X4: Foundations

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EagleDelta1

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EagleDelta1

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81 comments

  1. Wildissimo
    Wildissimo
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    Hi, I have a problem with the new battleships. Their prices don't seem to be balanced as, unlike all the other VRO ships, for some reason, their construction costs include additional wares, such as scanning arrays, electronics, etc. This, in turn, makes them x1.5–2 times more expensive than their peers as shipyards are almost always starved of basic materials, affecting the price. Price aside, this would make actually building a battleship almost impossible for the AI, and I fear it might also break the already fragile economy. Also, the SVE ships don't have the increased radar range as is the case with the VRO ships, making them inferior in some way. And I'm not sure whether that's by design, but the Copperhead is not included in the Split Battle Forge production list.

    Is this the case of some incompatibility or the mod being outdated? I'd be grateful for any tips on how to solve these issues. I really wanna play with the SVE, as those ships are excellent, but as it is, I don't want to risk breaking my ongoing playthrough. Thanks!
    1. EagleDelta1
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      @Wildissimo - this is intentional.

      1. Most of the material requirements are set by the parent mod and slightly adjusted for VRO.
      2. The Battleships in SVE are significantly more powerful than the Battleships in VRO, so they definitely cost more to build.
    2. pirat90
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      +1

      Great example is Aagon [Centaur] - Especially pricing and radar range makes it terrible in comparison to Collosus and Titan. Yaw/Pitch/Roll also should be higher for a spinal weapon ship.
  2. romarus186
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    Hello. I am new in game. Do i understand correctly ? For VRO i need both mods: this and NOT VRObasic SVE mod ? And NOT only thi one (for VRO).
    1. EagleDelta1
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      That is correct. This mod is what is a "patch" mod. Since making a mod VRO compatible is just a change in data to balance for the changes in VRO, it is not a full mod with its own models and images. It just contains the text data that balances the the SVE mod for VRO and adds the Internal Shield Generators for VRO.
    2. romarus186
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      ok 
  3. Howie1123
    Howie1123
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    There is some confusion with the description seeming to imply that the base mod of Ship Variation Expansion is not needed, but it appears against the file download as a requirement.  
    I'm guessing that both this mod and the base version of SVE are required due to the difference in file sizes, but it might be best to adjust the description to clear up confusion for others, assuming this is correct :)
    1. EagleDelta1
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      Nice callout! The mod was at one point standalone, but my modeling skills are not great, so I moved to making it just a patch mod that patches data in the parent mod to balance it for VRO. 

      I have updated the description to clarify that it's a patch to the original mod, not a standalone one.
  4. jessedg
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    i don't seem to be getting all the ships in here, i got some, and for  most of the ones missing i got components in the encyclopedia.

    started noticing when i went after the various derelict ships ( got curious if there were more after finding both the fenrir and heavy Paracel)  and failed to find the others (well i found the Gharial but that ones a bit well defended for me right now)
    1. EagleDelta1
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      I've been super busy lately, I'll try to take a look soon.
    2. EagleDelta1
      EagleDelta1
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      Sorry for the delay, I was able to fix it yesterday. Will be releasing the update this morning.
  5. user2046
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    I posted below and a bug report about the ishield component missing from certain ships in 5.02 and despite trying a bunch of things, several ships such as Fenrir and Taipan do not get their internal shield generator. Even manually adding it doesn't work anymore.

    It kinda sucks to have a Taipan with 50k shields and a recharge rate of 23 when the ishield would bump it to around 5k.

    Also, sometimes the derelict ships don't spawn at all. I created a new game with only SVE / SVE-VRO installed, waited 5 minutes then saved it. When I searched the save file for owner="ownerless", the Taipan and Fenrir were not spawned but there was no entry in the log about any errors.
    1. EagleDelta1
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      I've been super busy lately, I'll try to take a look soon.
  6. scoobierb5
    scoobierb5
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    Hi @EagleDelta1,

    I've spotted an issue with the Freya Battleship, in that none of it's turrets will fire, irrespective of the turret command used.  I've outfitted it with ARG Turrets - I obtained it via capture - and they are of course enabled, but they remain unresponsive.

