This is a simple rebalance mod which changes most stuff regarding combat and also changes the names of all S and M weapons.
Requirements
DLC requirements
DLC name
X4: Split Vendetta
X4: Cradle of Humanity
X4: Tides of Avarice
X4: Kingdom End
Permissions and credits
Credits and distribution permission
Other user's assetsAll the assets in this file belong to the author, or are from free-to-use modder's resources
Upload permissionYou are not allowed to upload this file to other sites under any circumstances
Modification permissionYou are allowed to modify my files and release bug fixes or improve on the features so long as you credit me as the original creator
Conversion permissionYou are not allowed to convert this file to work on other games under any circumstances
Asset use permissionYou must get permission from me before you are allowed to use any of the assets in this file
Asset use permission in mods/files that are being soldYou are not allowed to use assets from this file in any mods/files that are being sold, for money, on Steam Workshop or other platforms
Asset use permission in mods/files that earn donation pointsYou are not allowed to earn Donation Points for your mods if they use my assets
Author notes
This author has not provided any additional notes regarding file permissions
File credits
This author has not credited anyone else in this file
Donation Points system
Please log in to find out whether this mod is receiving Donation Points
-Increased the hull of all new S, M, L and XL ships by a factor/s.
-Created a special shield for all turret groups which use L shields (if all turrets effectively had 1-5 million shields, the only thing you could do is either take a destroyer or battleship to kill it, orrrr just give up).
-Rebalanced all new L and XL weaponry.
2. Added S turrets into the mod (REQUIRES Lc4Hunter's "Modding Ressource for S-class Turrets" MOD FROM NEXUS, LINK IN MOD DESCRIPTION):
-Only a couple of ships can have them (Eclipse (2), Theseus (1), Buzzard (1), Chimera (1), Gladius (2), Kalis (6), Ares (3), Tethys (3), Callisto (2), Courier (4), also the Regal Barracuda if you have that mod installed). Probably will add more turret-compatible ships in the future (Like on the Quasar).
-Each race has 1 shared laser (IRE) and 2 race-unique turrets (except the Split, they have 1 race-unique turret). Might also put more turrets in the future.
-All turrets are based (and named) off of the X3 lasers and are trying to be similar to their X3 counterparts (for example, IRE, HEPT, PBC, PBE ect.).
3. Added compatibility for Lc4Hunter's Regal Barracuda:
-Increased ship hull by a factor of 1.4.
Other changes and fixes:
1. Now the explosion of a capital ship will kill all S and M ships within its radius, so PLEASE boost away immediately.
2. Increased shielding of Frigates to be substantially higher so that they can whitstand a few L turret shots or a few main battery shots.
3. Fixed both Beam Blasters blinding everything a.k.a. becoming a star (removed the muzzle effect).
Version 1.3
2 BREAKING ADDITIONS:
1. Added built in compatibility for 6 mods (the exact mod names are in the description)
2. Heavily rebalanced capital ship combat:
-Multiplied the current hull of all L ships by 13 and all XL ships by 20 (excluding the Raptor which has ~20 million hull rather than 60 million)
-Increased all L and XL shield capacity and recharge:
-Unified hull and shield damage of capital weapons and turrets together and drastically increased damage of all capital weapons and L Plasma turrets.
-Medium shields on capital ships have much more capacity than the ones on M ships.
Less important but still important changes:
1. Removed heat generation for most weapons (excludes weapons which use heat to balance out its effects, for example the Disruptor, LSB and HSB)
2. S and M weapons can now be damaged and destroyed (and also repaired, however not targeted).
Other Changes and fixes:
1. All railguns can now automatically aim
1.1. The Energy Railgun now works exactly how i envisioned it:
-No zoom and charge
-Stronger on shields, weaker on hull
2. The Beam Burster has been buffed to be better than the Beam Blaster
3. Disruptor has been slightly changed (0.1 second activity before overheat, same damage)
Version 1.2
Added 8 new weapons:
ANT:
Quad Precision Shotgun (QPS): 4 pellets, tight spread, good hull damage, bad shield damage, low heat, 2.3 km range
TER:
2. M Proton Displacer Cannon (PDC): Made by Protectorate, only compatible with Falx, Anti-capital-like damage, 10 second reload, very high heat, 12 km range
BOR:
3. L BOR Ray Ion Cannon: Alternative to the Ion Projector, high shield damage, low hull damage, 18 km range no special effect
.
4. M Ionic Inhibitor: More effective on shields than on hull, 0.7 ROF, clip of 5, clip reload of 3s, sticks to target for 3 seconds, 5.7 km range, medium thruster disruption.
5. M Arc Gatling:
More effective on shields than on hull, 7 ROF, clip of 35, clip reload of 3, moderately low heat, 3.8 km range,
light drive disruption.
6. S Phase Blaster:
More effective on hull than shields, 4.5 ROF, low heat, moderately low spread.
7. S Ion Shotgun:
More effective on shields than on hull, 10 pellets, clip of 4, clip reload of 2, high spread, 1.8 km range, light
thruster disruption
8. S Disruptor:
Damages only shields, Beam, stupid high heat, 40 second long cooldown, disables boost and travel for 30
seconds, 1.5 km range
Rebalanced some shields:
1. increased capacity and recharge of all XL shields
2. Slightly decreased capacity and recharge of TER L shield mk.3
3. Drastically decreased recharge rate of S shields
4. Decreased capacity and recharge of some M shields
Made Frigates to actually be frigates:
1. Their weapon mounts are only compatible with the anti-capital weapons (Plasma Projector, FBC Mk.2) and
missile launchers except for Falx, which is only compatible with PDC and missile launchers
Changed name of S Neutron Gatling to Mass Driver
Added new encyclopedia descriptions for the Mass Driver, MPT, Plasma Charger, LEPC and HEPC, Photon and Neutron Barrage and for the Energy Railgun.
