X4: Foundations

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Anghelos92 - DeadAir - Treybor - Blyter and many others see credits

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anghelos92

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About this mod

This modpack is intended to enhance vanilla features, addressing parts of the game that were lacking while adding a more strategic and militaristic approach to the game. It is supposed to work along with the mods linked in the description.

Requirements
Permissions and credits
Changelogs
This modpack project is centered around a vanilla vision and an enhanced version of my "Sector Ruler" mod along with customized version of other mods
The optional mods suggested later in the description while not required are STRONGLY recommended to work with this project, as those are what I play with and test this with.

If you want a mod that only have the first three features in the following list, check THIS.

FEATURES LIST:
SUPPLY
-At the start of the game you have a limited number of military, mining, trading, builder, auxilliary and scavenging
ships you can build or buy, along with limited station defence and equipping and fabrication bays.
-Each category of ship or the previously mentioned station modules has its own supply amount, exceeding the relative
supply will result in a random owned object in that category being destroyed.
-Categories, that includes bigger ships along with smaller ships, will have larger ships prioritized for the
destruction if you exceed the supply amount.
-Note that the destruction of a station module will not cancel them from the build plan of the station, resulting
in the station trying to rebuild it, if they have the resources and the money.
-There is a threshold of military supply that if exceeded will result in all major powers declaring war on you,
locking the relation.
-If you return under that threshold after they have been declared war on you, relation will not be locked,
so reputation can be restored. DynamicWars mod can help you restoring relations.

SECTOR OWNERSHIP
-For each sector owned you can increase the maximum amount of supplies at your disposal.
-Owning sectors also grants a passive income, due to land and mining rights.
-Stations you own in owned sectors can produce income from their populations.
-Owning more than the sector threshold will trigger a galaxy wide crysis where all major powers will be allied
among them and at war against you.

WELFARE MODULES
-In vanilla, welfare modules include the casino, the gambling den and the boron art gallery.
-Having a welfare module in a station, even in not owned sectors, will produce income based on the amount of
workforce on the station.
-Multiple welfare modules do not increase this income, so only one module of your choice per station is required
for this income to be active.

AI STRIKE GROUPS
-Major powers (Terran, Boron, Argon, Antigone, Teladi, Split Patriarchy, Holy God and Trinity Realms) have been given different amount of strike groups that they build and they fully use for their faction logics (invasions and defense).
-A strike group is composed by a carrier flagship escorted by a resupply ship, at least 12 destroyers and a full complement of interceptors and medium ships that can dock on their capitals. Some races have also a secondary escorting carrier and terrans have also an escorting Asgard.
-The purpose of the strike groups is for the AI to project power in an organized and decisive manner, this way they are much more capable of confronting enemy threats as xenon or your own fleets.
-Seagaris pioneers have a smaller strike group composed of destroyers (they have no carriers) but they will primarly use that for defense.
-By default, only one strike group per faction is enabled, to give more of a vanilla like experience. You can enable the full number of strike groups by pressing a button in this mod settings.

XENON
-Xenon can build Eraser fleets that include at least 90 S/M escort and 8 capitals among I and K. They can build up to 5 of these fleets but at start they have 1 (fully countered by strike groups).
-Xenon have a small number of S energy traders and mining ships that will stay only in xenon territory or used to build structures.
-I included also the custom jobs of the TREYBOR mods "Xenon jobs +" and "Xenon unlocked" to further increase their threat
-Nonetheless Xenon will be usually overrun at the beginning, losing their secondary clusters, but their savage spur and tharka clusters will survive, they will reorganize and push harder in the later game. This is done to ensure that player can play without having to babysit the universe as the major powers will generally be able to handle it.
-By default, only vanilla xenon fleets and a bunch of extra S are enabled, to give more of a vanilla like experience. You can enable the full number of xenon fleets by pressing a button in this mod settings.

TERRAN ECONOMY
-added more miners for the terrans to help them with their raw resource hungry economy. Still your profit margins are very high if you help them supply with resources.

