X4: Foundations
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  • v2.0 Update

    Checked for DA_RE compatibility with the suite of Faction Enhancer mods. While there does not appear to be anything critical, there will be errors being generated in the debug log
    Reconfigured the various new defense stations added by DeadAir to reflect the changes to sectors in RE
    Reduced Builder fee to 250,000
    Disabled the DA Shipyard/Wharfs from being used
    Adjusted construction/spawning parameters of stations, they will now have a moderate reduced range from the sector's core but a large increase in their vertical variance
    Re-enabled the non-Split jobs associated with the Split DLC. DA had disabled these when he removed the PAR and ARG from their now restored sectors


    DA_RE will likely become depreciated/majorly overhauled o...

  • v1.7 Beta Patch Notes

    **X4:Reemergence 1.7** (this update is save-compatible):
     

    **BALANCE CHANGES**

    Adjusted the new 6.0 "turretfirechance" variable in OOS calculations to 0.6 from 0.3. This is the new variable that has had such a massive negative impact on turret heavy ships, i.e. Xenon. Prior to 6.0 this variable was effectively 1.0
     Minor tweaks to some sector's resource quantities for better balance
    Adjusted sunlight levels to reflect their ambient lighting levels better and for increased variance across the map
     

    **GOD** (Stations on New Game start)

    Completely overhauled the location of all HOP key stations in their sectors; they are now in much more logical locations
     Similar changes to some PAR stations
    HOP now sta...

  • ReStock Fleet Manage

    Fleet Commanderlar veya istasyonların tüm subordinateleri için inşa/satınalma işi yapar. ( Fleet commanderi dahil)
       
        Enable/disable için Filo komutanının pilotu ya da istasyon manager i ile konuş.
       
        Comander defaultorder bilgisi, gemilerin loadout, personel/pilot sayısı ve rütbeleri, assignment, group, ve gemi adları korunacak.
        Enable olduktan sonra değişimler dikkate alınmaz.(Filo komutanının default order bilgisi hariç)
        Değişim yapmak için disable edip değişimden sonra tekrar enable yapılmalı.
       
        Shipyard seçimi şu kriterleri içerir:
        player shipyard 1-free slots ->filo komutanına en yakın player shipyard ->
        NPC shipyard 1- free slots -&...

  • Servator-class Star Destroyer

    Contains  the Servator-class Star Destroyer. Requires SWI to function, otherwise youre downloading a fancy notepad document basically....

  • XRSGE more gates

    Pirates who are against the entire galaxy, who have steel balls, that is, the nerves to settle there....

  • How to prepare a custom game in XRSGE Universe

    How to prepare a custom game in XRSGE Universe

    I've prepared the minimod Val Selton GAMESTART (optional files) to be used with the copy/pasted settings taken from the Custom Start (export settings and find the file in documents/egosoft/etc folder).

    You have to copy the the data exported from your custom game into the mod's file libraries/gamestarts.xml
    Copy from header to header, pay attention at the starting sector, take the value from the sector where your HQ is set.
    Everything is very intuitive, just open the files with Notepad++

    In last header you find the status of STORIES, add the setting you created in the custom game. In the custom game you can make any plot concluded or partially conclude, even if still not unlocked in your game. ...

  • Better piracy with repairing captured ships

    Better piracy with repairing captured ships and Boarding Pods...

  • v1.6 Beta Patch Notes

    Hello all! I know it has been a bit of a wait between 1.5 and now but that isn't without good reason! We're confident in saying that 1.6 is our largest single update featuring a ton of various stuff. On top of having new assets we've also taken the time to rework how the VRO Viper and Kitsune work - they are now proper M7Ms on par with the new OTAS Aquilo. There has also been a host of changes to the galaxy map and several balances changes have been made to improve the lives of both Boron and Paranid.

    X4: Reemergence 1.6 released:

    X4:RE custom main menu theme added. Set it in Game Settings -> Start Menu background Scene -> X4:Reemergence
    assets & balancing:
    Racial Drones! ⁠Terran Keris, Split Skink, Paranid Cupid, and a mysterious new...

  • v1.5 Beta Patch Notes

    X4:Reemergence 1.5 released:
    We're back after a short pause of development!

    FIVE new ships added:
    SPL Wolf - S bomber
    SPL Cheetah - L carrier
    TER Falchion - S bomber
    TER Chiba E - L carrier
    BOR Marlin - L frigate



    TWO new weapons:
    Light Plasma Bomb - common bomb type used by S bombers, available for sale from all factions that do not sell Cluster Bomb Launcher nor Incendiary Bomb Mortar. Lower damage, but highest blast radius.
    Extended Range PPC - Boronized version of Argon PPC unique to Marlin. Marginally lower damage and gimbal range, significantly longer range. Siege weapon.



    Other changes:
    OTAS Shippack is now a requirement.
    VIG rebalance. VIG will now field slightly mo...

  • v1.4 Beta Patch Notes

    The day of reckoning has come for the Xenon jobs along with numerous other large updates.


    XENON

    Completely reworked the Xenon System Analyst, RE-Sector patrols, and Reclaimer jobs
    BIG UPDATE - We've seen a massive uptick in the number of reports of Wave 3 (I Battleships) being seen roaming far outside of what they should be. This was being cause by the way the Xenon handle the job. Instead of building the job as you would expect in the appropriate sector they instead would be built somewhere in the galaxy and fly to their sector. To fix this they are instead spawned in the correct sector. They are the only one which behaves like this as it is my last best attempt to resolve this issue once and for all. Their activation time has also been increased to ...

