X4: Foundations
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Alberto Rota

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AlbertoRota

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26 comments

  1. FatsackTony1
    FatsackTony1
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    It'd be cool if you added a dialog mini-game that reduced the enemy crews morale.   Perhaps during each stage you can open comms and Taunt the enemy captain to lower enemy morale and increase likelihood of bailing.
    1. sillytrooper
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      this mod ahsent been updated in 4 years, if you have smth like that, hmu :)
  2. Lactor
    Lactor
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    Is it still compatible?
    1. krotosz
      krotosz
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      Would be good to know
    2. 1Phase1
      1Phase1
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      According to the people on the workshop, it is still compatible with 6.0
  3. warjager
    warjager
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    Is there a way to tell my npc in "Corsair" mode to target only a specific race? cause i want to lay waste only on Argon ship in a psecific sector, but im afraid that if i put my npc on "corsair" mode, they will attack every ship that is specified in the command, regardless of race. 
    1. Onyxrie
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      As is the "corsair" mode only does a faction relation check, to see if you are below neutral relations with the faction of a particular ship. If a faction you want to pirate is currently neutral towards you, you'll need to first tank your rep to -15 or corsair will ignore it. There are two workarounds that I have found to better allow for you to control who gets targeted in "corsair". Both require editing the betterpiracy.order.fight.corsair.xml

      1. Quick, but hardly any better. Change:
      <match_relation_of faction="this.trueowner" comparison="lt" relation="neutral" />
      to:
      <match_relation_of this.ship comparison="lt" relation="neutral" />
      This makes "corsair" check for the relation of individual ships, which can temporarily dip to -30, independent of the faction rep, whenever you attack them. Then either manually mark ships as hostile in the map to get harassed, or setup a fire authorisation override to attack the faction you want, "tagging" the individual ships as hostile, and give it to a subordinate of the corsair with the intercept assignment. Make sure the interceptor has very wimpy guns because it won't stop shooting till the target is dead, even after it gets abandoned if I remember my testing right. Then in the global orders you can change the response to automatically claim any abandoned ships, and hope your corsair can get inside before the interceptor blows it up.

      2. See the forum page for this mod for my suggestion, which makes "corsair" respect whatever fire authorisation you give the command ship. Any ships set to follow the commanding ship will assist it in disabling its targets and avoid destroying them.
  4. canofbeans
    canofbeans
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    Great mod! Love it and can't play without it. Just one question about something that bugs me: Is there any way to change the volume for the computer voice telling the harassed ship to surrender? It's multiple times louder than the voice lines of any other character in my game. I don't see any settings for that in the extensions settings. Also the frequency at which the computer voice demands surrender is to high imo. Settings for these two things would be awesome.
  5. dtrail
    dtrail
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    To be clear: This mod is working fine with 4.00. I'm running a lot of other mods and there are no conflicts. But I wouldn't use it together with mods that modify bailing logic.
  6. ScarabParamit
    ScarabParamit
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    That's Normal?

    [=ERROR=] 0.00 No matching node for path '(//cue[@name='PlayerOwnedShipAttacks']//set_value[@name='$ejectchance'])[1]' in patch file 'extensions\better_piracy\md\notifications.xml'. Skipping node.
    [=ERROR=] 0.00 No matching node for path '//do_if[@value='$pilotbail?']/do_if[@value='$target.exists']/@value' in patch file 'extensions\better_piracy\md\notifications.xml'. Skipping node.
    [=ERROR=] 0.00 No matching node for path '/aiscript/attention[@min='unknown']/actions/do_if[@value='this.ship == $target']/do_if[@value='$damagemaxpercent lt 100']' in patch file 'extensions\better_piracy\aiscripts\move.claim.xml'. Skipping node.
    [=ERROR=] 0.00 No matching node for path '/aiscript/attention[@min='visible']/actions/do_if[@value='this.ship == $target']/do_if[@value='$damagemaxpercent lt 100']' in patch file 'extensions\better_piracy\aiscripts\move.claim.xml'. Skipping node.
  7. Usamo2
    Usamo2
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    Hey, Alberto! 
    your mod not working in 4.0!!!
  8. solusvagus454
    solusvagus454
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    Hello Alberto,
    I'm having a issue your mod worked perfectly with 3.0, but with 3.30 it doesnt work at all, it loads(no conflicts) but nothing is working for it ingame, cant activate it in ship or command npc's to harass a ship either.....
  9. artrikss
    artrikss
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    (sorry for duplication) but
    Seems not to be working with 3.3 ...
    1. scoobierb5
      scoobierb5
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      Hi,

      I'm on v3.3 + Split DLC and the mod appears to be working fine. I've made S and M-Class ships bail while using the Harass option as well as conducting boarding operations on L and XL-Class ships.

      We've not heard from Alberto for a while, perhaps he's moved on from X4 Modding? That'd be a shame as this is an excellent must-have Mod for me now, so I hope future game updates don't break things!
    2. artrikss
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      Thank you scoobierb5,
      It was all about the x4_focused_pan mod. Sorry
    3. scoobierb5
      scoobierb5
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      No worries, glad you found the source of the problem.
  10. CedricFP
    CedricFP
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    Will the combat base bail chance in the mod config options be applied only to ships I engage in combat with, or will it apply to all ships engaging in combat across al races?

    For example if I set it to 100%, does that mean that now I'm going to start finding abandoned ships all over the place from skirmishes between races?

    Edit: Turns out there is no non-player-owned-NPC-versus-NPC bailing so nevermind!