X4: Foundations

X4: Foundations

Variety and Rebalance Overhaul
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Mis à jour le : 20 mai 2020 à 7h38

Version 2.1.9
Fully compatible with previous saves.
Smallish update this time, but important for OOS balance. Note that While I tried to bring OOS calculations as close as possible through numerous tests there are still some outliers that are impossible to fix due to the nature how OOS is being calculated (like a bit too survivable M ships in some situations or when ship with turrets can apply damage to 15 fighters at the same time), only Egosoft can fix those and IIRC they have this in their plans.

Notable changes:
- Xenon P damage, health and speed nerfed a bit.
- Fixed modifiers omission that lead to stations did not deal enough damage to capital ships in OOS.
- Another OOS pass trying to fix some outliers
- Added Cormorant Vanguard to Teladi Warfs (making MIN love to get that ship felt mostly like grind and not something I enjoyed really.)

Miscellaneous:
- updated jobs for DAGO compatibility (missed few last time)

Mis à jour le : 16 mai 2020 à 8h17

Version 2.1.8
Fully compatible with previous saves.
At first I decided to hold and wait for full 3.2 release that I hoped will be out last Friday, but it didnt. Instead I cut out some things I planned and now this mod is more a balancing patch and QoL improvement. Content patch will be the next one.

Remember - VRO is balanced only with FE in mind to have more or less balanced game between factions. If you want to increase the challenge or want to use shipmods i suggest to use FOCW mod to configure the game in the way you want. People usually want different things and its impossible for me to satisfy everyone.

Notable Xenon Changes:
- decreased amount of Xenons Is in attacking fleets from 3-5 to 1-2 in galaxy. 2 attacking Is will be a very rare sight.
- increased amount of Xen destroyers in defense fleets only (they will not attack), so they will not loose territories that fast to some factions.

Other notable changes:
- Missile prices in credits went down a bit more to eliminate huge profitability from them, high-end missiles are still expensive.
- balanced S and M beam weapons
- balanced all Muon guns, Heavy mortar and Boson Lance.
- Shield modules capacities were rebalanced, L/XL +3%, M +20%, S +25%. This will make fighters a bit more survivable.
- OOS modifiers were revamped again, should be closer to IS now, rattlesnakes should not dominate OOS as they did before
- Based on performance - Rattlesnake is tiny bit more expensive and slower, Teladi Phoenix is a bit cheaper.
- nerfed Split Heavy Lance, was unintentionally too powerful making it weapon of choice in most situations.
- finally fixed Centaur collision mesh so its correct now.
- improved hull values of Elite

Miscellaneous:
- Panther added for fallen splits, so they can build it with DeadAirs Gate Overhaul installed.
- cargo drones are faster and more maneuverable
- improved Rattlesnake loadouts to decrease amount of under-equipped ships

Translation and Encyclopedia update
- Added RU translation, thanks to Blazard
- Updated English text, German, French, Japanese translations (thanks to o-papaya-o, UH-XTC, UresiiZo and Le Leon)
- Updated names and Encyclopedia entries for all turrets to have M-L size distinction
- Updated names and Encyclopedia entries for all weapons with color code and prefixed to distinguish between weapon sizes and classes better (thanks to Le Leon for idea and implementation)

Mis à jour le : 3 mai 2020 à 13h18

Version 2.1.7 "Xenon Life"
Fully compatible with previous saves.

I decided to make this patch to counter all the complains about the Xenons and it took a lot of testing and many changes to make the game with FE more balanced for faction warfare (Xenons in particular). While its fully compatible with old saves due to change in Xenon stats and some of their jobs results may very, all tests were performed on new games but if in your save Xenons are not in very bad position they should be able to recover either fully or to some degree.

IMPORTANT NOTE: All this balance and tests were done for VRO + FE, if you are using some shippacks that may add more ships to factions and not to Xenons I suggest to use FOCW mod and configure it to your liking. To know how each shippack adds ships please check/ask in the appropriate mod thread on Egosoft forum as I may not know the details and its impossible for me to balance VRO taking into account all possible mod combinations.

Important general change:
Due to overall increase in range and damage output of L turrets in VRO stations became very powerful, sometimes leading to situation when Ore refinery has around 80 L PPC turrets that can annihilate whole fleets. To balance this out all station defense modules have decreased amount of possible installed turrets by half, I tried to maintain overall turret coverage. This is compatible with savegames and all those extra turrets will be removed upon load. To compensate this HP of defense modules was increased slightly (to destroyer level per module)

Xenon Changes:
- FE mod nerfs to Xenon economy are reverted, VRO Xenons do not need slower economy, they are more balanced faction.
- Speed of Xenon miners/transports was increased to other faction miners level.
- K, V and I surviveability increased, maneuverability and speed decreased a bit.
- slight increase in possible K, V and I numbers to make xenon clusters less random.
- K and V now has top L turret to counter easy use of blind spot by small fighters. Top M turrets now have shields.
- K replaced pair of Phase Cannons to xPPCs. V replaced pair of Cruise Missile Turrets to Phase Cannons, Cruise Missiles reload rate increased to compensate. K and V are more distinct in stats.
- K, V and I shield regeneration increased slightly.
- small adjustments to Xenon weapons damage and behavior
- tiny boost to N and M surviveability
- some Xenon L turrets gained more

