X4: Foundations
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iforgotmysocks

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iforgotmysocks

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About this mod

This mods adds configurable salary demands for managers, your ship captains, pilots and your crew on your ships. Includes on option to allow events to happen that may cause crew members to quit or die if salary isn't paid repeatedly.

Requirements
Permissions and credits
Translations
  • Turkish
Changelogs
Last updated or tested for game versions: 7.0

Version 1.0.0 introduces a separate overview over military and non military salary paid, with additional military salary multipliers, giving you the tools to make supporting huge military fleets an actual reminder on your wallet - all up for you to be adjusted as you see fit. Several aspects have been rebalanced, especially the skill impact, that used to be way too significant, to allow finding a decent balance for fleet upkeep costs. Crew prices were reduced while captain salaries have increased. To allow more fine tuning, multipliers now accept decimal values and all can be fully adjusted to your liking. Default settings still tax very little, adjust the settings for yourself, until you hit your sweet spot! Have fun. 


This mods adds configurable salary demands for managers, your ship captains, pilots and your crew on your ships. Includes an option to allow events to happen that may cause crew members to quit or die if salary isn't paid repeatedly.

You can adjust all salary multipliers, the timespawn of which salary notifications should appear and the option to have salary not being paid allow crew to quit their jobs in the modfile yourself at gettingpayed/md/gettingpayed.xml 

Details on how the salary is calculated: 
Spoiler:  
Show
Example for a captain's salary calculation: $baseSal * skill(between 1 and 1.5) * captainMultiplier * captainMilitaryMultiplier * $payFreq (timespan of salaries, standard 1h).
This gives us a base value of 100 credits that can be adjusted by the player. The skill has a little impact of up to 50%, so a 5 star employee costs 150 credits. Next the pay is multiplied by the related modifier for the used npc types of manager, captain, pilot or crew, meaning 20 for a captain in our example, resulting in a pay of 3000 Credits. Then the military multiplier of 5 is applied, pushing the salary to 15,000. At last the timeframe you choose comes into play, so if you set the timeframe for salaries to 2 hours, the salary will get doubled. This is being calculated for every npc under your command and summarized as a notification and logbook entry under upkeep.

A notification is being added to the logbook every hour detailing the salary for each type of npcs working for you.

If $npcImpact is activated, it will have consequences if you are able to pay your crew or not. This is disabled at default and needs to be activated in the modfile.
When activated, your crew will gain a star of morale when they get payed, but if they don't they will lose 3. If crewmembers don't have any morale left, they are at risk of leaving ur services or other nasty incidents might happen! (don't worry, they won't take your ships) :p

Credits:
Help with localization support - LeLeon
Japanese localization - Arkblade
Russian localization - alexalsp
German localization - LeLeon
Thank you, guys! :)

Installation: 
Download the file, extract the gettingpayed folder and move it to your extensions folder. 
In case you don't have one yet, simply create it at the base directory of X4, so for a steam user it would be: Steam\steamapps\common\X4 Foundations\extensions

Deinstallation: 
Simply remove the folder, no savegame issues whatsoever.