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报告翻译问题






The "ARG Proton Pulse Turret [L]" is stupid Overpwered and no balanced.
Same the "SPL Railgun Turret [L]" Both ruin the Balance massiv.
It should be compatible with the newest update judging by the patchnotes, no idea about the expansion as I dont have it.
Understand, thanks for fast reply. Is it possible to change it? Tryed before writing here, but on my side it's just a number of random letters and numbers with other weird symbols.
Been so long I worked on this I couldnt tell you if that was intentional or a typo/accident.
Hello, really enjoing this mod, but I have small problem. Is ARG L Proton turret really must have bullet speed of 5500 m/s? In every discription proton weaponry is like plasma, exept it deals more dmg and damages hull trough shield, but having similar or less bullet speed, and have longer reload time than plasma. So why if ARG turret have almost 12 times faster bullets then his plasma brother. It's not really big problem in capital vs capital battle, but then all Argon L-XL ships use them, even pirates, almost any M class ship can't survive encounter with it.
what about adding L and M size VLS missile launchers that use the new Supporo Missiles?
that would be a cool weapon imo.
also would it be possible to make some kinda explosive artillery cannon that fires a explosive kinetic AOE round, and give it to the argon as a L artillery turret?
It would also be cool to have some kind of L turret that is a "charged up beam style weapon" with high shield and low hull damage. Something that strips & suppresses shields for either Paranid or boron. something that uses the similar FX of the boron Rays maingun. A slow effect might also be good too tbh.
I also think the Xenon Need a XL and L beam weapons with low track rate, and low ROF, but high damage during their firing cycle and decently long range.
just food for thought. If you like any of these ideas id love to see em.
if not thats cool too.
thanks for making this cool mod either way 0/
No idea. Try it, or dont. ¯\_(ツ)_/¯
I wont bother putting that together as you can see all the stats ingame, as for any other weapon.
Autocannon is less explosive damage (less spread) but has a bigger direct hit damage. Slower projectiles too I believe. So better against M and worse against S ships than the flak turrets.
Is it possible to change the looks of the Weapons it self? I play mostly a modded Hyperion and realy like your Odysseus Railgun on it. but just for Optics and Symetry i would to like to change the look of it on a Ship to the rattlesnake main or terran railguns.
tryed it my self, changes just the icon in the shop or crash the mod
Works fine with 7.5, no update needed.
Still not active in X4, so not any time soon I'm afraid.
Unless those mods include a patch, no. These weapons use custom projectiles with their own properties and will not be affected by other mods unless specifically included.
Downside of the system is: only Argon ships, equipment and station moduls can be produced this way.
Since the Proton Pulse Turret is Argon, i was hoping it would be CL compatible.
I honestly do not know what you mean with "Closed Loop", but assume it requires some extra tags to work with it.
Feel free to ask, but generally a better place for questions is on the egosoft forums or discord I'd say. Been a while I did any x4 modding and those have a lot more people around that can help.
Good to know, thank you!
In the 0001-l086.xml, id 1 and 2 was wrong input,here is what I change
<t id="1">(PAR L 质子炮塔 Mk1){20202,403} {20111,5031} {20105,5411} {20111,101}</t>
<t id="2">(SPL M 热能炮塔 Mk1){20202,303} {20111,5021} {20105,4661} {20111,101}</t>
please update it, thanks for your mod.
That is something to actually go on, thank you. I will have a look and make adjustments where necessary.
well, the damage of the TER M Autocannon Turret is several times less than of any other M Autocannon, Turret making it too weak to be used.
EagleDelta was asked about this (by other people using the VRO patch, I'm using it too) and said that the problem should be on this end, in the "bullet" data files in the mod.
If you give me proper information about whats wrong...
I updated the mod, should be fixed now (as well as some other things).
Sorry again for the initial confusion on my end.
Oh sorry then I understood your comment wrong. If what you said is indeed the case then that is a bug, I'll have a look at it and adjust it accordingly.
Why wouldn't it? There was not tags changed as far as I'm aware.
@shilum_nehum
Read the description, it has all the info regarding that.
Yup
Wrong modpage buddy.
That said, I am aware of that issue, but it is unlikely I will fix it any time soon, so you will have to keep using the workaround.
Its been a long time I made this mod and I haven't looked at the files in quite a while, but I think yes.