About this mod
A new default combat order. The underlying aim for the mod is to make combat a break-even or credit generating activity instead of a money pit. It works like a long-range, faster patrol. The thematic idea is Eve Online-like roaming fleets.
- Permissions and credits
- Mirrors
- Changelogs
- Donations
- I dislike how pilot skill works in this game so logic decisions are not made based on pilot skill. Once attacking though, that's vanilla.
- The logbook entries can be spammy but also serve as a quasi-log to understand why your fleet may not be engaging. These can be disabled.
- Save game compatible. Will revert to "Hold Position" if removed.
Features:
- Set home and destination sector and fleet/pilot will travel that direction hunting on the way using non-cheaty methods.
- By default, the commander makes use of player intelligence meaning satellites and other player faction ships in the sector help find valid targets. No ESP.
- Fleet commander ships will scoop any loot after a battle. Optionally they will deposit it at player HQ on return home trip from camping.
- Commanders will prefer to engage similar size ships to themselves first.
- Kills while on a roam award a bounty credit.
- Killing an enemy (< neutral) of the sector owner rewards reputation with that owning faction. Makes sense for helping to keep their sector clear of baddies.
Additional Extension Options if using the optional mod SirNukes Mod API:
Mod Support APIs at X4: Foundations Nexus - Mods and community (nexusmods.com)
- Set bounty rewards for all player ships or only those with Roaming Fleet orders.
- Disallow engagements when enemy is close to a station helping to prevent aggroing friendly stations or attacking enemy stations.
- Laser tower sweeper: clean up enemy laser towers after a battle.
- Customize the bounty reward multiplier to taste.
Mod Options:
- Home sector: Set a Point A
- Destination: where your fleet is roaming to. Leaving it empty will chose randomly from known sectors. At the end of a roam, home and destination will swap.
- Fight Win Odds: 0-100. Compare your fleet vs enemy capability. 100 means roughly double the strength, 50 is slightly better than even strength, 0 disables strength factoring
- Camping time: How long to camp in the destination sector before returning home.
- Long Distance Chase: uses the game's vanilla "Coordinate Attack" function (sans rally points because that takes forever) instead of normal attack logic. It tends to chase through gates compared to normal.
- Use Sector Intel Network: get targetting information from other player ships as well as satellites in the sector. Disabled is commander radar only.
- Deposit Loot at HQ: at the end of a camp, assuming that you have the Player HQ unlocked and the commander has scooped at least 15 items, will make a beeline for the HQ and deposit loot in the safe box.
- Wait On Fleet After Gate: helps if your commander is fast and other fleet members are slow.
- Fast Camp Patrolling: while camping, will use travel mode where applicable.
- Carrier Deploy Camp: Carrier fleet commander will automatically deploy squadrons to known gates. Engagement logic switches to vanilla Point Defense for the fighters. Carrier retains for those with "Attack" assignment.
- Auto Repair/Resupply: Fleet members will check every 5 minutes if they need supplies or repair. They should check for nearby friendly carrier/aux ship and then stations.
- Logbook and Notification: self explanatory. Notifications are currently when doing an HQ loot drop.
Installation: Installation: Unzip to your \extensions\ folder. e.g. X4 Foundations\extensions\roamingfleet
Note:
"Awaiting Orders" voice spam should not happen. One confirmed conflicting mod that causes this is older versions of KUDA AI. Use the latest Github version by clicking on the green "Code" button > Download Zip: https://github.com/kuertee/x4-mod-da-ku-ai-tweaks/tree/DA6.1Overview:
- I dislike how pilot skill works in this game so logic decisions are not made based on pilot skill. Once attacking though, that's vanilla.
- The logbook entries can be spammy but also serve as a quasi-log to understand why your fleet may not be engaging. These can be disabled.
- Save game compatible. Will revert to "Hold Position" if removed.
Features:
- Set home and destination sector and fleet/pilot will travel that direction hunting on the way using non-cheaty methods.
- By default, the commander makes use of player intelligence meaning satellites and other player faction ships in the sector help find valid targets. No ESP.
- Fleet commander ships will scoop any loot after a battle. Optionally they will deposit it at player HQ on return home trip from camping.
- Commanders will prefer to engage similar size ships to themselves first.
- Kills while on a roam award a bounty credit.
- Killing an enemy (< neutral) of the sector owner rewards reputation with that owning faction. Makes sense for helping to keep their sector clear of baddies.
Additional Extension Options if using the optional mod SirNukes Mod API:
Mod Support APIs at X4: Foundations Nexus - Mods and community (nexusmods.com)
- Set bounty rewards for all player ships or only those with Roaming Fleet orders.
- Disallow engagements when enemy is close to a station helping to prevent aggroing friendly stations or attacking enemy stations.
- Laser tower sweeper: clean up enemy laser towers after a battle.
- Customize the bounty reward multiplier to taste.
Mod Options:
- Home sector: Set a Point A
- Destination: where your fleet is roaming to. Leaving it empty will chose randomly from known sectors. At the end of a roam, home and destination will swap.
- Fight Win Odds: 0-100. Compare your fleet vs enemy capability. 100 means roughly double the strength, 50 is slightly better than even strength, 0 disables strength factoring
- Camping time: How long to camp in the destination sector before returning home.
- Long Distance Chase: uses the game's vanilla "Coordinate Attack" function (sans rally points because that takes forever) instead of normal attack logic. It tends to chase through gates compared to normal.
- Use Sector Intel Network: get targetting information from other player ships as well as satellites in the sector. Disabled is commander radar only.
- Deposit Loot at HQ: at the end of a camp, assuming that you have the Player HQ unlocked and the commander has scooped at least 15 items, will make a beeline for the HQ and deposit loot in the safe box.
- Wait On Fleet After Gate: helps if your commander is fast and other fleet members are slow.
- Fast Camp Patrolling: while camping, will use travel mode where applicable.
- Carrier Deploy Camp: Carrier fleet commander will automatically deploy squadrons to known gates. Engagement logic switches to vanilla Point Defense for the fighters. Carrier retains for those with "Attack" assignment.
- Auto Repair/Resupply: Fleet members will check every 5 minutes if they need supplies or repair. They should check for nearby friendly carrier/aux ship and then stations.
- Logbook and Notification: self explanatory. Notifications are currently when doing an HQ loot drop.
Installation: Installation: Unzip to your \extensions\ folder. e.g. X4 Foundations\extensions\roamingfleet
Note:
"Awaiting Orders" voice spam should not happen. One confirmed conflicting mod that causes this is older versions of KUDA AI. Use the latest Github version by clicking on the green "Code" button > Download Zip: https://github.com/kuertee/x4-mod-da-ku-ai-tweaks/tree/DA6.0