X4: Foundations

X4: Foundations

Xenon Long Graviton
4 条留言
Durandal 9 月 14 日 上午 8:31 
After heavy testing, I can say that 8.5 KM is the sweet spot for this mod.
Xenon shield pools are massive. But you can't just easily cheese and outrange their Gravitons at 8.5 KM unless you're a playerr.
They also can down stations but even badly designed NPC stations have a chance.
Love it.
Cuddle_Rat 3 月 11 日 下午 1:44 
@Ram Thank you for the clarification, I'll backup my save and give it a try, see how it all plays out. I deeply appreciate your quick reply and hard work, thank you again.
Ram  [作者] 3 月 11 日 下午 12:59 
@Cuddle_Rat:
Both mods work by just overriding the stats. They should be safe to add to an existing save. But, it might only affect ships built after adding the mod.

VRO will override this mod due to the load order. The Impulse mod should override VRO. You could add VRO as an dependency for this mod to force my mod to override it. If you don't know how to do that, use this as an example [www.nexusmods.com]

However, it's based on the vanilla stats, so I'm not sure how it will compare in VRO's balance. This mod specifically only replaces the range, but the Impulse mod replaces the entire turret.
Cuddle_Rat 3 月 11 日 上午 9:45 
So I'm really interested in your two Xenon turret mods but I wanted to ask, is it save game compatible, and will this work with VRO? The Xenon are being wiped out in my current save by the factions with no effort put in from me. I want to tip the scales into the Xenon's favor.