X4: Foundations

X4: Foundations

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Classic Mode 3.1
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File Size
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7.372 MB
6 May, 2022 @ 5:07am
20 Feb @ 9:11am
35 Change Notes ( view )

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Classic Mode 3.1

In 1 collection by Kajar
Kajars X4 Modpack
5 items
Description
Welcome to Classic Mode, an X4 overhaul that unleashes the hidden potential of the game, with relatively simple changes.

Prepare for a challenging journey. Progress will be hard-earned, and losing a ship will sting. Combat has been entirely overhauled without introducing new equipment; instead, existing tools have been refined into unique niches and specialties. This mod is designed for those seeking a new challenge in X4 and veterans from the X3 and X2 days.

Classic Mode 3.0 has been rebuilt from the ground up for better balance and smoother progression. It's an overhaul of an overhaul!



Compatibility
-This mod changes ships, weapons, and item costs. Mods that alter the same will conflict.
-Mods like VRO and SWI are NOT compatible.
-Mods adding new ships and weapons are fine but need rebalancing for this mod.
-Vanilla save games are compatible but might have some anomalies.
-Any combination of DLC is viable. Classic Mode works with any you own or miss.
The Timelines Missions are NOT compatible! The missions will be impossibly hard! Deactivate Classic Mode while you play the Timelines missions. Afterwards you can enable Classic Mode again. The rewards for the Sandbox will be balanced for it.


Special Thanks
SirNukes and his X4 Customizer. Without that i would have never figured out how X4 works.
Errorname1002 for helping me figure out how to modify the sounds.




Combat

The most significant changed thing in Classic Mode.
The Mk system is gone. Each weapon is unique with its own quirks. Instead of Pulse Laser Mk1 and Mk2, there’s the Laser Burster with increased accuracy and heat efficiency, and the Laser Gatling with higher damage but worse secondary stats.
Weapon choice is crucial. No longer can you spam cheap Mk1-equipped fighters to beat anything, even the biggest battleships. No more sinking the Yamato with a bunch of 7.7mm machine guns! That would be so silly!
Turrets are now actually dangerous! You might want to dodge them now.

Weapons are categorized into Energy and Kinetic. Energy weapons are more effective against shields, while Kinetic weapons excel against exposed hulls. Some weapons still do equal damage to both.
Missiles have been massively reworked and are now classified as Light, Heavy, or Torpedo. Check their encyclopedia entries! All missiles are now homing, except for one torpedo. There is an L Torpedo turret now.
Remember your hotkey for deploying flares!

Ships have also been overhauled and rebalanced in Classic Mode.
Fighters are now much faster, with most exceeding 300 m/s.
For example, the Elite fighters are now highly maneuverable and cheap, while still being flimsy with a single gun, they now work much better as fast interceptors, or just something to bolster your numbers with.
Each ship now fits a specific role and is viable in some way!
Medium ships have increased survivability, despite the higher weapon damage you will find in Classic Mode.
Capital ships are tougher, requiring serious firepower or torpedoes to take down. Improved turrets allow them to fight back against incoming fighters!
Beware the Super Capitals!


Economy
Ship and weapon costs have been rebalanced, so that great power comes with great cost.
Heavy Fighters are now significantly more expensive than cheap swarm fighters.
Gunships, Frigates, and Corvettes cost more but offer much greater firepower, especially now that turrets are effective.
Destroyers and other capital ships require more credits to obtain and serve as mobile weapons platform.
Freighters are cheaper than Miners and carry more cargo, making them more viable for early game income.
320 Comments
Esch1lus 20 May @ 6:20am 
Hi :) my only complain is L torpedoes not aligned to gun barrels (torpodoes will be ejected only from higher barrels). The rest is basically perfect, good job :)
Kajar  [author] 4 Jan @ 12:03pm 
Personally, i think any ship should have one dedicated missile launcher slot. So installing a launcher is not a sacrifice on a weapon slot, and weapon slots you could still use as launcher slots like now.
Totally would have done that if it wouldn't cause issues with save compatibility.
Pedemendigo 4 Jan @ 10:35am 
@Kajar good to know! I really enjoyed and miss playing classic mode. BTW, what are your thoughts on having wepons/turrets slots dedicated to a specific type (for instance, dedicated missile)? I tested it on another mod and found it quite interesting!
Salaco 7 Dec, 2024 @ 12:10pm 
Very cool, thanks. (Love the mod btw)
Kajar  [author] 7 Dec, 2024 @ 12:01pm 
Well, i am happy that the travel engines are now actually better at travelling than combat engines in vanilla. =D
Especially for the L/XL ones.
The mod will work with the beta, but there isn't really a point in playing with it. The beta is for testing the new features and fixing reported bugs and problems.

While there is quite a number of new stats, its not that much of a rework i gotta do Mostly just figuring out how the values change the flight behavior.
The mod should be ready by the time the update releases.
Salaco 7 Dec, 2024 @ 10:38am 
What are your thoughts on the 7.50 Beta? Is this version even compatible? I assume the update will require major rework on your mod...
Kajar  [author] 24 Nov, 2024 @ 8:27pm 
Someone else pointed that out yesterday as well.
Already fixed, update soon.
somehow one 1 too much ended up in there.
Troubleshooter 24 Nov, 2024 @ 12:25pm 
Hey Kajar. I just noticed Terran M Beam turrets are extremely expensive. Like 10 times as expensive as a Terran M Pulse turret. Is that a typo in the wares file or am i overlooking something here?

Average price for the TER M Beam turret: 1121065
Average price for the TER M Pulse turret: 157087
Kajar  [author] 18 Nov, 2024 @ 9:39pm 
Yep
phantombandit 18 Nov, 2024 @ 9:40am 
O ok, so the damage numbers in the encyclopedia are its per second DPS not its per proc dps.