X4: Foundations
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iforgotmysocks

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iforgotmysocks

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101 comments

  1. RandomTank
    RandomTank
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    One quite important thing that's kinda not explained, would really like to know: What's the difference between a captain and a pilot? The game seems to use those terms interchangeably, but there's a huge pay difference here.
  2. Skylog
    Skylog
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    Is it compatible with 6.0 and are You planning update to 7.0 (if necessary)?
  3. BigBlackSith
    BigBlackSith
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    Does the mod affect only player or the other factions too?
    1. elusiveknave8
      elusiveknave8
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      Other factions don't need to worry about money. It can't affect them.
  4. MaxR1159
    MaxR1159
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    Does anyone know if this mod conflicts with Pay Your Tax mod? Essential the mod gives fixed income from workforce numbers and stations... 

    Edit: found the answer... does not conflict
  5. wildfoodiemiku
    wildfoodiemiku
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    seems no one raised a issue about the calculation, but I found this when tried to make skillMultiplier from 0.5 to 9 ( so max10 times difference in salary depends on skill level).
    (combinedskill ranging from 0 to 100) / 100
     in formula makes it either 0 or 1 when calculating the impact of skill level.
    I have to change it to 
    (combinedskill ranging from 0 to 100) / 100.0
    so a 4 star crew get around 80% * skillMultiplier salary boost.
    1. ruslan22f
      ruslan22f
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      So changing that from 100 to 100.0 works as you expect?
      Thought in a similar vein, manipulating not the base price, but the influence of crew skills and found the same problem
    2. wildfoodiemiku
      wildfoodiemiku
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      yes, I am now playing with this change.
      you can qucikly validate this with a custom start by enable HQ at the beginning and give its managers some skill levels. the first salary is paid few seconds after game start.
    3. ruslan22f
      ruslan22f
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      Did the same fix, thanks! 
    4. ehzett
      ehzett
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      Where in the file would I have to change that?
      Everywhere the combinedskill is divided by 100? or is it just one specific line.

      bit confused here, sorry
    5. romarus186
      romarus186
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      I have the same question...
    6. romarus186
      romarus186
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      Where in the file would I have to change that?
      Everywhere the combinedskill is divided by 100? or is it just one specific line.
  6. Didgety
    Didgety
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    I would actually like to see a version of this where if salary is not paid repeatedly, there is a chance for mutiny and the ship seized becoming a pirate. Maybe giving a quest to capture the ship back, or the ability to put a bounty on it.
  7. Nilsmaln682
    Nilsmaln682
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    Is there a minimum requirement, or a number of employees before they get paid? 

    I have only one ship with two crew members, none of them are paid. 0 credits is deduced each hour, and I don't understand why.
  8. MartialDoctor
    MartialDoctor
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    Nice! X4 really needed a mod like this.

    Do you have any plans to expand it further to make ships and modules cost maintenance? I saw one other mod for that but it's old and hasn't been updated, unfortunately...
    1. iforgotmysocks
      iforgotmysocks
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      Not really as other mods had that part covered. Still hoping that egosoft realizes at some point that ignoring this entire gameplay aspect is doing them no favors. 
    2. TheXanatosGambit
      TheXanatosGambit
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      Well that's just an opinion. I certainly prefer the upkeep but there are plenty of people who don't, which is precisely why they haven't added it, as stated directly by the devs.
    3. SLauq
      SLauq
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      They can just make it optionnal ... Not a big deal.
  9. Lamias1
    Lamias1
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    Hello there, thanks for this essential mod!

    I am trying to enable the $npcimpact option, but there are many "$npcimpacts" inside the modfile and I don't know which one should be labeled as "true". I don't know anything about modding. 

    Could someone help me please? Thanks!

    Edit: Nvm, my dumbass figured it out. It's in the beginning of the file, explaining very clearly that I should change that to true. Also there are those huge capital letters saying DON'T EDIT ANYTHING BEYOND HERE. xD
  10. whismerhill
    whismerhill
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    hummmm I was looking into this mod
    I feel like it's great, not paying salaries is kind of stupid
    it is however missing something IMHO
    each ship's pilot is a captain right ?
    so that means the captain of an S, M, L or XL ship is paid the same ?
    that seems not right somehow, but maybe it's too complicated to add such calculations ???

    Another point, 
    according to my calculations a 1 star captain  cost
    100*1.1*20*5 = 11000 credits every hour, (without the military modifier which I'm not sure which ships it's applied to)
    this makes S scouts extremely costly for example ? am I right ? 
    compared to the cost of buying them in default game for about 5k credits all included or less
    this means in the early game having a captain is hugely detrimental

    Additionally not sure where the pilot multiplier (default 3) is taken into account ?

    Also does this mod make hiring NPCs cheaper ? didn't see any mention of this ?
    I saw a mod that makes them free to hire, that seems too much somehow?

    Thanks for reading.
    nice project