  • Battlestar Galactica Patch 1.1

    New:
    - new S- Ship, Viper Mk2. fully animated with Engine/ weapon sounds from Diaspora
    - light switch inside the Viper that turns the sidelights on/ off
    - Player Logos updated with one more logo

    Changes:
    - changed turret macros so it also works in vanilla without vro but is still not balanced, that also means already build ships need to go into the shipyard and rebuy/ install the L- turrets

    Fixes:
    - some textures where updated
    - some misc. stuff i dont remember...

  • v1.1 Patch Notes

    Solano (S Scout) added
    Boreas' price adjusted to bring it more inline with expected performance vs competition
    M/AM Barrage stats tweaked. It now has higher sustained output, bringing it inline with other highpower weapons, like VRO's PR
    Firestorm Artillery received an accuracy nerf
    ...

  • v1.3 Beta Patch Notes

    Another smaller update designed mostly to keep X4:RE inline with the new OTAS Shippack update but that doesn't mean there hasn't been new stuff here either


    Added Shadow's End sector to OTAS cluster region
    Removed Xenon Shipyard from Depths of Silence, this should alleviate the Boron's internal threat
    Reconfigured Xenon station spawning requirements, you should see more variation in their locations and the potential for Solar Power Plants has been increased per each sector
    Added support for the new Solano model in OTAS Shippack. The temp model has been removed from the game and will no longer be used. In existing saves once they are upgraded to space dust; they're gone
    Fixed another instance of the infamous "speed glitch" on the Mists of Elysium &l...

  • Small adjustments for other mods

    Here I list the small changes any player can do in the code of some popular mods to make them fully compatible with XRSGE if a patch is not provided

    Mod: EMERGENT MISSION by Kuertee
    Issue: the mission can be interrupted bc the player's ship is too far away. To avoid this happening in a too short range (as is vanilla space),
    find this, in md/kuertee_emergent_missions.xml:
     <cue name="Mission_Escort_Expire">
    <cues>
    <cue name="Mission_Escort_Expire_Interval" instantiate="true" checktime="player.age + 5s" checkinterval="5s">
    <actions>
    <debug_text text="''" chance="@md.$kuerte...

  • v1.21 Beta Patch Notes

    A little light on the notes this time around but that's because other stuff has been happening in the background. v1.21 update follows user suggestions and a balance tweak!


    Added new gate connection between Aladna Hill and Two Grand
    Move BOR Defense station in Great Reef to Sanc. of Darkness gate
    Changed the 3rd wave of the Xenon fleets to use I's instead of U's. This removes part of the VRO requirement and makes the wave less dangerous to the AI as they have a hard time dealing with the long range beam of the U Carrier
    Move some inactive gates to prepare for future content
    Correctly migrated Kha'ak faction changes to X4:RE instead of OTAS_Shippack
    Finally actually fixed the OTAS 6-way connecter
    Updated OTAS shield modules to use the r...

  • V1.01 Patch Notes

    Tempest M pad texture fix
    Boreas hull texture fix
    Boreas hull cost doubled
    S M/AM Barrage bullet speed buff
    Eurus mobility & shield buff
    Eurus missing detail_xl texture fix

    Added missing 6-way station connector
    ...

  • OFFICIAL COLLABORATION -- ROTHANK

    I want to split this part off and into an Article all on it's own as-well-as briefly in v1.2 patch notes.

    Rothank, author of both the new Chiba light carrier and the new author of the Terran Cruisers mod has joined the development team of X4:RE and has been an immense help with the entire project, is the creator of all the new OTAS ship models, and has been extremely helpful in fleshing out planned features and in establishing how the project will proceed.

    About a month ago, not too long after v1.1b was released, Rothank and I began to talk about using some existing and new in-development Terran Cruiser models for some of the OTAS ships. This grew to be more than just reusing existing models but creating entirely new ones with potentially pulling some feat...

  • v1.2 Beta Patch Notes

    Unfortunately this update is also not save-game compatible as the code/structure for OTAS's ships and the entire faction has been completely rewritten for much better compatibility AND so there is only 1 version of the mod as the NO OTAS version will not receive the 1.2 update. If you wish to continue to play X4:RE without OTAS do not download the new OTAS Shippack mod and the base mod will continue as-is.

    PLEASE NOTE that there are some irregularities that this will cause and some ownerless jobs spawning and your debug will be loaded with various errors. As OTAS is not intended to be option and instead built into X4:RE I've accepted that this is an acceptable alternative to developing 2 different versions of X4:RE.

    I also have a large official announcement to mak...

  • mod by BeiChenPorarisu fixed...

    this is just a quick fix to the mod from BeiChenPorarisu,i´m not a modder by any standard or done anything like this before,so any mistake.... i apologize for in advance.......

  • v1.1 Beta Patch Notes

    This update is not save-game compatible due to resolving the speed glitch. Nearly every gate line had to be tweaked. Previous save will still be bugged.
    Fixed persistent speed glitched caused by most gates. Terran gates have jiggled slightly due to finding the source of the bug.
    Moved sector cluster Matrix #695A/B to HOP area; connected to Perpetual Sin I/III cluster. The flavor text is not updated yet.
    Added sector Ket's Reckoning in place of Matrix #695. Khaak controlled sector. Not fully implemented yet; empty sector as update was pushed early
    Fixed Xenon jobs so they will correctly spawn new Xenon D and Y ships
     **
    Added full built-in compatibility to Mod: Farnham's Legend Revision including the Boron gates
    Removed gate connection be...