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Game hangs when using Ragnarar. Not sure if it's because of this ship or because of weapons it uses.
However I don't have new ships in Albion. It's only available in DeVries.
I like MODs that stick to the story of the game!
In fact there are no new turrets produced. One of my turrets comes at the cost of one vanilla-turret. So in fact they are just "transformed" in the transaction when buying a ship. But I think every modder introducing new weapons did this that way... ...much less complicated, but since there have to be turrets in stock at a shipyard i don´t see a problem in terms of balance.
At the moment I don´t plan to apply bigger changes to the mod. I´m waiting for the 1.3 update of Lost Sectors.
Here it is)
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1303297890&searchtext=
Feel free to do so. Will have a look at it when you uploaded it ;)
5. I don´t know which combination of mods you are using... ...and I can and will not guarantee compatibility to each and every mod out there. In the vanilla game you can´t build a shipyard so it has to be another mod.
6. Workaround: Use a cheat mod to create your canteran shipyard.
7. Learn how to mod this game... ...it´s quite useful and fun if you are able to apply some tweaks here and there. Sometimes some simple changes make mods compatible. The only thing you will need is a good text editor, the egosoft forum and time. It is not hard to learn. I did that by reverse engineering mods and I´m not a programmer or something like that.
1. J.L. is one of the very few people that released a mod containing custom models... ...and even if they look a little bit... ...selfmade... ...this is great work! ...and I don´t want to know how time consuming this has been. So thumbs up for that!
2. No, I don´t plan to do another standalone mod. Modding is actually really time consuming (don´t forget play-testing)... ...I created my mods for my own game and shared them. If there are some people liking my work I really appreciate that.
3. I had the idea to add torpedo launchers earlier but did not do that. (My other mod CES adds drones launching torpedos... ...so I actually have no need for that)
4. Changing models is far beyond my skills... ...and I would´t change the "Arawn" since it is the most complex and beautiful ship egosoft created for this game... ...the big hole has a function... ...and I don´t see a reason to change that.
Edit:
I found a mod that added the Gallactica (shipmod) but the model looks like it was pulled from X3.
Would you be willing to create a custom standalone mod based off the Titan? I am wanting a Battlestar Gallactica mod. Basically the Titan with large torpedo nukes (preferably guided) to replace the bullets/lasers from your main cannons. And is it possible to change it graphically where it has a front nose to fill the big hole in the Arawn model?
On a side note can you make your ships buidlable at both shipyard stations you can build with the CV DV? One shipyard offers your stuff and the other one just builds normal DV ships. Can you make it so that yours builds everything. This also means that the CV that your shipyard builds only makes the storyline urv forge. So I have to build two shipyards to get all the ships. Not sure if there is a workaround for this.
http://i1.imageban.ru/out/2018/01/22/67f43c752e1b11645747e75e294895a0.jpg
http://i2.imageban.ru/out/2018/01/22/adbe47dd8f668d63346416edc34101c6.jpg
Thank you for making that very clear :)
1. Yeah, I´m going to keep it like that, It reduces friendly fire... ...which was the main reason for changing that.
2. Change whatever fits your needs. Small changes like hull or damage values or even changing a bullet for a turret in existing files won´t break your game. Backup your changed files, because there might be updates!!!
Hey, its been a while since Ive played. I noticed that the Titans 3 main guns are now lasers, are you going to keep them like that?
Also, is it possible for me to make any cchanges to your mod file without breaking a current game save with your mod?
Everything is working.
http://i2.imageban.ru/out/2018/01/22/3c03b38ff027bf9ab15d3bb55fea8ed1.jpg
http://i1.imageban.ru/out/2018/01/22/67f43c752e1b11645747e75e294895a0.jpg
http://i2.imageban.ru/out/2018/01/22/adbe47dd8f668d63346416edc34101c6.jpg
Removed an unnecessary dependency... ...maybe that caused your problem.
Do you have both extensions installed? Did you check Extensions tab in the main menu for CSP showing up red/not running?
I tried a clean game with only this mod activated, but still, I couldn't see any of the mods ships on sale.
Any other mods installed that are changing DeVries shipyard?
Is this a known bug: No.
God bless you and this version of the mod.
Finally the miracle happened.
https://steamhost.cn/steamcommunity_com/workshop/filedetails/discussion/578457960/1634111706736658982/
Tried to rebalance a little bit. Ships are a bit slower now, and weapons don´t have that much firepower anymore.
https://steamhost.cn/steamcommunity_com/workshop/filedetails/discussion/578457960/2549465882928353396/
https://drive.google.com/file/d/12-W3SOPJO_kmWTYn-X8FrbnRxkPs2b7w/view?usp=sharing
Bei Problemen im Spiel wäre eine genauere Beschreibung hilfreich.
At me, no update was displayed. And the problem still exists
Would you please identify the specific files you changed so I can I apply your update to my tweaked version of your mod? Thank you in advance
Sorry, but was short on time... ...fixed now.
The Kukri freighter can not transfer wares to other ships
You are amazing!!!! Thank you! I have actually been on the steam forum, egosoft forum and everywhere i could find peole talking about modding this game, but I could not find a description on how to actually use the tools. Just unpacked, thank you!
Most of your targets will be moving, and that´s going to make a long range projectile miss in most cases -> maybe the whole target.
No, cannot make the HIVI/MA projectile guided. Working on an alternative.
Install XR-tools via Steam-library/tools, go to your steam folder and search for "X Rebirth Tools" folder, open "XRCatToolGUI.exe", import catalog (choose file from this mod), extract all (choose same folder), edit files with a xml-editor.
If you just move them and keep the the mod, files will double, this results in problems.
For guides on modding go to the egosoft forums.
I didnt even concider the friendly fire possibility for the increased range. Im sure it would make it way too overpowered, but could you make the HIV/MA a guided object to eleminate that possibility? (Obviously I would have to drop fire rate/damage to compensate).
I will try unpacking and editing the files. Is it possible to just move those files to a new folder in \extensions so i can keep you mod intact or will that create issues? Do i use XRCaTool for unpacking? When I click that it just opens and immedietly clsoses the CP. Can you link a good tutorial page for unpacking?
Agian thank you for taking the time to respond. I really appreciate it!
Titan and Cerberus have much stronger hulls than vanilla alternatives and deal much more damage.
I´m not a real fan of increasing the range of weapons. Changes too much in terms of balance and increases the chance of friendly fire.
If you want to edit something unpack the mod files to the same folder, delete the ext_01.* files and disable updates.