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Rapporter et oversættelsesproblem






The xenon ships added by this mod generally arent more powerful than vanilla ones.
The V is weaker than a K (less armor, less firepower), and the R just slightly stronger than a K (a bit more armor, a bit more firepower) but still far weaker than the vanilla I-class.
I just checked ingame and they very much are not. So whatever your issue is, its something on your end. Probably some mod incompatability or corrupted files, or missing extensions.
How so? Please explain. I took a look at the xml code and there is nothing there to make the xenon ships unkillable.
Nah there is a limited amount of names which have voicelines but are unused in the game.
If you want to learn modding check the forums, some useful threads covering a few basics there. Apart from that the egosoft discord will be quite helpful.
Oh, they were voiced? I was under the impression that they were automatically read, haha. Guess I have a lot to learn. I want to get into modding X4 but I've only just started thinking about it, so don't really know much.
By simply using whatever ship names were voiced and to my knowledge mostly unused by other mods.
There is no ship called Kitsune in my mod.
I'm afraid not as I do not use other (multi-) ship mods, nor VRO/Reemergence.
Well done, but thats why I thought it could do with a little better advertisement.
No, too many ships, too much work. You can just take a look at (almost) all of them in the custom game start ship selection.
Doesnt require any update for the new x4 version...
It should be compatible with the newest update judging by the patchnotes, no idea about the expansion as I dont have it.
I do not, havent played X4 in a long time.
Sounds like you could set up some extra jobs for the destroyer though, given you know some xml and can set that up. Something I will keep in mind and maybe do in MFE at some point.
Some ships/blueprints are not available for purchase intentionally.
And yeah it's been working fine on 7.6 for me; haven't noticed any issues, at least, besides the few collision meshes.
Yeah its a known issue for some ships. Havent been able to get the mesh generation going properly ever since egosoft changed tools.
@Brulikrax
It doesnt need any updates as far as I'm aware.
Small issue I found: the collision mesh around the Gharial Mk1's spacesuit airlock/port is poor, and prevents you from getting close enough to scan the data leak and claim it with that method.
I'm using this mod with the VRO patch, but I'm guessing the mesh originates here.
This mod has absolutely nothing to do with what shipyards do. It only inserts new ships and new jobs but doesnt touch what ships (other than SVE ones) are built nor how many. No logic is changed so whatever is causing it is something else.
@Quantum Projects
There is not I'm afraid. Just check the wares.xml for all ships that have the "noplayerblueprint" tag, that will be all of the ones you want to edit.
@lym71396207
Not a bug. If the blueprint isnt available even with other mods that thats how it works, I never tried so I have no idea if thats how it always was, but that the blueprint isnt available within SVE is intentional.
Anyone else experiencing this? Xenon are all gone without me fighting agaibst them. Its like there is an overproduktion of ships from the factions (always old ships not the new e versions. The ships from this mod aren`t produced anymore. I have no other mod that I could imagine causing this.
a tragedy that the heavy paracel then is lost forever.
Can you add the heavy paracel for antigone to at least be able to build one after the neutral got "lost"?
[General] 304.39 ======================================
[] 304.39 Missing component macro 'viper_macro' in file 'extensions\ship_variation_expansion\assets\units\size_l\macros\viper_macro' as referenced in: index\macros
[General] 304.39 ======================================
[General] 304.39 ======================================
[] 304.39 Macro not found: viper_macro
[General] 304.39 ======================================
Thank you, much appreciated :)