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kuertee

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  1. kuertee
    kuertee
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    Locked
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    Updates
    v7.5.01, 21 Feb 2025:
    -Bug-fixes: 7.5 compatibility updates.
    -Tweak: NPCs won't complain about player's friendly fire that they ignore.
    -Bug-fix: NPCs were still not obeying rules for friendly fire from player-owned NPCs.
    -Tweak: Expanded rules to NPC-owned capital and medium-sized ships. Previously, these ships ignored the rules except when friendly fire was from the player, but not from player-owned NPC ships. In this version, L, XL, M ships now obey the rules on friendly fire from player-owned NPC ships.
  2. Esch1lus
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    Does it work for player-owned npc S ships?
    1. kuertee
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      should work with all ships that the player owns.
  3. TDoctor11
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    Are there any file changes that can be made to further reduce the chances of friendly fire? Flak cannons are just too annoying to use, because they hit friendly fighters as well, unless I only use them where I don't plan on encountering friendly ships.
    1. kuertee
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      yeah, flak cannons increases the chance of your friendly fire being judged as not.

      i don't really want to add a special case for flak cannons.

      i'll think of something, but i can't make promises.
    2. TDoctor11
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      I know this might possibly break the balancing of the mod, but one possible solution (especially for VRO and Reemergence with the OTAS ships with the XL firestorm artillery) especially when the AI fighters just kinda run right into the line of fire or right next to a capital ship, would be to have a toggle setting in the options menu to only include main guns as apart of friendly fire, as it seems somewhat redundant currently due to the shield calculations, though maybe with the upcoming diplomacy update they might include changes to friendly fire but I'm not sure on that...
      Are the values for shield percent actually editable as well in the XML file, or even remove the other variables except on target and on main gun damage? Just not sure which xml file I'd even edit tbh...
    3. kuertee
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      unfortunately, there's no method to detect if npc-captained ships hit their target with their main guns or not. we can only detect when player-captained ships hit their target with main guns.

      search for "shieldpercentage" to find the files that use it.
  4. bawbag12345
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    Hello, The prerequisite mod "Mod Support APIs" appears to be out of date, so will this mod still work? 
    1. kuertee
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      Yes. There are features of Mod Support APIs mod that still work is used.
      Its features that do not work are not used.
  5. sylekta
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    does this work for player owned stations?
    1. kuertee
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      do you mean would friendly ships ignore friendly fire from stations?
      yes, it should.
  6. McDonaldsnapkin
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    Using the latest version for 7.5 and I seem to be having an issue where friendly AI will turn temp hostile to my AI at random. The latest one was at my production factory in Argon prime. Local Argon AI seemingly all turned hostile to my 8 trade ships at the station. I have police scan set to always comply so I'm not sure where this aggression could be coming from.
    1. kuertee
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      Do you think that maybe they had already turned before the mod was updated?
  7. GipsyDanger7
    GipsyDanger7
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    Hello Kuertee, how's the work going for an update for 7.5?
    ty
    1. kuertee
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      work for 7.5 beta is in my 7.5 beta mod pack: https://www.nexusmods.com/x4foundations/mods/1563
    2. GipsyDanger7
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      tyvm :)
  8. Mexmarsouin28
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    Hi guys,

    Kinda new to the game, starting modding it because of some issues we all got i guess ;).

    Obviously, friendly fire is one.

    I dont manage to make your mod work unfortunatly.

    I tried to download this mod, but that did not solve the FF incidents. Any clues ?

    Using "vanilla game" with Angelos92 mod for better AI destroyers (they dont get in melee range...) and Reaction Force mod, to allow patrols being a little more... Reactive... ;)
    1. kuertee
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      Hi, would you happen to have a save before the aggro to red to you?
  9. user2046
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    This mod is essential, when it works :)

    I had a fleet with 3 L ships, 2 M ships and 4 S escorts that came across a TER battleship working on a XEN defense station. Because the game won't let you set turret options (attack capital, attack fighters, etc.) *and* leave them on *defend*, my L flak cannons decided to "help" the TER ship by shooting some of the XEN defense drones as we flew by.

    Of course my flak cannons killed a bunch of the TER repair drones so naturally they overreacted and destroyed my 4 S ships (at $2 mil each) and my M ship. This then cascaded down to my L ships which turned around and attacked the TER battleship.

    Such a mess, and it was then I realized I was using an old version of the mod.
  10. Daemonjax
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    Giving this a try, because I'm tired of weird friendly fire incidents.

    The "if not targeted" part _should_ be enough to prevent them, even if it does maybe make it exploitable.  I don't plan to exploit it, so whatever.

    Does this mod require that 2nd part of the mod api for named pipes?
    1. kuertee
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      Hi, it's required for the Extension Options. You don't need run SirNukes' Pipe Server.
  11. DiegoHatakeDragon
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    ohhh cmon its turn off in time lines scenarios ? its exact there i want this mod has been a f*#@ing nightmare to play both miner missions where my turrets trying to defend me makes the station angry and i lost time or the entire nodus waiting for it to turn friendly same with the infame "defend the station" srly plz