X4: Foundations

X4: Foundations

AM7OU VRO Patch
22 kommentarer
Glanzschurke 25. feb. kl. 13:20 
is there a way to make the Turrets on the Khaak Capitqal Ships modable?
And maby increase the Shield Recharge rate?
Becaus a shield Recharge rate of 300 in VRO is...well xD
EBI  [ophavsmand] 30. aug. 2024 kl. 4:07 
@ 千雫长雨
If you've gained M0 through capture, or have installed mods that affect capture or abandoning NPC ships, you may have lost shields through capture.
At the moment, I can't think of any other reason why only shields would be lost from an M0...
千雫长雨 30. aug. 2024 kl. 3:56 
So maybe the shield disappeared due to capture?
EBI  [ophavsmand] 30. aug. 2024 kl. 3:17 
@ 千雫长雨
I appreciate the offer, but sending the mod files themselves in bulk is considered secondary or tertiary distribution.
It may be a nuisance to the mod authors and may not be good manners. You should avoid this method.
Unfortunately, it may be difficult to test it directly...
However, as I hinted at in a previous comment, if you have the blueprints and a shipyard, you should be able to install the missing parts yourself.
Can you try that method?
Also, how did you obtain the M0 (by building it from the blueprints at a shipyard or by capturing it)?
If you captured it, X4 may destroy part of the loadout when acquiring the captured ship, so that may be the cause.
千雫长雨 30. aug. 2024 kl. 3:04 
Some modules come from nexusmods, and I'm afraid I can't fully provide you.If I could package my mod file and send it to you, I think it would be very convenient
EBI  [ophavsmand] 29. aug. 2024 kl. 9:51 
@千雫长雨
Thank you for your reply.
Regarding the mod list, it would be helpful if you could create a new collection using the workshop's collection function, add all the mods you subscribe to to the collection, and send me the URL.
However, it would be a lot of trouble, and it's a last resort, and upon careful consideration, it's likely that it's simply a mistake on my part, so creating a collection is not necessary for now.
I will look into it a bit more here.
Also, I just updated the mods and added another source to obtain each xenon blueprint in addition to xenon research.
You should be able to purchase them all from the Yaki faction representative.
Also, it seems that all factions handle the blueprints for the M0's inner shield.
However, I have not yet confirmed whether it can be installed using the faction's facility dock.
If that is not possible, you will need to install it on the M0 at your own shipyard.
千雫长雨 29. aug. 2024 kl. 7:00 
How can I send it to you through my mod list?
千雫长雨 29. aug. 2024 kl. 7:00 
I didn't get the M0 through any cheating means. This M0 came from other places. After I got it, I found that there were no shields, and it seemed that some turrets were missing. I go play the open universe and started as a member of TERRAN
EBI  [ophavsmand] 29. aug. 2024 kl. 6:28 
@千雫长雨

Hello.
Thanks for your comment.
I don't know the details of your situation or environment, so I can't say for sure, but in my environment, the VRO internal shield is displayed normally, and I have confirmed that the NPC M0 is also equipped with it, so I don't think it's a setting oversight.
There should be almost no conflicting mods, so I can't think of any reason...
You're not using it at the same time as the M0 cheat patch, are you? (The M0 cheat patch cannot coexist with the VRO patch.)
Also, will this happen if I start a new game with a new mod configuration?
Have you checked to see if the internal shield is displayed for M0 on the loadout screen when starting a custom game?
Sorry for asking so many questions.
It would be great if I could perfectly recreate your mod list and test it, but honestly, at the moment I have no idea what the cause could be...
EBI  [ophavsmand] 29. aug. 2024 kl. 6:28 
@Todd[CH]
@Sheoldred, the Apocalypse

