No ETA. I wanted to jump into the Pipe APIs this weekend, but I was already too tired after a week of working with business processes. So yeah, I guess my real life is going to be the priority right now not the mods. Still, I'll try to keep everything up to date with the latest X4 releases.
Sooner or later, I'll definitely add the Xenon module, but SirNuke's mods and Reactive Factions Retribution will take priority. In the meantime, I suggest installing DeadAir's mods and activating Xenon Evolution, or installing RoR and increasing the difficulty - it should be fine if you enjoy watching the galaxy burn.
I understand you, work takes a good chunk of my day as well; looking at Xenon values they're not so many to change, I suppose I can do it on my own - any hint on what can be considered a balanced build time reduction (ship s-m-l, dock, storage, energy cells)?
You could use same values as in the mod. You can find my repository on github, create a fork of the mod and add those lines yourself. Then update your fork with changes you did and contribute to the project by making a pull request. :3
If you need any assistance I will help. The pattern is already here so it gonna be really simple. I know I could do this myself in 3-5 minutes but sadly my motivation is kinda low lastly. I need to make myself to do stuff :/
Sure <replace sel="/wares/ware[@id='module_xen_def_base_01']/production[@time='2726']/@time">2040</replace> <replace sel="/wares/ware[@id='module_xen_dock_m_01']/production[@time='1424']/@time">1080</replace> Corrected to 75% as you suggested in another post
Can you provide some examples like for vanilla builds times compared to what your mod does? Please. Just so I can gauge if I like the changes. Sorry to ask for the extra step. Be helpful.
The average module construction time is approximately 20 minutes. My changes significantly reduced this time by 50% or more for small and early modules. For high-tech or large modules, the construction time is now ~75% of the original.
It's for the base time, better equipped construction ships may reduce those times even more.
It should, on the VRO wiki says "Economy, though some minor changes may be done to e.g. ship/weapon prices/material cost as they connect directly to the combat balance.", so I don't think construction times have been affected.
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Sooner or later, I'll definitely add the Xenon module, but SirNuke's mods and Reactive Factions Retribution will take priority. In the meantime, I suggest installing DeadAir's mods and activating Xenon Evolution, or installing RoR and increasing the difficulty - it should be fine if you enjoy watching the galaxy burn.
https://github.com/iomatix/Balanced-Faster-Construction-X4Foundations
If you need any assistance I will help. The pattern is already here so it gonna be really simple. I know I could do this myself in 3-5 minutes but sadly my motivation is kinda low lastly. I need to make myself to do stuff :/
<?xml version="1.0" encoding="utf-8" standalone="yes"?>
<diff>
<replace sel="/wares/ware[@id='module_xen_build_m_01']/production[@time='539']/@time">540</replace>
<replace sel="/wares/ware[@id='module_xen_build_s_01']/production[@time='539']/@time">420</replace>
<replace sel="/wares/ware[@id='module_xen_build_xl_01']/production[@time='954']/@time">1080</replace>
<replace sel="/wares/ware[@id='module_xen_def_base_01']/production[@time='2726']/@time">1680</replace>
<replace sel="/wares/ware[@id='module_xen_dock_m_01']/production[@time='1424']/@time">780</replace>
<replace sel="/wares/ware[@id='module_xen_prod_energycells_01']/production[@time='378']/@time">180</replace>
<replace sel="/wares/ware[@id='module_xen_stor_01']/production[@time='387']/@time">240</replace>
</diff>
<replace sel="/wares/ware[@id='module_xen_def_base_01']/production[@time='2726']/@time">2040</replace>
<replace sel="/wares/ware[@id='module_xen_dock_m_01']/production[@time='1424']/@time">1080</replace>
Corrected to 75% as you suggested in another post
It's for the base time, better equipped construction ships may reduce those times even more.
and there find the content.xml
inside find corresponding id of this mod ( you can check that ingame in options - extensions )
<?xml version="1.0" encoding="utf-8"?>
<content>
<extension id="ws_yourmodID" enabled="true" sync="false"></extension>
^ must work. Because I had the same trouble with several mod disabling themselves, until I fixed that this way