Hopefully not too stupid of a question, but is this mod incompatible with ANY mods that alter the Wares.xml?
Or, only mods that affect the Xenon code in Wares.xml?
Quite a few of the paintjob mods I have inject them into the Wares.xml.
Been using your mod for a few hours of game time and it's hard to tell if it is having an effect.
(I've combined it with the 50% Xenon Nerf, Xenon Graviton Nerf, and the increased Xenon Fleets mod for a Xenon menace that is a swarm faction. I'm not well-versed in X lore, but for a terraforming project they're sure armed to the teeth with weaponry that outclasses every other faction in vanilla. If I had the skills to mod this game, I'd want to change their weaponry to be beam-heavy (imagining terraforming beams capable of disintegrating and reintegrating matter) and punishing to hulls, but weak against shields compared to standard weaponry.
Not the dev, but it just changes the Xenon ship wares values, i.e. prices, and production time/requirements. Should be highly compatible with most mods modifying wares. For mods that do modify xenon ship costs, loading this mod last will overwrite them and is probably what you want anyway.
I do have one question though. Would you consider adding an optional file, a one where a slight (even 10% would be awesome) station build time and damage done is increased.
I'm not sure if that's possible, or even if you would want to (I totally understand life exists for us all), but I think making them just that little bit harder still could add quite the challenge and add a bit more longevity to the game.
First of all, thanks for this file. It helps a lot to balance the Xenon threat with CoH Terran defense.
But I think there is an issue. I installed your file at the beginning of a game and later on, I found myself unable to start the HQ quest. Checked several signals, even though the very first should already do it, and no Boron. In my desperation I resorted to trial and error and eventually removed Xenon Proliferation. Et voila, the quest started right away. That's ... strange. I had a look on your file and cannot even remotely imagine what it has to do with signals or plots.
It only changes vanilla ships, so no, any Xenon ship added by the mod will not be changed, and I have no idea what it will do if a mod removes any.
I wouldn't combine this with VRO if I were you, and no, I don't like VRO because it tries to pack too many changes to too many aspects of gameplay into a single mod, so I'm not going to even try to figure out how to make this, or anything else I turn out, compatible with it. Sorry to disappoint.
22 comments
Can you add this mid save?
Thanks!
Or, only mods that affect the Xenon code in Wares.xml?
Quite a few of the paintjob mods I have inject them into the Wares.xml.
Been using your mod for a few hours of game time and it's hard to tell if it is having an effect.
(I've combined it with the 50% Xenon Nerf, Xenon Graviton Nerf, and the increased Xenon Fleets mod for a Xenon menace that is a swarm faction. I'm not well-versed in X lore, but for a terraforming project they're sure armed to the teeth with weaponry that outclasses every other faction in vanilla. If I had the skills to mod this game, I'd want to change their weaponry to be beam-heavy (imagining terraforming beams capable of disintegrating and reintegrating matter) and punishing to hulls, but weak against shields compared to standard weaponry.
I do have one question though. Would you consider adding an optional file, a one where a slight (even 10% would be awesome) station build time and damage done is increased.
I'm not sure if that's possible, or even if you would want to (I totally understand life exists for us all), but I think making them just that little bit harder still could add quite the challenge and add a bit more longevity to the game.
Thank for your time spent making this!
But I think there is an issue. I installed your file at the beginning of a game and later on, I found myself unable to start the HQ quest. Checked several signals, even though the very first should already do it, and no Boron. In my desperation I resorted to trial and error and eventually removed Xenon Proliferation. Et voila, the quest started right away. That's ... strange. I had a look on your file and cannot even remotely imagine what it has to do with signals or plots.
For my play style its just enough buff
The Super Old Dude of Legend (wink)
is this Mod VRO/OssianRaiders etc compatible? because they Add ships to the xenon, I am not sure about it
I wouldn't combine this with VRO if I were you, and no, I don't like VRO because it tries to pack too many changes to too many aspects of gameplay into a single mod, so I'm not going to even try to figure out how to make this, or anything else I turn out, compatible with it. Sorry to disappoint.