CRYSIS ARMADAS
-Major powers (not xenon) can spawn max 1 special strike group at time, for each major faction, when the crysis is triggered (you have conquered more sectors than the threshold), this is intended as very late game challenge when you are at war with everyone. Note that the crysis is entirely optional as if you do not claim too much sectors it will never be triggered and these fleets will never spawn then.
They are intended as emergency fleets mustered from their home planets to counter the existential threat that the player may pose at late game.

REBALANCE AND QUALITY OF LIFE
-Space suits are now very easy to fly (they have mk1 flight software) and mk2 thrusters in boost can give them a speed of 120m/s, because AI have fast escape pods why not also the player?! it is intended as quality of life and easier roleplay when your ship is destroyed to escape.
-Missiles do roughly double the damage.
-L ships are much more manouvrable. This to give AI better use for their destroyers.
-Terran and split L weapons and turrets have more range, still below argon, paranid and teladi but now they are less suicidal
-Boron Ray projector requires no charge time and have a little more range, so Boron actually use it now
-Asgard XL battery has a little more range, for AI.
-Terrans have a secondary shipyard and Wharf in Uranus, because this way they can be also supplied by Seagaris pioneers since the other powers have all the commonwealth economy in their support while terran economy just must do on its own.
- Crystal flashes are a little more visible, making easier spotting them and collect them while mining
-L and XL ships cannot boost, this to prevent AI to stupidly drain their shields while manouvering
-All factions have been given an aggressive base mood, this should make them more prone to invasions and to use their strike groups. Xenon on the other hand have been reduced to aggressive from very aggressive, this to make their attacks more concentrated (if they have the units for that)
-Hatkivah and scale plate have their shipyards and wharf and will produce some small number of units. (but their primary purpose is to let you buy units with your money if it happens that you will be at war with everyone (crysis or military threat war triggered) as they, like all minor factions (vigor, riptides, seagaris, alliance, free splits etc) will remain neutral towards you (unless you antagonize them directly).
-Collisions do not damage shield. While this is not immersive, I find this a must to avoid AI drain their shields when packed in close formations as the vanilla game still has the bug that sometimes destroyers collide with one another while moving in formation.
-Station mass traffic is greatly reduced, but still present. Mass traffic among different stations is now almost zero. Police mass traffic is reduced to max 2 police per station while criminal mass traffic is not changed. This will help reduce lag while maintaining functionality.

SUGGESTED MODS:
A note first, for GOG users you can download steam workshop mods by using a steamworkshop downloader and then unpack the .dat file using this tool as described in this reddit page.

STRONGLY recommended:
-KUDA AI TWEAK: will make the AI more capable with the modifications of this mod does. I strongly suggest to disable the following in the settings:
  • Repair max hull tweak (Dead air options)
  • Pilot skill tweak (Dead air options)
  • Vanilla trade tweaks (Dead air options)
  • All of avoid high risk enemies for S/M and also set the sliders to zero (kuertee attack ai tweaks)
  • Avoid high risk ships L/XL (kuertee attack ai tweaks)
  • Avoid high risk stations L/XL (kuertee attack ai tweaks)
  • Carriers attack like destroyers (kuertee attack ai tweaks)
  • Pilot skill and morale affect behaviours (kuertee attack ai tweaks)
-Dynamic wars by DeadAir (allows you to see military and economic statistics, while also having dynamic diplomacy. You can disable dynamic diplomacy and enable it at later time, after progressing the quests or keep it disabled and use it only for the statistics. Also it can help you restore reputations after a military threat war by my mod)
-Large shipyards, wharf and trading stations by Treybor, help the AI in producing ships and their economy in general. Almost a must for the strike groups.
-Family Dhrun split sector by Treybor, add a sectors for the Split Patriarchy, fully integrated into factionlogics, so the Splits are not overrun by argon from eleventh hour while they are busy dealing with xenons.
-Boneyard faction logic by Treybor allows the split to claim the boneyard to increase their economy
-Savage Spur two way highway, by Sprider. While this is not lore friendly, it helps the xenon not squandering their resources as they can go back and forth while also making the terrans more involved and war of intervention mission less of a pain and time sink.
-Apologize for attack, by iforgotmysocks gives you the ability to stop escalations when friendly fire incidents occurs
-Better piracy, by AlbertoRota...something that should have been in the base game.

