X4: Foundations

X4: Foundations

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Simple Combat Overhaul [Work in Progress]
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3 Aug, 2021 @ 7:38am
16 Mar @ 6:15am
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Simple Combat Overhaul [Work in Progress]

In 1 collection by Luca
Variation Expansion Mods
4 items
Description
Disclaimer:
This mod is still very much 'work-in-progress' and as such possibly unbalanced and may break stuff, so backup your saves or dont use it on important ones!

Description:
The goal of this mod is to balance combat slightly differently and making it more interesting while still keeping the "vanilla feel" to it.
Due to the nature of this mod it is, and always will be, incompatible with VRO!

A list with detailed changes can be found below.

Changes:
Hull:
XL Ships: +75% MJ
L Ships: +50% MJ

Shields:
XL Shields: +50% MJ
L Shields: +25% MJ
S Shields: recharge delay -3s

Turrets/Weapons:
L Turrets: +100% projectile speed = double range
L Weapons: +100% projectile speed = double range
Exceptions:
--> Plasma turrets: all speeds have been increased to at least 1.2km/s, while keeping them at double range
--> Beam turrets: damage doubled on top of general changes
--> Railguns (WVE only):
- Static range increase between 3-5km (depends on weapon)
- Damage increase between 200 to 700 MJ

Missiles:
Light: +20% range, +20% speed
Heavy: +20% range, +20% speed, +50% damage

Torpedos:
Light: +30% range, +30% speed, +50% damage
Heavy: +30% range, +30% speed, +80% damage

Tags:
Added "highpower" tags to certain turret slots. Only applies to L sized turrets and usually only military ship upwards of destroyer classes have them.
Railgun turrets (WVE only) are now considered "highpower" weapons and require ships capable of using them.

Supported Mods:
- Weapon Variation Expansion
- Ship Variation Expansion
- Argon Cyclops
- Paranid Guardians
- Triton
- Argon Leviathan
- Split Tiger
- Split Hippopotamus Superfreighter[www.nexusmods.com]
- Argon Satyr Light Destroyer[www.nexusmods.com]
- Split Wolf Mk2[www.nexusmods.com]
- Paranid Agamemnon
- Split Battleship Ouroboros Class
- Teladi Roc Superfreighter[www.nexusmods.com]
- Terran Frigates
- Argonmatts ATF Valkyrie

Additional Patches:
- Mod support patches by Grandsome[www.nexusmods.com]

External Links:
Nexus[www.nexusmods.com]
Popular Discussions View All (1)
0
27 Nov, 2023 @ 3:35am
Can you double the range and decrease the angle of all the weapons and turrets?
SolitudeWrlions
63 Comments
Esch1lus 14 May @ 9:29am 
@Dah Atomic Badger if you tell me what's missing (main battery, hull and...???) I can do this for you as a separate mod
Luca  [author] 6 May @ 1:42am 
@Dah Atomic Badger
Sorry but likely not going to happen. I do not own the Hyperion Pack nor do I have any intention of buying it and without the files I can not patch them.
So you will either have to create a patch yourself or send me the macros of the respective ammo for me to do so.
Dah Atomic Badger 6 May @ 1:15am 
Hello,

Is it possible to buff the Hyperion main guns(PAR Hyperion Main Battery) for a bit more range?

I recently got the Hyperion pack and noticed that the range is 7.3km, which is ok for vanilla, you can take out the L turrets from Xenon ships without being in their line of fire and quickly maneuver away if you get too close. But in the modded version the extended range on the various weapons reduce the Hyperion's effectiveness in battle with large ships by a lot.
Luca  [author] 29 Apr @ 7:07am 
@SamMAVRS
No idea what you are on about, flak turrets - or any medium turret for that matter - are not touched by this mod.
I only make edits to L-sized weaponry. Also only range/projectile speeds are changed, damage remains (apart from the exceptions in the description).
Balance changes here are mostly achieved by editing hull and shield points.
So whatever you are talking about is a change made by another mod.
SamMAVRS 29 Apr @ 6:27am 
Some Feedback if your open to it: I REALLY like the mod. Frankly, the vanilla fire rates are really...."Boring", to say the least. Your mod basically turns the FLAK turret into that gat gun from The Expanse. It looks so freakin awesome! EXCELLENT mouth feel. The problem though is the damage per shot. Anytime the FLAK gets within range, it shreds everything within seconds. a single Flak could take down any sized ship and station. The Opposite is also true where S/M sized ships dont last against any engagement making carriers pointless.

I would never say to balance every weapon damage since that would be insane. I think the easiest fix would be to increase the shield strength by an additional 100% or so. My Valkyrie can take out a station in about 10 seconds by itself, for reference.

Really love this mod either way. Changes the gameplay in such a positive way. Awesome stuff!!
Rik626 2 Sep, 2024 @ 1:15pm 
Спасибо за ваш труд!
Omega 13 Jul, 2023 @ 2:14am 
These mods seem to be doing something similar to this mod, I think the idea's would be great if combined.

Tiny Rebalance Patch (Ship & Engine)
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2988610478

Tiny Rebalance Patch (Weapon)
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2988592258
Luca  [author] 7 May, 2023 @ 11:45pm 
@z3th
OOS is not edited directly, however it does use the regular stats in some formula to calculate the outcome of OOS situations.
If the issue you described only started happening with the mentioned update then its either a bug with the update or the OOS calulation was changed drastically. As I have not updated the mod, it should work just as it did before.
z3th 7 May, 2023 @ 8:52pm 
There's nothing about this mod which affects OOS behavior or values right? In 6.0 HF3, it seems station defenses are incredibly overtuned and overpowered OOS. Just had an SCA High Tech Factory with just two disc defenses completely wipe out a fleet of 10 Rattlesnakes and three battleships as they were attacking. It knocked out all the shields of every destroyer in the blink of an eye. Of course, in-sector they barely dent their shields, and the outcome is more in line with what I expect.

This might warrant more of a 6.0 HF3 bug report on the forums, but I thought I'd check here first.

Thanks for working on the mod as always!
Kelp 30 Apr, 2023 @ 10:49am 
You were entirely right. I was using another mod which only applied its explosion prevention changes to vanilla ships, and not your SVE ones. I've created a minimod that seemingly also works with yours after a quick test, which thus means I can give this mod another try. Thanks for the advice.