X4: Foundations

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Dudes With Keyboards

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ShadowedWilds

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  1. ShadowedWilds
    ShadowedWilds
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    Sticky
    Latest update (02/24/24)
    0.90.5: Terran L Bolt Turret gains 14% range.
    0.90.6: Removed volumetric fog from Kingdom End DLC.
    0.90.7: Fixed AI docking script syntax for 6.20.
    0.90.8: Removed fog in Watchful Gaze. Tweaked AI docking script some more.
    0.90.9: Removed Boron highways.
    0.91.0: Removed additional damaging effects in Sanctuary of Darkness.
    0.91.1: Added support for lc4hunter's split Python battleship and Boron Megalodon battleship.
  2. Robbyp1123
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    Not sure why but whenever I download the main file, it downloads the interworlds version.
    1. ShadowedWilds
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      Sorry, fixing now. I made a mistake. 
    2. Robbyp1123
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      No problem at all, I've been doing fine with the previous version, and it wouldn't make sense of me to get angry at someone who does free work.
    3. ShadowedWilds
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      Haha, thanks for the patience!
  3. Robbyp1123
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    Quick question, is your mod compatible with mods such as XR ship pack and other mods that add ships?
    1. ShadowedWilds
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      I added support for several XL battleships/carriers that people made. 6.0 broke a bunch of user created ships, so I am kinda glad I didn't add more. To add support for more ships, download X Tools. I use XRCatToolGUI.exe to extract the macro files needed. I recommend downloading 'Ship Test Site' on Nexus so you can quickly reload to see your changes.
  4. Timoruz2
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    With travel drive removed, what is the point of travel engines over combat or all purpose?
    1. ShadowedWilds
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      All purpose is worse than travel. Travel is worse than combat. 
    2. Timoruz2
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      So what's the point of even keeping the other options around? Since they all serve the same function.

      At least in the base game Travel had a better travel drive and combat had a better boost, so there was a reason to pick one over another.

      Edit: Removed the engine files from X Dangerous and am using REM as a replacement. Keeping all other changes that X Dangerous makes.
    3. ShadowedWilds
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      Drive performance scales with cost and emulates Elite Dangerous where E -> A class offer a wide range of performance. 

      Travel Drives are basically in the middle, where they are cheaper than combat but offer most of the performance. 

      But I did want this mod to be customizable and I am glad you edited it to your liking. 
  5. Nianjiu123
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    Can you add the travel drive back?If not,Is there a way for me to add a travel drive by modifying the file, etc.Since this mod increases the ship's speed, is it possible to reduce the bonus effect of the travel drive by modifying the mod file, etc.
    1. ShadowedWilds
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      Adding back travel drive requires you to open up all engine .xml's in Notepad++ (drag and drop) and replace the lines editing the travel drive with nothing. Then open up all unit .xml's and replace the drag lines with nothing.
  6. alex200037
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    will there be patches for some mods like "Weapon Variation Expansion"?
    1. ShadowedWilds
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      Most likely no. But making your own patch is quite easy. Check out Ship Test Site https://www.nexusmods.com/x4foundations/mods/772 to see your changes. No restarting game necessary, just reload.
    2. alex200037
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      that is, there you can edit the file and restart this "mission"?
    3. ShadowedWilds
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      Yes. Editing .XML's do not require restarting game. Ship Test Site loads really fast. You need to restart game if you need to create a new .XML though.
  7. UraniumLollipop
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    Excellent mod! Thank you! 
  8. trklol
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    How does AI manage with the lack of travel mode?
    1. ShadowedWilds
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      Just fine.
  9. theslay66
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    Your mod has been a good base for me to do my own thing, so thanks for sharing it.

    I think I reached an interesting balance with the following changes :
    /2 weapon range and bullet speed, except for beams, so they're not useless like in vanilla game. Particulary important in this mod where s ships are faster and attack from longer range. The reduction in overall range of weapons somewhat alleviates this problem, although the AI will still manage to miss a K at short range but that's another concern. 
    x4 shield recharge rate for s ship, x2 for m ships. Long times for a full shield recharge is ok on L+ ship, but that's too much on s ships. The problem of balancing it like in Elite is that fleet combat is rarely a concern there. S ships need to be able to dive in and out of combat quickly, with such long recharge time they simply become useless for the rest of the combat after receiving just one hit.
    x4 forward drag for s ship, x4 forward thrust on s engines -simply makes s ships far more enjoyable to fly.

