X4: Foundations
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Kevrlet

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kevrlet2

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About this mod

Fix the questionable logic for enemy ship bailing

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Version 2.0+
I'm going to keep the old version around for a while until I'm happy with the changes in 2.0. What I have done so far is completely change how the logic for bailing works. It's now based on the target and attacker's relative hull health, target and attacker's ship class difference, and target's morale skill. Base bail chance is 5%, which ends up being anywhere from 0% to 20% bail rate, depending on how heavily you're winning the fight. Ship class becomes more or less important depending on how badly the target is losing and if you're bigger or not. Morale becomes harder to maintain the worse the target is losing.

I've also changed how the actual bailing process works. For non-capital ships (S and M class), everybody bails at once. This also applies to non-combat capital ships. For combat capital ships (Destroyers, Resuppliers, Carriers and Battleships) the pilot will never bail, and only 90% of the crew bails. The way I see it, capital ships' crews are too disciplined to not go down fighting, and the 90% is just the captain letting non-essential crew live. You will have to board these to capture them.

The check for whether anyone bails will run every 5 seconds when the target takes damage. In practice this makes bailing pretty rare for anything but fighters being kicked around by larger ships' turrets, unless you're specifically trying not to kill the target. 

Future?
I want to figure out how to make ships bail when it's NPC vs NPC.

Installation
Extract this zip file to one of the following locations:
GOG Galaxy\Games\X4 Foundations\extensions
Steam\steamapps\common\X4 Foundations\extensions
Wherever you manually installed it\extensions
You will likely have to create the extensions folder, in either location, yourself if this is your first mod.

Uninstallation
Simply delete the fixbailchance folder

Notes
I will, at some point, change how boarding works so it doesn't destroy all the components and stuff.
This is very much an ongoing balancing act. Expect these values to change as I actually use the mod instead of just testing its functionality. They've already changed twice while I was writing this.


Version 1.2
The vanilla logic for ship bailing includes a couple of, to put it kindly, odd decisions. I've modified these to make a little more sense.

- Ships under fire would begin to bail at 75% hull integrity. This has been changed to 50% by default.
- In vanilla you are heavily penalized for using a ship larger than your target's. The main file switches this to penalize you for flying a smaller ship. The optional file just removes this entirely.
- Optionally removed the logic that would inflict random damage, or destroy, a ship when the pilot bailed. For fast-firing weapons like beams (or mods that increase fire rate for everything) this could make it impossible to successfully capture a bailed ship, as you'd just blow it up immediately. Note that this does NOT affect the logic for claiming a ship.
-L and XL ships can now be forced to bail, but at 50% of the normal rate, by default.
-Option to change the penalty on bail chance for non-player-flown ships
-Option to change how frequently you can force a ship to bail

Future?
I want to figure out how to make ships bail when it's NPC vs NPC.

Installation
Extract this zip file to one of the following locations:
GOG Galaxy\Games\X4 Foundations\extensions
Steam\steamapps\common\X4 Foundations\extensions
Wherever you manually installed it\extensions
You will likely have to create the extensions folder, in either location, yourself if this is your first mod.

Uninstallation
Simply delete the fixbailchance folder

Notes
The notifications.xml file is commented to explain how to change the various options available. You do have to update conversations.xml to match notifications.xml if you change the hull/shield thresholds.

I created a new mod to disable damage when claiming ships.