X4: Foundations

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strayhound

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strayhound

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37 comments

  1. strayhound
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    For everyone who is worried about compatibility with the new game update and the DLC: The mod is compatible with the latest versions: 3.x, 4.x, Vanilla and any DLC.
  2. user2046
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    Doesn't seem to work with 6.20 version of the game. I had a S ship with 3 crew blown up and an escape pod appeared but it was empty. Had a second S ship destroyed and the escape pod had 1 person in it but it didn't do anything. Also, there was no log entry to indicate that my crew was reassigned to another ship even though I had two destroyers with 50 empty crew slots in the area.
  3. Jarquafelmu
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    I absolutely love this mod, but my Unassigned Ships screen is getting littered with empty pods. How can I clean that up other than painstakingly going to each one and shooting them? I've tried disabling "show on radar and map" but I guess it only works with new pods?
    1. Erenar
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      Just discovered that if you teleport to each one and then on to the next etc... they are removed as you TP out.
  4. user2046
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    Still unclear how to get my personnell back. In my log I have:

    Escape pod arrived at HAT Argon Trading Station (Hatikvah's Choice I)
    People aboard: Tracie Gilharno

    But that's it. There were three people on her ship, I had several ships with 2 open slots so I assume the other two people perished. But how do I contact Tracie to get her back on my ship? I docked on the station but there are no obvious contact options. I searched my log for "assigned" but there were no entries.
  5. gardha
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    How to remove empty pod? sometimes the pods doesnt have anyone on it so i cant issue any command
  6. Talonqr
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    great mod, small question though, where do crew escape pods go once they reach a station, how do I find a pilot of a destroyed trader who escaped via a pod?
    1. strayhound
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      All information can be found in the logbook in the Upkeep tab. Look for "Assignments" entries. If the pilot survived, you'll see something like Captain "Pilot Name" - Assigned to "New Ship Name (Ship ID)". If you see pilot instead of a captain, then the pilot was assigned as service crew (this happens when every pilot slot on your ships already occupied)

      I'll add a detailed description of how everything works in the near future...
    2. user2046
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      Any chance on those details?

      I had only one ship with an AI pilot and myself as passenger. The ship was blown up in Matrix and I ended up in the escape pod as the pilot. I have settings set to 4 crew per pod. The crew tab on the pod was disabled so I couldn't see if my AI pilot survived or not.

      It was a new game I was messing around with so I quit and didn't bother to dock but I'm curious where my pilot would go since I have no other ships.
  7. user2046
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    The concept is good, especially for the player but the way the crew is handled seems a bit strange.

    When the pod with crew docks, they get automatically reassigned to a ship. But there are two issues with the way this happens:

    1. It doesn't matter where the ship is. My interceptor pilot was assigned as service crew on a mining ship 6 sectors away
    2. What happens if you have no ship with available crew slots? I'm just starting out and only had the miner and my interceptor. Luckily I hadn't filled all the crew slots in the mining ship

    If I have a mining ship with 9 crew and a pilot and it blows up, where do they go if I have no other ship to handle that amount of crew? Will they end up in the bar or at the station their pod docks at?
  8. ScarabParamit
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    Is that something serious?

    [=ERROR=] 0.00 extensions\escape_pod\md\escape_pod_npc.xml(352): Warning while parsing expression: Text lookup not recommended here; provide '{pageid,lineid}' as string for full localisation support (see documentation)
    * Input: '%s %s (%s)'.[$pod.name, readtext.{20402}.{$podnumber}, $destroyed.name]
    * Pos:                            ^^^^^^^^

    Yews, i have Alternatives to Death ...and both API and UI extensions. For test purposes no other mods for now modyfing anything else than ships.
  9. ObsidianOne666
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    Is this mod still valid for last version ?
    1. strayhound
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      Sure it is still valid. Supported 3.x-4.x versions with or without any DLC.
  10. Poacher886
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    Hi, I noticed they are finally to add a 'Bail out' key in the coming 4.0 

    Not sure how it will function, i would guess an instant spacesuit bail...

    Either way i hope you can update your mod to be compatible with the 4.0 and Cradle of humanity dlc coming soon.

    On a side note: I would have always liked a game start where you start in a random sector in an escape pod (after a hypothetical bail situation), with a small amount of cash and thus have to fly to a station and buy (or find) a ship to start the game proper!!, If you ever feel like creating one, it would be much appreciated.
    1. strayhound
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      Thank you, I must explore the scripts for this functionality. 
      Regarding compatibility: sure it is compatible, no need to update now. But updates with new things are on the way...
      Good idea about the game start in the pod... i'll add that to my todo list (i'm sure it can be implemented quite easily, but we'll see)
  11. solusvagus454
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    Just Curious what is the "True Splits" option below the Morale Loss option? ive read everything i can set my eyes on......

    Edit: Thank You, i kinda felt it was a Kamikazi thing but wasnt sure
    1. strayhound
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      When "True Splits" is enabled, Split characters will not use escape pods at all. It seems more in line with their nature, kind of a lore-friendly option.