Removed all engine changes
Version 1.0
Yay, no longer beta!
Rebalanced all Boron weaponry, shielding and all combat ships,
Rebalanced almost all missiles (i believe Split missiles aren't balanced yet),
Reduced the capacity of L and M shields by 20% (excluding Boron L shields), somewhat slightly reduced recharge of all L Boron Shields,
The Ray is now a capable Destroyer,
Xenon S ships are slightly more speedy and agile,
Xenon weaponry got a small boost in damage,
Buffed hull of all station modules,
Travel mode has a charge time on all engines and travel acceleration is near instantaneous (except for Boron),
Version 0.6
Rebalanced all L and XL sized stuff:
Hull of all L and XL ships have been increased by a factor (3 for ARG, 2.6 for PAR, 4 for TEL, 4.4 for XEN, 4.6 for SPL, 3 for TER),
L and XL shields greatly buffed (Barely any amount of M and S sized ships can scratch the shields now),
All L weapons and turrets have greatly increased range,
L Beams are now useful (I think),
Terran L turrets are more towards anti-capital setting,
Rebalanced all terran S and M stuff and changed all S and M weapon names:
Pulse lasers (now LEPC and HEPC) are now more anti-shield oriented,
Proton Barrages (now S Photon Barrage and M Neutron Barage) are more anti-hull oriented,
Meson Streams (Now S LSB and M HSB) are a lot more anti-shield oriented.
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- VERY IMPORTANT FOR ALL PEOPLE WHO HAVE PLAYED WITH PREVIOUS VERSIONS OF THIS MOD: In order for your save with the 1.1 or older version of this mod to be compatible with the current version you have to do the following:
1. Remove the Blast Mortar mk.2 (Plasma Charger mk.2) from all ships who have it installed,
2. Remove the Shard Battery mk.2 (FBC Mk.2) from all ships who have it installed,
3. Remove the Thermal Disintegrator Mk.2 (HPC) from all ships who have it installed and
4. Remove all weapons except for missile launchers from all frigates who have any weapons installed.
When you do this, i believe your save will now be compatible with the current version of this mod. -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Plasma cannon Mk.1 and 2 (now REPT) = increased ROF, decreased damage, VERY slightly increased hull damage
Shard battery Mk.1 and 2 (now FBC) = decreased ROF (Mk.2 specific), greatly decreased shield damage per pellet, greatly increased hull damage per pellet, increased amount of pellets per shot to 6 (Mk.1) and 8 (Mk.2), greatly increased pellet spread (Only slightly increased for mk.1)
Blast mortar Mk.1 (now Plasma charger Mk.1) = super slow projectile speed, super high damage, releases 2 projectiles per shot, ROF is 0.5 (2 seconds per round)
Blast mortar Mk.2 (now Plasma charger Mk.2) = Clip added (6 rounds per clip, 3 second reload), greatly decreased damage, increased ROF, VERY slightly increased speed, decreased heat generation
Beam emitter Mk.1 and 2 (now Beam Blaster) = beam is not continuous (shows up for 0.1 seconds and then disappears), increased heat generation, greatly decreased hull damage, greatly increased shield damage, increased ROF to 2 rounds per second
more weapons have also been changed, but i got lazy writing all of them here.
For shields, all S, M, L and XL shields have their delay greatly reduced (similar to the M shield delay) and their shield capacity and recharge rate increased (for M, L and XL shields, they have substantially more shield capacity and recharge rate).
The hull of all non-TOA S, M, L and XL combat ships have been increased by a number (1.5 (3) for argon, VIG and both Nodan ships, 1.3 (2.6) for paranid, 2 (4) for teladi, 2.5 for S khaak, 3 for M khaak, 2.3 (4.6) for split, 2.2 (4.4) for xenon ships, 1.4 (2.8) for boron)
How to install this mod (in case you somehow dont know how to do this):
1. Download the mod, 2. Navigate towards your X4 root folder (For steam its usually C:/Program Files (x86)/Steam/steamapps/common/X4 Foundations) and find the "extensions" folder within the X4 root folder, 3. Plop the mod in the extensions folder, 4. Start the game!
This mod requires all 4 expansions and is compatible with the 6.0 update.
It also has built in support for the following mods:
-ArgonMatt's Paranid Agamemnon - XL Battleship
-ArgonMatt's Argon Leviathan - XL Battleship
-ArgonMatt's ATF Valkyrie - L Frigate
-Argon Cyclops - Deluxe Edition
-Teladi Kea Corvette
-Teladi XL Drone-Carrier PS
-Rise of the Ossian Raiders
It should be compatible with all mods that dont change vanilla weapons and shields (for example, the Classic Mode mod isnt compatible cuz it changes the damage and other stuff on the vanilla weapons, but the Uncharted skies mod is compatible cuz it changes sectors, not weapons).
Leave a comment if something about the mod is bothering you and if i like what you suggest, I might put it in the mod.