    For example, it has Annihilator Turrets set to Attack Capitals - it does not.  It has Hunter Turrets set to Defend, they do not respond when the ship is hit, and it has Cyclone Turrets set to Missile Defence, they don't work either.  I've tried Attack All Enemies, as well as Attack my Current Enemy, while flying the ship myself.  Nothing works.  I've cycled turrets from Armed to Disarmed and back again, they simply will not shoot.  Any ideas?  Other ships with the same turrets work fine, I even have several Asgards (shares same base model bar Mjolnir) and they all work just fine.  I'm at a loss.

    Edit: Just thought I should update this post as the issue was unrelated to this mod.  Basically, it was one of those random "the ship's turrets broke" moments.  It's occurred twice for me now, once was for a vanilla ship (Asgard) that had been working just fine, until it didn't.
  7. 18952925772
    18952925772
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    Obvious stitching marks!
  8. user2046
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    How do we get the iShield on ships already spawned or found when we update from 5.0.1 to 5.0.2?

    I already have a Fenrir and Taipan, both without the iShield and after the update they still don't have it.
    1. user2046
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      So I guess for already owned ships, you have to edit your save file. In existing save, you might have to do this for all ships you find because they're probably spawned without the shield generator (and it's needed).

      Instructions:

      TIP: Do this BEFORE you hire personnel or you'll have a lot of scrolling to do

      Enter the game and rename your ship(s) something easy to find like "add_ishield_component_1", "add_ishield_component_2", then follow the
      steps below to add the ishield:

      1. Extract the mod (using egosoft tools)
      2. Extract your save (using 7zip)
      3. Open the save in a text editor (notepad++)
      4. Search for the unique name you used
      5. When found, scroll until you find the "connections" node (usually after all the personnel you hired)
      6. In the extracted files, open the XML that corresponds to the ship you're editing in your save (eg: assets\units\size_l\fenrir.xml)
      7. Copy the ishield macro from the tags parameter (eg: for fenrir: ishield_atf_l_destroyer_01_a)

      * NOTE: If you have a Taipan, the macro in the 5.0.2 version of the mod is incorrect, it should be ishield_taipan and not ishield_spl_l_taipan

      8. In your save file, just after the "connections" node, add the following (using the fenrir as an example)

      <.connection.="con_ishield_01">
      <.component. class="shieldgenerator" macro="ishield_atf_l_destroyer_01_a_macro"
      .connection.="parentconnection" id="[0x600f89a]"/>
      </.connection.>


      NOTE: the component node is all one line. Nexus wraps the line


      IMPORTANT: REMOVE the dot (.) before and after all instances of the words connection and component. This is needed because Nexus breaks the post without them.

      IMPORTANT: _macro must be added to the end of the macro parameter ishield_atf_l_destroyer_01_a (or whatever you copied frm the mod)

      IMPORTANT: ID needs to be unique, simply copy it into the search box of your editor, change one of the values and search (make sure "wrap around" is selected). If it's found, keep changing until not found. For example the id above is 0x600f89a you can try searching for 0x600f89b and keep trying if something already has that ID.

      9. Save your save file
      10. Use 7zip to drop it back into the GZ file (open the gz file and drag your XML into it)
  9. kgocb001
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    Where to find Bishamonten Yaki destroyer?

    I can't select it in custom gamestart and Yaki station doesn't sell it, nor Yaki representative has any blueprint for it.

    P.S. Why Fenrir is not selectable in custom gamestart ship list?
    1. user2046
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      oops, meant to "add comment" not "reply"
  10. datboi302
    datboi302
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    The Freyr isn't passing through jump gates. Possible bug? Or maybe a mod conflict? 

    I do have 'iHaku's More Gates' mod installed, among many other mods. Figure I'd check here first.
    1. daddykiwwi
      daddykiwwi
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      This is a game physics issue. All really big ships have this problem. You need to be out of sector for it to travel. Once you leave the system it will traverse the problem gate almost instantly.
    2. datboi302
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      Yes correct, having an AI pilot the ship out of sector allowed it to pass through the gate. 
      How should I look into resolving this? Do mods just need to catch up on updates, do I need to change something? or is all hope lost? lol

      Also having trouble troubleshooting because whenever I teleport, my Player becomes stuck in the elevator thing and an Auto-pilot notification audio plays, not sure what is causing this issue.