About this mod
0.5 available, fixed a critical bug. This mod does one thing: prevents a ship’s travel drive from starting if it is within a certain distance (close combat range) of a ship that is both 1) hostile and 2) a combat-type ship. Four choices available based on player preference.
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distances 2) makes dog-fighting less committed, and 3) makes boost less impactful (especially for engines that activate travel drive near-instantly).
What this mod does: This mod does one thing: prevents a ship’s travel drive from starting if it is within a certain distance (close combat
range) of a ship that is both 1) hostile and 2) a combat-type ship.
There are four choices based on player preference:
- Small/medium-10km: small and medium ships cannot start their travel drive if within 10 km of a hostile L/XL combat ship.
- Small/medium-variable: this version varies distances so that small and medium ships are treated differently. Small ships cannot start travel within 7km of medium hostile combat ships or 12km within hostile L/XL combat ships. Medium ships cannot start travel within 4km of hostile medium combat ships or 12km within hostile L/XL combat ships
- All – ships of any size cannot start their travel drive if within 10 km of any hostile combat ship. Makes the boarding process less annoying.
- Pirate mode: sort of a cheat mode or you can treat it thematically as if you are a pirate faction with a unique advantage. Ships of any size cannot start travel if within 10 km of any player owned or operated ship. This only affects ships/factions that the player is hostile to.
Q/A
What are the requirements?
- I have not tested if any DLCs are required. I would guess the answer is no, but YMMV.
- Kuda AI Tweaks is required.
Any compatibility issues?
- This mod is 100% compatible with Warp Scramblers.
- This mod does not make any changes to engines, and thus is compatible with mods like VRO, Reasonable Travel Engage, and Zero Travel Charge Time.
- This mod modifies the “travel=” attribute in some AI scripts. There is a patch available for Sector Explorer. It will work without it, but ships will be immune to combat travel limitations when moving in that mode.
- The mod (with exception of Pirate Mode) adds a check to player travel drive activation in the modes.xml file. I’m not aware of any other mods that do this; only mods that explicitly change if/when/how the player travel drive is activated will do this. If you come across one that does, this mod may very well still be compatible out of the box, but if not, let me know.
Is the player affected?
- Yes, all versions except pirate mode impose the same limitations on the player. If you want all ships except for the one you are actively flying to be affected, delete the mod’s /md/ subfolder.
Does the mod stop ships that already have travel drive on?
- Not in its current form. Because the functionality relies on the event handler to trigger, it doesn’t always trigger when you want it to. For AI ships starting combat, it’s not that big of a deal because they usually stop their travel drive. If you still want the option, let me know.
What ships are considered hostiles?
- -30 rep/mad red/shoot-on-site. “Enemy” reputation (-15) is not considered hostile (kind of a misnomer by Egosoft).
What about trading/mining ships?
- They are subject to the limitations, but they do not impose it on others. Only combat ships can limit the travel drive activation of other ships.
What if I’m neutral/positive with a faction, but hostile to an individual ship of that faction?
- You only impact that one ship. This means you can attack any ship in a neutral sector (thereby setting that ship hostile to you) and the mod keep them from travel driving away as long as you stay close, even if you are neutral/friendly with their faction overall.
Acknowledgements
Kuertee and DeadAir helped me immensely with learning how to mod X4 and in the creation of this mod. I cannot thank them enough!