X4: Foundations
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Hornet108

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ianb1987

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About this mod

A less warlike, but more dangerous frontier universe

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-----No longer requires a new game start ----

Please note that I have not heavily tested this yet with the Split DLC! It does work but may have unintended conequences as the new factions are not included in the single war component of the mod. I will patch shortly but still currently playing through the DLC to decide what direction to take that part of the mod in. In the mean time I am focusing on the reavers behaviour.

The reavers should be unaffected however, and in fact I think will compliment the expansion nicely. I have updated the two mods to be more decoupled.


Having played x4 through to about 450 hours, I felt that what it is lacking compared to x3 is actually stability - I played it through once as a FPRTS and had a lot of fun, but, I found the economy is too easy, and the war is too core to the gameplay. Outside of the war however, the game is too safe, and I can happily leave my miners and traders more or less alone and they become money factories. Also, ships are generally too easy to acquire, and so the only challenge is to take part in the war, otherwise you wind up as a mogul with nothing to do. I also miss the pirate infested sectors of x3 where I could roll in with a medium sized fleet and just have a good brawl.

What I am looking to do is give the universe more of a frontier feel, focusing less on war and more on clawing out a living in a dangerous universe.

The idea of this is that the universe becomes less about war, but also a more dangerous place, increasing the challenge of the economic game and changing the nature of conflict. It will no longer be primarily about large fleets taking on each other to take sectors out RTS style, but smaller and mid-sized engagements that are much more fighter-centric and squad centric. Ground control will become more important as well, as you will need to secure territory to ensure your economic success, unless you want to roll the dice and pick sectors that are well policed. You can also take on races if you like, but your capital assets are far more valuable, and odds are you will be going it alone.

This mod does the following currently:
  • The universe starts in a peaceful state. There are no wars to begin with. However, there is an uneasy tension between all of the major factions and conflict can break out at any moment. There will never be more then one war at a time however.
  • The SCA have become more organised, a new faction within them, the reavers, has arrised and boy do they hate you. Pirates have managed to gather themselves facilities in the far reaches of the universe to manufacture their ships, and they are supported by shadowy means. There are far more pirates in the universe, they will be far more of a threat then they previously were. Additionally, their behaviour has been modified, you will need to take them seriously.
  • Pirates (mostly) no longer spawn out of nowhere. You can track down their manufacturing facilities and put a stop to them, if you can gather the might.
  • There are some sectors where you should not go unless you are spoiling for a fight with the SCA.
  • There are more police to protect you however. If you get into trouble, call the fuzz. Unless, you have something to hide.
  • SCA Relationships are unlocked. Join the pirates and bring down the establishment!
  • 0.03 - Increased the threat by adding new functionality. Expect a challenge!

Going forward, the objectives of this mod are thus:
Soon
  • First, de-emphise the wars to make the universe map a more static thing. I will do something like what DeadAir has done with his DeadAirDynamicWars mod, but I will add a rule that only one or maybe two wars can be taking place at a given time. Otherwise, factions will have a somewhat uneasy peace. - Done
  • Next, I will massively increase the pirate presence in the universe. They will become the primary threat. The idea of this is that you now will need to defend your economic ships. - Done
  • Next, I will neuter the xenon somewhat. Right now, they are IMO overpowered, making them the main enemy of the game. The universe revolves around their fights (in my experience) - they will be difficult to assault directly, but they will no longer be the conquring force they are. Their raids will increase however.
  • After that, I will strongly reduce the number of capital ships, and increase the number of fighters and m/s freighters. Capital ships will become rare powerhouses to be feared, and capital freighters/miners prized economic workhorses.
  • I will also strongly increase the cost of capital ships to make them much harder to attain.
  • I will also strongly increase the marine carrying capacity of military capital ships to make them very difficult to board.
  • I will also strongly increase the police presence in core sectors, and somewhat boost it in edge sectors.
Later
  • Add in shortcut sectors that connect the far away races from each other, but infest them with pirates. Militaries may go into these sectors to try and conqure them but they will have a hard time subduing the "locals" - the xenon will also be in the mix here somewhere.
  • Move the resources out of the core sectors - Mining will have to take place in edge sectors infested with pirates or in unclaimed space.

Changelog:
0.01 - Initial Release
0.02 - Surpressed militaries across the board as they were no longer needed as much due to reduced war activity
0.03 - New pirate threat emerges, balance changes, fixes in single war to keep races fleets in home space unless there is a war on.
0.04 - Minor bug fixes from 0.03
0.05 - Reduced the ferrocity of the reavers

0.06 - Performance fixes and decoupling singlewar and reavers to allow them to be used more independently
0.07 - Made the reavers more versatile and removed need for start a new game to apply mod


There are two mods included, RedXRedemption-Reavers and RedXRedemption-SingleWar. Reavers increases the pirate strength, and SingleWar controls the dynamic wars (big shout out to DeadAir for letting me rip off large chunks of his code).

Suggested mods to play this mod with, to increase the feeling of the universe being larger, and therefore more dangerous:

I have tested with but don't suggest playing with BlackRain's FOCW or Corperations mods - they both increase the intensity of the universe, and that counteracts the frontier feel that I am going for.