X4: Foundations

File information

Last updated

Original upload

Created by

WhoKnows

Uploaded by

DrWhoKnows

Virus scan

Safe to use

Tags for this mod

About this mod

Rebalance station-related combat, emphasizing the strategic role of defence stations.

Requirements
Permissions and credits
Changelogs
For VRO users, please download the VRO version instead.

Station Combat Rebalance (SCR). Rebalance station-related combat. The overall goal is to emphasise the strategic role of defence stations but preventing them from being too overpowered. Sector ownership now provide all friendly stations in a sector with strong combat advantage, thus defence stations are essential assets for holding a space. Stations, especially defence stations, now have access to unique turrets for point defence, anti fighter and anti capital. As a result, they are now highly dangerous to any fleets not specialised to station siege. A new station siege order and dedicated siege fleet jobs are added for the AI factions to deal with defence stations.

Important: this mod requires my other two mods static defence and carrier warp ! They are mandatory but listed as optional because of some cross platform issues between steam and nexus.

Important Issue: The rebalance works OK in high attention (IS), but performs EXTREMELY badly in low attention (OOS) with the default OOS parameters, i.e. the anti-fighter turrets will instantly delete all fighters in low attention. To remedy this, I have to modify the low attention combat parameters so that OOS battles now take MUCH longer than in vanilla. Also because of this issue, I'm forced to give the anti-capital turrets some ridiculously high DPS to offset the change in OOS parameters. These changes might cause more profound balancing issues in the long term, but I do not know. So use it at your own risk. 

Known Compatibility Issues:
  • The rebalance does not work very well with KUDA. If you want to use them together anyway, consider disabling the high risk avoidance function of KUDA for the station siege fleets in the very least.


Disclaimer: Not thoroughly tested. There certainly are bugs. I will try to fix them latter.


Overview of contents (including functions implemented in static defence and carrier warp):
  • Defence modules: Defence modules can mount turrets much more powerful than ships (both longer range and higher damage).  Light defence modules (tubes) can mount powerful anti-fighter L turrets, while heavy defence modules (disc) can mount L turrets deadly to capital ships. Both have access to point defence M turrets that are specialised in missile defence.
  • Defence station: Stations with only dock/defence/connection modules and at least one administration module are classified as defence stations. A defence station jams travel drive of hostile ships in their vicinity and brings with it other combat advantages, see below for details. Even the player will not want to be close to a hostile defence station alone.
  • Defence slots:  A station only has a limited number of light (L)/heavy (H) module slots. Any out-of-slot defence modules are significantly nerfed. Station turrets near a gate are nerfed. Sector ownership (+1H2L) and defence station (+2H4L) provide additional defence slots.
  • Station buff: Any turrets on a station are buffed, i.e. they are stronger than the same ones mounted on ships. Sector ownership and defence station provide additional buffs. See static defence for details.
  • Station turrets: Added three categories of turrets exclusive to stations. Anti-fighter (AF) L turrets can snipe S/M ships from a distance (~20km on defence stations) but cannot track agile objects in close range. They also do significantly reduced damage to surface elements. Anti-capital  (AC) L turrets are extremely deadly to capital ships both at long and close range. Point defence (PD) turrets are dedicated to missile defence and will NOT attack anything else. See below for a complete list new turrets. AF and AC are station exclusive, PD can also be equipped by capital ships.
  • Station avoidance: Defence stations are extremely dangerous with this mod. Ships might try to avoid hostile defence stations if they are just passing by.
  • Station siege - carrier: Station turrets are strong but are intentionally designed such that they cannot function well in close range. Carriers are given the unique role to coordinate station siege. They can warp deploy subordinate fighters directly to its target (station), bypassing any death zone created by the station's long-range turrets. Carriers can also warp back damaged fighters for repair, reducing ship losses. The Raptor cannot warp fighters. Split relies on their fast combat speed to cross the death zones. See carrier warp for details.
  • Station siege - order: Add a new AI order to siege stations, can only be issued to a carrier as a fleet leader. Due to technical limitations, it assumes different roles for certain subordinate groups. If you want to use this order, please keep this in mind: Alpha group holds fighters for siege, which will be warped to the target station when siege begins. Beta group holds fighters for interception, which will be warped to the target station to intercept defence drones and such. Gamma group holds supporting carriers, whose alpha and beta groups take on the same roles as previously described. All other subordinate groups will be held back and stay with the leader until siege fighters have destroyed most of the dangerous turrets (i.e. L turrets added by this mod) on the target station or have died out.
  • Station siege - job: Add new carrier fleet jobs to each of the main factions, including Xenon, dedicated to station siege. Modified faction logic so that the AI factions will try to use the new station siege order and fleet to attack defence stations.
  • Xenon carrier: Add a new Xenon carrier based on the unused CPU ship model in game files. This carrier will lead Xenon station siege fleets.
  • SCR demo gamestart: Add a new gamestart with siege fleets and hostile stations to try out the new station combat. It is NOT a full gamestart.

List of SCR turrets (AC: anti-capital, AF: anti-fighter, PD: point-defence):
XEN:

  • Graviton Turret Mk2
ARG:
  • Flak Point Defense (PD)
  • Long Range Flak Turret (AF)
  • Destroyer Destroyer (AC)
PAR:
  • Beam Point Defense (PD)
  • Enlightenment Turret (AF)
  • Last Judgment (AC)
TEL:
  • Beam Point Defense (PD)
  • Performance reduced version of ARG and PAR turrets
BOR:
  • Plasma Net Thrower (PD)
  • Ion Storm Turret (AF)
  • Peace Keeper (AC)
SPL:
  • Flak Point Defense (PD)
  • Metal Storm Turret (AF)
  • War Monger (AC)
TER:
  • Field Distortion Generator (PD)
  • Star Burst Turret (AF)
  • Singularity Accelerator (AC)