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TheShooter36

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TheShooter036

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58 comments

  1. BeepityBoop
    BeepityBoop
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    What's the difference between the two K and I bridges files? And, when you say "will break existing Ks and Is unless save edited," do you mean there's a way to modify a save file to not break them, or do you mean that a save without the Modified tag will break?
  2. NULLSparkle
    NULLSparkle
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    I just realized this mod changes the ware requirements for High Mass Teleportation II.

    Is there any reason why it does this?
    1. TheShooter036
      TheShooter036
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      To be able to jump your PHQ with xenon economy, especially relevant as you progress through the research tree
  3. TDoctor11
    TDoctor11
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    Will it break the rest of the mod if I remove the lines past the <!--Spawn Enemy Ships-->
    comment section? specifically regarding each line relating to attack orders, since I've removed the relations penalties I'm still unsure of if they will continue with the attack orders or not
    1. TDoctor11
      TDoctor11
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      Just curious if this is correct formatting for this here
      Not sure if it still needs <set_value name="$HQ" exact="player.headquarters"/>
            <create_position name="$attackpos" space="$HQ.sector" value="$HQ.position" object="$HQ.zone" />
          <find_sector name="$GetsuFune" space="player.galaxy" macro="macro.cluster_48_sector001_macro"
      but I think this looks correct just not sure tbh    <actions>
          <set_value name="$HQ" exact="player.headquarters"/>
            <create_position name="$attackpos" space="$HQ.sector" value="$HQ.position" object="$HQ.zone" />
          <find_sector name="$GetsuFune" space="player.galaxy" macro="macro.cluster_48_sector001_macro" required="true"/>
                <add_blueprints wares="ware.engine_xen_xl_allround_01_mk1" />
                <add_blueprints wares="ware.shield_xen_xl_standard_01_mk1" />
                <add_blueprints wares="ware.ship_xen_xl_destroyer_01_a" />
                  <set_faction_relation_locked faction="faction.xenon" locked="false"/>
      <set_faction_relation faction="faction.player" otherfaction="faction.xenon" value="-0.032"/>
      <set_faction_relation faction="faction.xenon" otherfaction="faction.player" value="-0.032"/>
      <set_faction_relation faction="faction.player" otherfaction="faction.yaki" value="0.01"/>
      <set_faction_relation faction="faction.yaki" otherfaction="faction.player" value="0.01"/>
            <!--Spawn Enemy Ships-->
            

          </actions>
        </cue>
    2. TheShooter036
      TheShooter036
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      you dont need the HQ stuff
      <set_value name="$HQ" exact="player.headquarters"/>
            <create_position name="$attackpos" space="$HQ.sector" value="$HQ.position" object="$HQ.zone" />
          <find_sector name="$GetsuFune" space="player.galaxy" macro="macro.cluster_48_sector001_macro"
      you can delete this since you wanted to remove spawns
  4. NovaTempest
    NovaTempest
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    Would it be possible to create a patch bridging this mod with Xenon fleet overhaul - a bunch of new new xenon ships ?

    It feels like these two mods are halves of an excellent coin here. Though i'm sure meshing the two mods together could be a bit of a coding spaghetti situation...? (It does also add a little more variety to the Xenon weapon arsenal which is a neat touch.)

    The big thing is both of these mods support VRO, so I would imagine integrating ships from XFO shouldn't be too big of a deal with the permissions to do so.

    Great mod, through and through, I've gotten this mod to play nicely with AM7OU's over on steam. I'll be curious to see how XFO handles with the other two in play...
  5. XxMeMeShexX
    XxMeMeShexX
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    hey i dont know if this is beyond the scope of the mod but could it be possible to build any ship using xenon building method and not just xenon ships.
  6. MadDreamer
    MadDreamer
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    The game says that "timelines" is a dependency.  However, the requirements section of this page does not list it.  Is "timelines" a requirement for this mod?
    1. TheShooter036
      TheShooter036
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      it is a requirement
  7. LujaCro
    LujaCro
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    Is reemergence a hard requirement for non SWI games? Seems to be just a compatibility,  but it is listed as one.
    1. TheShooter036
      TheShooter036
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      No, its optional, its listed as a dependency in mod just so when reemergence is loaded this mod loads after it
    2. LujaCro
      LujaCro
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      Thanks, figured its like that since already playing it was wanted to check so I don't invest a lot of time only to mess up my game down the road xD
  8. Darenkel
    Darenkel
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    It would seem that several (all?) the Xenon ships this mod adds, have the vanilla travel drives, which is a problem in SWI where everything is really far apart. Is this something you can patch on your end?
    1. TheShooter036
      TheShooter036
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      All Xenon ships will have to be rebalanced with X4 7.5 version anyway so I'll address that issue with next patch
  9. Kiltenth1337
    Kiltenth1337
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    Ok, so new problem. Bridges don't work with VRO. I cannot teleport to the Ks and Is I built. Then I tried a Creative Sandbox and started as I, and a K in my fleet. I had no bridge, my camera was kind of glitched somewhere inside the ship. And then again I couldn't teleport to K.

    Once I turned VRO off, Bridges started working again. So I don't know how VRO changes K and I hull structures but a fix or compatibility patch would be amazing.
    1. TheShooter36
      TheShooter36
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      I made the mod while using Convergence which needs VRO, it gotta work.
  10. denila5
    denila5
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    Nice mod