Thank you for your comment.
It's very encouraging.
Unfortunately, the M0's main gun has somewhat muted performance, following the method VRO used to make the Asgard main gun milder.
It's just an adjustment to more general-purpose performance when adding something that wouldn't have existed in the X4 era, but it might be fun to play it while thinking up reasons for the M0's existence in this era to fit the legend and worldview.
The external generator that supplied energy to the planet destruction cannon has been eliminated, and instead it is covered with turrets, which can be interpreted as Xenon reusing its own past designs and modernizing the aircraft to suit the times and purposes (just as real-life strategic weapons are scaled down as tactical weapons for specific situations and purposes...)
千雫长雨 29. aug. 2024 kl. 2:39 
Looks like M0 doesnt have his own VRO shield
Sheoldred, the Apocalypse 28. aug. 2024 kl. 12:26 
Cool to see a VRO version, time to become a crisis myself :D
Todd[CH] 28. aug. 2024 kl. 11:24 
@lordopic Do keep in mind that this ship was a planet-killer in old lore.
Its supposed to be over the top OP, specially the main battery beam.
EBI  [ophavsmand] 24. aug. 2024 kl. 7:43 
@lordopic
Thank you for your reply!
Having said that, to be honest I'm not completely confident in the current balance, so I'd like to continue test play and adjust it to a better balance while taking feedback into consideration.
For now, with the update I just made, firepower hasn't changed much from before, but I think the problem of the rotating arm that forms the base of the XL turret being so durable that it was almost impossible to destroy (the M0 itself would be taken down before that could happen) has been improved.
It should now be easier to disable the XL turret.
L O 24. aug. 2024 kl. 6:29 
Thank you for the in depth reply, yes I see now why this ship is so powerful and yes the fleet sent in wasn't really up to the task, at least I thought it was but after reading your reply it wasn't. Will adjust my tactics :)
EBI  [ophavsmand] 24. aug. 2024 kl. 6:18 
This has become a long and disorganized post, but basically, even looking at the numbers, M0 is two or three times stronger than Class I, so you'll need the appropriate fighting power, tactics, and sacrifices.
I don't think it's impossible to win even in its current state if you meet the conditions.
At least if you have VRO or other mods installed, NPC factions can put up a fight to some extent (even if they take heavy losses), and as a player you can take various countermeasures without any restrictions.
EBI  [ophavsmand] 24. aug. 2024 kl. 6:18 
Conversely, if you don't send fighter squadrons or shield destroyers ahead, even battleships and carriers will suffer heavy losses.
Any powerful battleship other than M0 cannot fight M0 head-on.
No matter what your strength is, you cannot fight M0 without taking damage, and if you are facing M0 without the support of an NPC faction, you need to send as many decoy fighter squadrons ahead as possible to distract the XL turrets, place your main fleet behind the decoys, and have some reserve reinforcements ready. Even then, I think your main fleet will take some losses.
EBI  [ophavsmand] 24. aug. 2024 kl. 6:18 
The situation you describe is caused by the XL turret on the rotating arm.
In this VRO patch, it has a range of 19km, a single shot has a power of 50,000MJ, and requires a one-minute cooldown before it can be fired again.
The M0 has two of these on each of its four arms, for a total of eight, meaning that a maximum of four can be fired simultaneously in one direction.
Written like this, it seems like it has overwhelming instantaneous firepower, but the cooldown is long and its actual sustained firepower is only two to three times that of the L turret, and if it is surrounded by a squadron of fighter planes, its targets will scatter and it will waste shots repeatedly, meaning it cannot make full use of its firepower.
EBI  [ophavsmand] 24. aug. 2024 kl. 6:17 
@lordopic
Thank you for your feedback.
The intention is for it to be stronger than I-class and Asgard overall, and strong enough that it can be neutralized only if the main fleet-class forces of Endgame and AI factions are prepared to take significant losses in battle.
The hypothetical enemy of M0 is a large enemy fleet that includes a good balance of aircraft carriers, fighter squadrons, destroyer fleets, and battleships, and the assumption is that the enemy fleet will attack in groups with a numerical advantage.
(When attacking from M0, it is relatively easy to deal with them because they are often isolated on their own, but this is not the case when attacking the Xenon Sector, so some further ingenuity is required.)
However, I do not want to make it an OP ship that will definitely be defeated even when using large forces that can be run on a general gaming PC.
If it is the latter, I would like to make some adjustments.
L O 24. aug. 2024 kl. 3:37 
Think this needs some balancing, playing with VRO and OR, this thing just melts anything in 2 shots at 20k range. Eureka Mk1 lost its shields and some hull in one barrage, Unless this is meant to be this OP.
EBI  [ophavsmand] 23. aug. 2024 kl. 15:32 
@Death
Thank you!
Death 21. aug. 2024 kl. 19:09 
Thanks alot ebi youre the best