    Haven't touched missiles yet, I'm not a big missile user myself and the AI sparsely use them, and I think it's ok to keep them as a very long range weapon, they're missiles after all.

    Btw, shield recharge rate for split M mk1, L mk1 & mk2  and Terran XL mk1 are not in line with the rest by a factor 10 in your mod.
    1. ShadowedWilds
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      Hi, glad you are liking it. Didn't see this post until now.

      "I think I reached an interesting balance with the following changes :
      /2 weapon range and bullet speed, except for beams, so they're not useless
      like in vanilla game."

      This would basically put weapons back to version 0.36. This would make beams far too overpowered again. Cutting projectile speed makes aim assist far more ineffective. Halving weapon range at same time will do 4x lower overall weapon range which is basically 0.36.

      x4 shield recharge rate for s ship, x2 for m ships. Long times for a full
      shield recharge is ok on L+ ship, but that's too much on s ships. The
      problem of balancing it like in Elite is that fleet combat is rarely a
      concern there. S ships need to be able to dive in and out of combat
      quickly, with such long recharge time they simply become useless for the
      rest of the combat after receiving just one hit.

      I only play Elite for combat, so I often will be in combat for the entire play duration with 20 minute shield regen. This mod already cut that down to 10 minutes which does sound really high until you account for the fact there is no shield regen delay. Even Elite has that which I don't like. 4X would make small ships a nightmare to fight unless the shield regen delay is back. You can definitely take more than one hit though. Weapon damage is quite low.

      "x4 forward drag for s ship, x4 forward thrust on s engines -simply makes s ships far more enjoyable to fly."

      This would put speeds back to version 0.36. The world would become quite large again. I am not a fan of how arcadey vanilla ships feel. I want the ship to feel like it has some mass behind it, so overall acceleration isn't going to be 50G. Without boost, most s ships have over 10G acceleration; with only the heavy ones being lower. I do want s ships to have more lateral power though. But at same time, vanilla AI without any mods have stupid agility buffs over the player. That needs to get removed.

      "Btw, shield recharge rate for split M mk1, L mk1 & mk2  and Terran XL mk1 are not in line with
      the rest by a factor 10 in your mod."

      I took a look at the shield regen figures in surfaceelements for each DLC
      folder and the values are correct. Split will have weaker shields
      because they have less shield generator slots vs other races. In Vanilla
      this made Split shields overpowered on non Split ships.

      This mod standardizes all shields to have matching specs. This also means you
      can quickly open all of them up in Notepad++ and mass edit S, M, L, and
      XL shields to your liking.
  10. So im playing this mod with the XRSGE mod and i want to increase the acceleration/deceleration of all ships so that i do not have to bump into things to stop myself. What lines of code do i have to edit/delete in order for my wish to be true?
    1. ShadowedWilds
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      Using Notepad++, you can open up all ship xmls in one go, and delete the mass lines for higher acceleration by replacing with all opened .xml's.
      Then for deceleration, do the same thing for the engines folder.
  11. Eucharion
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    I've added a link to this mod in my XRSGE universe page for those who find the engine mod I made, REM, too hardcore.
    Sectors are huge in my galaxy and vanilla engines not enough ;-)
    1. haloterm
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      Do you know if all the other non-engine related changes are compatible with XRSGE?

      Edit: I think removing the files parameters.xml, region_definitions.xml and renderparam_library.xml from this mod's libraries folder is needed for compatibility (and also the "maps" folder)...
    2. Eucharion
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      I've still not looked inside this mod, but parameters can be merged, aka you can look in the file, if they don't change the same thing they work together, otherwise choose one.
      XRSGE totally replaces only all the MAPS and the GOD.xml, the rest is all single replacements
    3. haloterm
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      I decided to stick with your REM. X-Dangerous' speeds are too low in your big galaxy :D (In a Kestrel with a MK2 engine it takes about 25-30 minutes to travel to that Teladi Trading Station in Hewa's Twin (the one which is way above the usual plane).
    4. ShadowedWilds
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      What version are you on? You can go to like 20 km/s with boost in a fast scout. But I'll have to give your galaxy a go, Eucharion!
    5. haloterm
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      The problem is that the boost only works for a few seconds and it takes time to regenerate shield power until the next boost is available. But you need to travel 5000 (!) kilometers or more in Eucharion's mod, so even with a fast ship it takes very long. Also I am not sure about AI. If they don't use boost at all, they would take hours to get from one station to another in such a huge mod like Eucharion's :)
    6. ShadowedWilds
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      5000km is a serious journey! AI do use Boost sometimes when entering a gate but not that extensively.