Other changes:
- Missile descriptions were updated with more information (not all languages but they will come)
- All L and XL combat ships received small hull points boost.
- Decreased overall amount of deployables for ships, this will be more balanced and NPC ships will consume less amount of resources during construction.
- Khaak weapons updated to other factions levels.
- tweaks to Muon and Rail guns for them to make more sense
- tweaks to missiles that may counter few reports about missiles launching rarely from turrets.
- tweaks to OOS modifiers to nerf Split Rattlesnake overwhelming damage.
- tweaks to some turrets parameters to make them less prone to "not firing at fighters" situations.
- amount of battleships per faction decreased slightly
- small tweaks here and there

Miscellaneous:
- updated Jobs to be compatible with DeadAirs Overhaul mod (and potentially any other mod that changes these values from vanilla)
- updated all translations (thanks to o-papaya-o, UH-XTC, UresiiZo and Le Leon)

Mis à jour le : 26 avr. 2020 à 13h17

Version 2.1.6
Fully compatible with previous saves.
Seems latest update 4.7 to Faction Enhancer (and VRO i meant to be played with it) made other factions to be better at their offensive against Xenons so I release this update in an attempt to to counter this.

- reverted most nerfs to Xenons made after 2.1 release
- Xenon turrets now has more HP so its harder to disable them
- removed boost to defense platforms HP as they are already very powerful and Xenons (and other factions) had trouble destroying them even with a fleet.

Mis à jour le : 21 avr. 2020 à 12h16

Version 2.1.5
Fully compatible with previous saves.

Fixes:
- update to missile wares so xenons do not stock missile components and smart chips at their warfs and shipyards
- added a script that will run when game is loaded (only one time per game) that will restock basic resources and remove missile components and smart chips from Xenon warfs and shipyards. This will also help to Xenons affected by previous over-nerf to reset their economy.

Mis à jour le : 20 avr. 2020 à 10h54

Version 2.1.4
Fully compatible with previous saves.
Changes:
- decreased prices of high-yield missiles, they were a bit too expensive (done in 2.1.3 but forgot to mention)
- Xenon changes: after consulting with FE author I removed all cost increases for Xenons ships, only increase in build time for large ships remains. This will still make Xenons to build up forces for longer between invasions with capital ships but will not screw with their economy anymore.
Fix:
- possible fox for Plasma M and Heavy Lance L turrets not firing sometimes at fighters

Mis à jour le : 19 avr. 2020 à 15h34

Version 2.1.3
Fully compatible with previous saves.
Changes:
- increased damage of Cyclone M turret a bit
- slight change to OOS combat modifiers in hope to make it a bit better
- reverted some nerf to Xenons made in 2.1.1 and 2.1.2 after reports about passive Xenons, give game around 3-5 hours to stabilize.
Fixes:
- added license requirements to missiles, no effect on gameplay, just wanted to remove debug entries

Mis à jour le : 17 avr. 2020 à 18h02

Version 2.1.2
Fully compatible with previous saves.
Changes:
- rework of scan radius - default scan radius was set to vanilla value of 40, but all combat L and XL ships have it changed to different values, so it is more varied. Having larger scan radius only on military ships helps performance.
- looked once more at xenon production costs, made it a bit more balanced not to overnerf them.
- updated split Panther, Cobra and Dragon stats
- slightly increased strafe thrust for M, L and XL thrusters.
- material cost of Raptor and Rattlesnake was changed, require less hull parts but compensated by much larger requirement in energy cells
Fixes:
- small balance fix in split ion weapons and Alpha Mass Driver
- fixed excessive split Raptor carrier wings (had too many fighters)
- fixed hull value of argon M flak cannon
- fixed excessive M ship capacities of Construction vessels
- updated Japanese translation

Mis à jour le : 15 avr. 2020 à 1h42

Version 2.1.1
Changes:
- increased cost and production time of Xenon P and Xenon K, this should slow down Xenon expansion a bit more.
- decreased sensor range for L ships from 60km to 50km and for XL ships from 80km to 60km. This is a test change to see if itll improve performance for those people who suffer a hit. Please submit feedback.
Fixes:
- added Panther internal generator to encyclopedia
- updated Panther description (was set to Shrike entry)
- fixed the price of Rattlesnake was lower then expected

Mis à jour le : 13 avr. 2020 à 17h39

New updates to VRO will now be less frequent and more "thematical" having better content

Version 2.1 "Panther" update
New:
- Split Panther L-size frigate light-carrier, can repair and rearm fighters. (Thanks to SirFrancisDrake and BrummBear for helping with this one)
- French translation thanks to o-papaya-o
- German translation thanks to UH-XTC
- Japanese translation thanks to UresiiZo

Changes:
- review of some Split L and M ships, Dragons are faster and with better shielding, Cobra is faster and more maneuverable, tweaks to other ships.
- missile update - most high-tier missiles and torpedoes got a boost in damage to be more balanced for their cost, missile storage of gunships was a bit reduced
- increased hp of station defense modules a bit
- minor tweaks here an there
Xenon changes:
- slight decrease of damage output for most weapons and re-balance of L turrets
- Xenon P is slower and more clunky
- Xenon I cost in materials and building time are doubled, this will make it slower to invade and rebuild after its destroyed and will drain more resources from building other Xenon ships.
Fixes:
- fix in some weapon groups for Shrike
- numerous fixes in texts