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AM7OU: Add more 7.00 elements to the Open Universe
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AM7OU: Add more 7.00 elements to the Open Universe

อยู่ใน 1 ชุดสะสม โดย EBI
EBIMODS(Currently supported)
26 รายการ
คำอธิบาย
VRO compatible patch is here
AM7OU VRO Patch
https://steamproxy.net/sharedfiles/filedetails/?id=3313395610

Allows ships from Timelines to be used by Terrans and Xenons in the Open Universe.
Also removes restrictions on experimental shuttles, allowing them to be purchased from Terrans.

Replaces the Antigone Republic trading station with the Antigone (Station), and allows module blueprints to be obtained from the Antigone faction.

Adds a new variant of M0 exclusive to the Open Universe internally to distinguish between the Open Universe and the Timelines M0.
Weapons have been added so that M0 can fire its main guns, and turrets have been added and performance has been adjusted to match the Open Universe (there were elements missing in the vanilla game, such as weapon data for main guns and travel mode).
The Xenon ships added in M0 and 7.00 will be available as blueprints in the base game's Xenon equipment research. (Originally, this research only gave you weapons and turrets.)
Specifically, you should be able to obtain blueprints for M0, H, B, PE, SE, and F.
Also, the Xenon blueprint unlocked in the research can be manufactured in both the Xenon production method and the default Argon production method (another mod is required to unlock the Xenon production method).

To start this research, you need to find a Xenon H somewhere in space, destroy it, and obtain a key item from the wreckage.

Adds a chance for Khaak battleships to spawn in the open universe.

Also makes the Khaak capital ship available for players to use by boarding it (you can also get it in a custom game start).

Teleportation is required to enter and exit the Khaak capital ship.

You may notice that the Khaak capital ship has almost no shields, but apparently the turrets have no hitbox so they don't need them.

However, the engines do have hitboxes, so that's their only weakness.

Future priorities
Introduce split colony ships to the open universe
Add more CPU ships to the open universe
Preferably make standalone versions of each element
A few other things

Timelinesの艦船をオープンユニバースのTerranとXenonが使用できるようにします。
また、実験シャトルの制限を解除しTerranから購入できるように変更します。

アンティゴネ共和国の交易ステーションをアンティゴネ(ステーション)に置き換え、アンティゴネ派閥からモジュール設計図を入手できるようにします。

オープンユニバースとTimelinesのM0を区別するため、オープンユニバース専用のM0の新しいバリアントを内部的に追加しています
M0が主砲を発射できるように武器を追加したほか、タレット増設やオープンユニバースに合わせた性能調整も行います(バニラゲームでは主砲の武器データやトラベルモードなど不足している要素がありました)
M0や7.00で追加されたXenon船はベースゲームのXenon装備研究で設計図として入手可能となります。(本来は武器やタレットのみ手に入る研究です)
具体的には、M0、H、B、PE、SE、Fの設計図が入手できるはずです。
また、研究でアンロックされるXenon設計図は、Xenon生産方式とデフォルトのアルゴン生産方式の両方で製造可能です(Xenon生産方式のアンロックには別のModが必要です)
この研究を始めるには宇宙のどこかにいるXenon Hを見つけて破壊し、残骸からキーアイテムを入手する必要があるそうです。

Khaak戦艦がオープンユニバースにスポーンするチャンスを追加しています。
また、Khaak主力艦を移乗攻撃で奪い取りプレイヤーが使用できるようにもします(カスタムゲームスタートでも入手できます)
Khaak主力艦に出入りするにはテレポーテーションが必須です
Khaak主力艦にシールドがほとんどないことにお気付きになるかもしれませんが、どうやらタレットに当たり判定がないのでシールドは不要なようです。
ただしエンジンには当たり判定があるので、これが唯一の弱点です。

今後の優先課題
スプリットコロニー船をオープンユニバースに登場させる
CPU船をオープンユニバースにもっと追加する
出来れば各要素のスタンドアロン版を作る
その他にもいくつか
กระดานสนทนายอดนิยม ดูทั้งหมด (2)
1
25 มิ.ย. @ 2: 27am
Known Issues (既知の問題)
EBI
0
1 ก.ค. @ 2: 32pm
NexusMods Download Alternative
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309 ความเห็น
Glanzschurke 13 ชั่วโมงที่ผ่านมา 
PS: can you make an Update, where you can Upgrade the Khaak and Xenon Turrets?.
I dont know why, but they are not in a group to upgrade it.
Glanzschurke 14 ชั่วโมงที่ผ่านมา 
Short question. Can you make it, that the Xenon M0 and the Khaak ships can't lose some parts.
The Khaak engine and the Xenon M0 Arms, to be exact.
Because if i repair the Xenon M0 Arms, the Turrets stay destroyed, and the Khaak Engine...well you can't equip any Repair Drones, so it takes ages to repair them.
Rom4ik 15 ชั่วโมงที่ผ่านมา 
I don't have any Khaak battleships spawning in the open universe. Instead, there are a lot of M0s in the universe.
Prophet 17 ก.ย. @ 4: 48am 
don't know if anyone else is getting this issue but i can't seem to target the turrets or engines on the Kha'ak Obliterater
Glanzschurke 16 ก.ย. @ 1: 50am 
@EBI Nvm the problem with the Teleportation on Khaak Ships was my side of the Problem.
One of my Mods interacted with this one.
EBI  [ผู้สร้าง] 12 ก.ย. @ 1: 13am 
@Nova_Galaxy69
Yes, if you have a screenshot it will help us fix the problem.
Nova_Galaxy69 11 ก.ย. @ 10: 16pm 
@EBI do you want a screen shot of it when it happens?
EBI  [ผู้สร้าง] 11 ก.ย. @ 9: 31pm 
@Nova_Galaxy69
Also, I've been looking into the issue where the player's L/XL ship becomes able to teleport after capturing a Kkaak ship for a while, but I have no idea what the cause of the problem is or how to fix it, and I'm at a loss...
I've tried, but I can't reproduce the problem well.
I didn't add that functionality, so I'm sure something about the base game Khaak ship is being applied to the player's ship, but I'm not familiar with scripting, and I can't find much data about Khaak ship teleportation, or even if I do find it, it's not what I'm looking for...
I'll continue to look into it periodically, but it's likely that I won't be able to fix it right away...
EBI  [ผู้สร้าง] 11 ก.ย. @ 9: 17pm 
@Proxima-b
I should be able to upload an update to the mod that alleviates the issue of there being too many M0s and disables the collision detection for the Khaak ship's engines sometime today.
I'll be doing some testing before then, so please wait a while.
Proxima-b 11 ก.ย. @ 8: 59pm 
There are just too many M0s. I have not one, not two, but three Xenon M0 roaming around causing troubles. Maybe the number should be limited to 1 or 2.