength - target's boarding resistance)
101 stomps over opposition (no losses and your marines defeat opposition fairly quickly,
-11 heavy losses
in between -11 and 100 you get a chance to lose some marines to attrition with a chance that they retreat so it's important to keep an eye how the battle is going, and it pays to start the boardng operation with high boarding strength relative to your target's resistance and keep it that way as the battle progresses.
attrition is heavier if you fail any of Yisha's support missions. doing PreScan lowers the number of times that casualties and progression has to be calculated so there's less chance of losing marines.
Playing normal difficulty, mainly interested in the faster cap of weaker ships. Also what is the relative boarding strength requirement for faster boarding and how does it change with a bigger gap?
http://forum.egosoft.com/viewtopic.php?t=383486
Compatibility fix with Boarding Options to enable attempt to launch boarding pods anyway even if the target ship is moving too fast.
Many thanks to FunkDooBiesT for pointing out that this does not work with Marine Rebalance installed.
I wouldn't quite call this an overhaul of boarding since the process is still largely the same, but it has become something more than just rebalancing.
About what the mod actually does, it's all in the mod description under the header "Information about this variant". The stuff in bullet points is described in more (possibly too much) detail in the Egosoft forum thread linked to in the mod description.
- Fixed attrition. Many thanks to pref for spotting the waldo!
http://i.imgur.com/jHqZhKu.jpg
I initiate boarding, and choose pre-scan.
No scan points ever pop up, and when I enter my Beholder ROV, the only thing I can do is double-click the ship to pop up the "scan with drone", but selecting that just gives me "scan failed" every time.
Am I missing something?
- Suppresses notifications added in X:R 4.0 Beta 5.
- Removed sound of boarding notifications.
Marine Rebalance is now fully compatible with X Rebirth 4.0
Happy 13th, everyone!
Do you mean to increase the boarding resistance of NPC ships to scale with yours? Or to have NPC ships be board-capable?
On the first, no. And not planning on adding that either. I really don't like games where challenges scale with your ability. I think that if game developers have to resort to that, that the way the challenge might have been met should have been better balanced in the first place. Then again, some games do it well.
On the second, Marvin Martian has an awesome mod called Fleet-supported Boarding:
http://forum.egosoft.com/viewtopic.php?t=383486
At the moment, it allows all ships to have marines. I think the plan is to go in the direction of NPC ships spontaneously board each other, and your ships of course.