So i see the option to buy the argon titan and titan E is it just different looks? I'm not really seeing any other differences between them, just wondering
Hey great mod. Doing a savior playthrough and I cannot figure out your coding. I want to disable the other factions from being able to use this, how would I go about it?
I just downloaded this and noticed the description says that the ship only spawns once in Argon Prime... given that context if it's not called Argon One then I am considering legal action. The lack of imposing warship floating over Argon Prime in X4 always made the sector feel like it was missing something.
Oh dear... yeah, thats from the initial release and not correct anymore. The ship will be used multiple times by the Argons and also by related factions. But i like the idea of Argon One! But it should be a carrier. You gave me some ideas... :D
Aha, I did a quick map search on my game and yup, Antigone has one that I can see floating around on patrol in Frontier Edge too, they look really good though, great work on that front. Well, I look forward to seeing if anything comes from any Argon One ideas at the very least, it's been great to expand the world a bit with your ship options.
Now I just need to persuade you into turning the Okinawa Research (Oberth) into an "Okinawa R" L Scout with extended radar range or something... it's such a waste of a unique ship model to see it for a few minutes in one quest line...
I have a question, maybe someone or the author can help...
i use a mod that improves other ships Hull points (not VRO)
So now this ship needs adjusted hull points, I open the dat-data, modify the hull points in all places but sadly every time I do that, it makes the game crash when inspecting the ship in-game....even when I then edit the values back to normal it keeps crashing once inspecting the ship at a wharf.
I will experiment a little bit more with it, but it seems editing the ext_01 data breaks the entire mod somehow, maybe someone or the author have some ideas about what could be happening?
edit: my best guess is I am using the wrong program to edit the file, it's a standard text editor working with other mods so far, maybe not with this one tho
Hello there! In general, increasing the hullpoints of the ship is an easy task. You open the *_maro.xml of the ship(s) and set the new value. But when understanding you correctly, you are trying to edit the *.dat file directly? If yes, i cant help you because this is not the recommended way.
Best practice: Download the X4 Cat(alog) tool from https://www.egosoft.com/download/x4/bonus_en.php (the last entry at the bottom). Then you start the XRCatToolGUI and import the cat file via "Import catalogs". Then click on extract all and select the mod folder of my mod in your extensions folder. After everything has been extraced, you need to remove the cat and dat file from the folder. Then navigate to ...\assets\units\size_xl\macros and change the values in the xml-files with a text editor.
Thats it. I prefer having mods packed together as it is cleaner then having loose files, but loose files will also work. Hope that helps!
It seems like the VRO mod linked in the desc is not for this version of the mod but for the old non-(E) version of the ship. So until the person who made the VRO version edits it for the new version of this mod we'll just have to wait.
Hello friend, I love your work with the battleships, because it shows that the game is missing this style of ships more, and I have almost all the battleships installed that you have made, but in this one I notice a single detail in this one and that would be the difference between the normal titan and the titan e in terms of statistics, since they are exactly the same, which takes away a bit of the variety and deciding which battleship is good for each occasion or circumstance, merely reducing itself to aesthetics, something that I say that It is not bad but it would be more incredible if they had even a minimum difference in statistics which would make your work more than complete, but otherwise it is incredible and few only do this, I hope in a possible future you can update the rest of the mod I just wanted to give you an observation, otherwise everything is incredible and keep it up :D
Remarkably well done. Will you consider adding maybe an antigone or pioneer heavy cruiser in line with the basilisk? Pioneer could be very interesting as since they are more open could be a mix of terran tech with commonwealth. Perhaps something like a L class armed auxillary style ship?
i would love to make soooo many ships for each faction :D Sadly i am just one person and have a regular job, too. So can´t build ships as often as i would like to... I can´t promise anything but there will be a few more ships coming :-)
69 comments
I think you forgot some numbers on the "reverse" "drag", the ship flies faster backwards than forwards :D
yeah, thats from the initial release and not correct anymore. The ship will be used multiple times by the Argons and also by related factions.
But i like the idea of Argon One! But it should be a carrier. You gave me some ideas... :D
Now I just need to persuade you into turning the Okinawa Research (Oberth) into an "Okinawa R" L Scout with extended radar range or something... it's such a waste of a unique ship model to see it for a few minutes in one quest line...
i use a mod that improves other ships Hull points (not VRO)
So now this ship needs adjusted hull points, I open the dat-data, modify the hull points in all places but sadly every time I do that, it makes the game crash when inspecting the ship in-game....even when I then edit the values back to normal it keeps crashing once inspecting the ship at a wharf.
I will experiment a little bit more with it, but it seems editing the ext_01 data breaks the entire mod somehow, maybe someone or the author have some ideas about what could be happening?
edit: my best guess is I am using the wrong program to edit the file, it's a standard text editor working with other mods so far, maybe not with this one tho
In general, increasing the hullpoints of the ship is an easy task. You open the *_maro.xml of the ship(s) and set the new value.
But when understanding you correctly, you are trying to edit the *.dat file directly?
If yes, i cant help you because this is not the recommended way.
Best practice:
Download the X4 Cat(alog) tool from https://www.egosoft.com/download/x4/bonus_en.php (the last entry at the bottom).
Then you start the XRCatToolGUI and import the cat file via "Import catalogs". Then click on extract all and select the mod folder of my mod in your extensions folder. After everything has been extraced, you need to remove the cat and dat file from the folder.
Then navigate to ...\assets\units\size_xl\macros and change the values in the xml-files with a text editor.
Thats it. I prefer having mods packed together as it is cleaner then having loose files, but loose files will also work.
Hope that helps!
Thanks a lot, everything is working now with the workflow you mentioned :)
Also thanks for the nice mod.
Have a good day
I am trying to use the VRO version, but it doesnt seem to have been updated since you released your new one for 7.0.
Stats are still default, the overrides do not appear to be working, for example: <replace sel="//macros/macro/properties/hull/@max">970000</replace>
I cant work it out :(, looks like the VRO version died.
new vro patch here
I linked your mod at the startpage. Thank you so much for taking over this topic! :)
https://www.nexusmods.com/x4foundations/mods/1481/
Its length is suitable for a Destroyer than for a Battleship.
Sadly i am just one person and have a regular job, too. So can´t build ships as often as i would like to...
I can´t promise anything but there will be a few more ships coming :-)