Feature enhancing mods (higly recommended):
-Satellite service by TheAssailer, makes exploration and laying a satellite network for trade and recoinnasance so easy, a must!
-Shib reaction force by shibdib and I.C.E. will make policing your owned sectors so easy, a must!
-fire and smoke by pw and MacBain81 for the explosion eyecandy (I did not find performance impact)
-research blueprints by Andro for the full civilization four X feel.
-more rooms for ships 3.7.2 by MrBlair29 enhance interiors and immersion.

Quality of life mod (higly recommended):
-UI extension, used by most of Kuertee mods
-Station scanner
-Signal leak hunter
-Loot mining
-hacking outcomes (more missions)
-Friendly fire tweaks all by Kuertee significantly improve your quality of life in those regards.

Easier gameplay mods (recommended but a little cheaty, I cannot play without them though)
-Ship trader sell all paints, by KayEnce
-Better kill credits by Mysterial

Further mods that I use: (These are entirely optional, if you use them you may want to tweak their options for your taste, since may be invasive)
-NPC Reactions by Kuertee
-Emergent Missions by Kuertee

CREDITS:
The following is a list of people that inspired this modpack, some features of these mods have been included in this mod so this list serve also as a list of mods that you SHOULD NOT use with my mod since the majority of these features are already included but you are invited to check these pages if you want these mods features without using also my sector ruler mod!
Thanks a lot to all of you.
A SPECIAL THANK YOU TO TREYBOR and DeadAir  for inspiration, help and their code that I used in this modpack and for their awesome mods!
-FIXIN_X by RPInerd
-Equip No RNG by LaserZwei
-Fix Illegal Buy by TheLich
-Legal Inventory by ssvx
-Rare Modparts Sold by t12121970
-Seta Parts On Venors by Spacecop42
-Skip Station Scan by navik659
-Learning All The Things by iforgotmysocks
-Improved Repair Laser by iforgotmysocks
-Better Tractor Beam by Spacecop42
-Build Time Reduction by mrj121
-Shorter Travel Drive for Big Ships by Spacecop42
-autotrader skill tweak by Luca
-formations unlocked by Luca
-Buccaneers don't shoot down my satellite by Tloma
-Split patriarchy accelerator by Treybor
-ships build 50% faster by iseeu0
-Boron Connections by SiraMai, make the Boron influential in the X4 universe, otherwise they stay in their corner of the map.
-Ai profit seeker by Treybor
-AI economy buff by Treybor, both these mods help the AI economy in a vanilla friendly way. Tested and very helpful.
-FUSION REACTOR  by Blyter
-Xenon jobs + by Treybor
-Xenon unlocked by Treybor
-Destroyers Main Guns Fix by Anghelos92 (me duh!) just writing this because this modpack already includes that fix, so you don't have to download and install it. 


COMPATIBILITY NOTES:
-Other mods that change anything mentioned in this description may not be compatible with this mod(pack)
-VRO, SWI and other major overhauls are definitely not compatible with this mod
-What is mentioned in the credits is already included in this mod(pack) as a revisited version of the original
-Your FPS will definitely be lower in battle scenarios with this mod, especially if you enable the extra strike groups in this mod settings.
-not compatible with 7.0 beta (it will be when 7.0 full release)

INSTALLATION:
-Extract the anghelos92_sector_ruler folder of the .rar into you extensions folder inside the X4 root folder
-A new game is required and cannot be unistalled anytime.
-The mod default have a limited number of additional fleets enabled. If you want the full strike groups numbers and full Xenon fleet you may want to enable the extra strike groups in this mod settings once you are in the game!