X4: Foundations

X4: Foundations

Ship Variation Expansion [7.5 updated]
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Opdatering: 22. feb. 2021 kl. 10:56

v0.18
*Notes*
I'd like to thank Aurum for helping me with a bunch of issues i ran into, as well as BrummBear for letting me use his Split Raptor.
Credits for the Python and Viper go to Krychoke who is kind enough to let me make use of his models!

*Added*
- Centaur Mk2 (replacement for Centaur)
- New model for Gharial/Gharial Mk1
- Python
- Viper
- Sokotra (Freigther Variant)
- Skiron
- Some extra ships are now spawned on gamestart in various circumstances
- More traders/miners to most factions to compensate for increased ship building
- Proper wreck models for: Manticore, Basilisk, Griffon, Hatram, Sokotra
- New argon escort job entry to jobs.xml

*Changed*
- Scripted spawns are back again
- Increased the price of the Sokotra Plunderer
- Changed some XL ship related job IDs
- Baku can now be produced by the alliance
- Basilisk s-ship capacity reduced to 2
- Moved all SCA heavy frigates in a single group/job (with random selection)
- Griffon is now exclusive to the Antigone Republic
- Argon/Antigone and Split battleships should be placed more randomly now
- Argon Battleship should act more dynamic now (now commandeerable by faction ai)

*Fixed*
- Several errors in jobs.xml
- Several errors in ships.xml
- Missing Xenon R wreck
- Most ships not being spawned instantly on gamestart since the jobs-file rework
- SCA ships that are guarding the claimable sokotra plunderer not attacking the player (courtesy of EagleDelta)

Opdatering: 1. feb. 2021 kl. 14:16

v0.17 - Hotfix 3
*Notes*
Fixed an upload error since apparently i'm a fucking retard.

*Fixed*
- Not having removed the scripts i intended to remove it the last update

Opdatering: 1. feb. 2021 kl. 13:54

v0.17 - Hotfix 2
*Notes*
This is the second and (again) hopefully last hotfix to address the stuttering issue. After talking to UniTrader on the X-Discord it seems as the issue may be caused by the scripts used to spawn defensive fleets for some ship wrecks.
For the changes to take effect you may have to start a new game!

*Changed*
- Numbers of ships spawned via jobs.xml have been reverted to their original levels
- Gharial Mk1 and Sokotra now are now handled by a different script

*Removed*
- Defensive fleets and scripts for spawning XL derelicts (until further notice)

Opdatering: 31. jan. 2021 kl. 7:45

v0.17 - Hotfix 1
*Notes*
This is the first (and hopefully last) attempt at fixing the stuttering issue some people encounter. Yet since no one sent me actual logs or savegames there is only so much i can do. May require a new or a clean save to take effect.

*Changed*
- Numbers of ships spawned via jobs.xml:
The overall ship count was reduced by lowering the amount of: Bakus, Keas and Skuas (in total a few dozen instances)

*Fixed*
- Excessive debuglog spam from Hatram and Sokotra, caused by a missing parent mesh

Opdatering: 22. jan. 2021 kl. 4:11

v0.17
*Notes*
Some quite extensive changes have been made to the "lower layers" of the mod, not directly noticeable for users but for the engine.
Ships will no longer spawn as part of vanilla jobs but instead use their own ones.
This means that you will likely see more ships in total as the mods ships now spawn ON TOP of vanilla ships, and not INSTEAD of vanilla ships anymore.
In existing saves this may cause some factions to have more of a specifc ship class than intended (old ones + new ones) and may screw with balancing to some degree (but should not make anything unplayable as ships in old jobs should not be replaced upon destruction).
In new saves you may generally see "less" modded ships overall than before or in some cases more.
Even though the Centaur has been made unavailable existing ships will stick around until destruction or decommission, so keep yours safe!

The Buster has had all its file names changed and as such existing ships will be deleted when you update the mod and load a save.

For the best experience i recommend to start a new game, although it is not required.

A legacy version of the mod (should you want/need it) can be found here[www.dropbox.com].
Please note that the legacy version will no longer be supported and/or updated.

*Added*
- Xenon R
- Pallas-class heavy frigate
- Razorbill-class heavy frigate
- Sokotra Plunderer
- Gharial Mk1
- Abandoned ships to several sectors
- Newly edited mesh for the Fulmar
- Custom jobs.xml
- Manticore raider variant
- Hatram miner variant

*Fixed*
- Trinity of the Realm Shipyards not having access to the Tartarus
- Trinity of the Realm not fielding a Tartarus
- Some typos
- Cleaned Hatram xml-files

*Changed*
- Decreased hull strength of: Gharial, Tartarus, Fulmar
- Heavily increased resource and credit cost for all battleships
- Increased Basilisk resource and credit costs
- Slightly increased resource/credit costs on all heavy frigates
- Increased hull and shield amount of Griffon
- Increased Griffon l-turret count by 4
- Increased Fulmar l-turret count by 12
- Griffon m-ship capacity reduced to 2
- Griffon s-ship capacity reduced to 4
- Fulmar s-ship capacity reduced to 6
- Fulmar m-ship capacity reduced to 3
- Fulmar missle capacity reduced to 400
- Fulmar drone capacity reduced to 50
- All Manticore and one Caiman m-weapons now can only use missle weapons as originally intended
- Changed weaponclass restrictions on most Caiman turrets
- Free Families can no longer build/sell the Gharial
- Adjusted Griffon and Centaur descriptions to fit their new lore
- Decreased Griffon construction time
- Increased construction time of heavy frigates and destroyers
- Slightly changed construction times on battleships
- Slightly increased credit cost of Hatram

*Removed*
- Centaur can no longer be bought anymore, "replaced" with Griffon
- Ships no longer fully replace ships in vanilla jobs/groups, they get added on-top now
- Removed two large shield generators from Gharial
- Buster, "replaced" with Hatram (Minerals)

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*Credits*
I'd like to thank z1p and DeadAir for helping me out/answering my questions as well as EagleDelta for the ongoing VRO conversions :)

Opdatering: 25. dec. 2020 kl. 2:42

v0.16 - Hotfix 1
*Fixed*
- Broken icon on manticore

Opdatering: 22. dec. 2020 kl. 9:08

v.0.16
*Notes*
Due to how the game works a ship that can serve multiple roles at once sadly is not easily doable. Therefore i followed the suggestion to have dedicated versions of the same ship for different tasks. As such the Hatram is a pure trader now while the newly added Buster is its mining variant.

*Added*
- Heavy Miner: Buster

*Changed*
- Hatram Icon
- Hatram set up as dedicated freighter now
- Hatram can carry more containers now

*Fixed*
- Caiman causing some logging errors

*Removed*
- Hatram can no longer carry minerals
- Hatram can no longer equip mining turrets

Opdatering: 29. okt. 2020 kl. 11:47

v0.15 - Hotfix 1
*Fixed*
- Hatram being unable to have mining tasks assigned

Opdatering: 26. okt. 2020 kl. 14:12

v0.15
*Added*
- Heavy Corvette: Taipan
- Multipurpose: Hatram
- Interceptor: Skua
- Griffon now has one more main battery and two more L-Turrets
- Basilisk can now equip an additional shield generator, bringing the total up to 3

*Fixed*
- Floating mesh on Manticore
- Some typos in the german description of some units
- Manticore being too fast in reverse

*Changed*
- Griffon now classified as battleship
- Griffon description to match its classification
- Griffon now has slightly more armor

*Removed*
- Crates & crane from Griffon mesh

Opdatering: 16. okt. 2020 kl. 13:59

v.0.14
*Added*
- Heavy Destroyer: Basilisk
- Patrol-Carrier: Griffon

*Fixed*
- Kea rear-turret emplacements are no longer hollow

*Changed*
- Construction speed of most ships (to be more in-line with vanilla times)

*Removed*
- Containers from Gharial mesh