X4: Foundations

X4: Foundations

172 ratings
Roaming Fleet
2
2
3
2
   
Award
Favorite
Favorited
Unfavorite
File Size
Posted
Updated
109.916 KB
26 May, 2023 @ 12:21pm
10 Aug, 2023 @ 8:09pm
17 Change Notes ( view )

Subscribe to download
Roaming Fleet

In 1 collection by Chillmatica
Chill X4 Mods
16 items
Description
UPDATE FOR 7.0+: You must install Kuertee's UI Extensions and HUD mod (the 7.0 beta one) until SirNuke's MOD API is updated or else no menu options will appear and the Map won't open among other issues. https://www.nexusmods.com/x4foundations/mods/552?tab=files

Overview:
A new default combat order
  • The underlying aim for the mod is to make combat a break-even or credit generating activity instead of a money pit. It works like a long-range, faster patrol. The thematic idea is Eve Online-like roaming fleets.
  • The logbook entries can be spammy but also serve as a quasi-log to understand why your fleet may not be engaging. These can be disabled.
  • Save game compatible. Will revert to "Hold Position" if removed.

Features:
  • Set home and destination sector and fleet/pilot will travel that direction hunting on the way using non-cheaty methods.
  • By default, the commander makes use of player faction intelligence meaning satellites and other player faction ships in the sector help find valid targets. No ESP.
  • Fleet commander ships will scoop any loot after a battle. Optionally they will deposit it at player HQ on return home trip from camping.
  • Commanders will prefer to engage similar size ships to themselves first.
  • Kills while on a roam award a bounty credit.
  • Killing an enemy (< neutral) of the sector owner rewards reputation with that owning faction. Makes sense for helping to keep their sector clear of baddies.

Extension options if using optional SirNukes Mod API:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2042901274
  • Set bounty rewards for all player ships or only those with Roaming Fleet orders.
  • Disallow engagements when enemy is close to a station helping to prevent aggroing friendly stations or attacking enemy stations at all.
  • Laser tower sweeper: clean up enemy laser towers after a battle.
  • Customize the bounty reward multiplier to taste.

Mod Options:
  • Home sector: Set a Point A
  • Destination: where your fleet is roaming to. Leaving it empty will choose randomly from known sectors. At the end of a roam, home and destination will swap.
  • Fight Win Odds: 0-100. Compare your fleet vs enemy fleet strength. 100 is roughly double the strength, 50 is even strength.
  • Camping time: How long to camp in the destination sector before returning home.
  • Use Sector Intel Network: get targeting information from other player ships as well as satellites in the sector. Disabled is commander radar only.
  • Deposit Loot at HQ: at the end of a camp, assuming that you have the Player HQ unlocked and the commander has scooped at least 50 items, will make a beeline for the HQ and deposit loot in the safe box.
  • Long Distance Chase: will stick to targets longer and through gate jumps.
  • Wait On Fleet After Gate: helps if your commander is fast and other fleet members are slow.
  • Fast Camping Patrol: when in camping mode, uses travel drive to get around which will help uncover fog of war and enemies quicker, but also potentially split up the fleet.
  • Carrier Deploy Camp: Carrier fleet commander will automatically deploy squadrons to known gates. Engagement logic switches to vanilla Point Defense for the fighters. Carrier retains for those with "Attack" assignment.
  • Auto Repair/Resupply: Fleet will check every 5 minutes whether they should seek out repairs/resupply from nearby carrier/aux ship or stations. (v1.6) Also handles mid-battle repair checks if S/M ships are below 40% hull.
  • Logbook and Notification: Notifications are currently when doing an HQ loot drop.

Note:
"Awaiting Orders" voice spam should not happen. One confirmed conflicting mod that causes this is older versions of KUDA AI. Use the latest version from Steam or NexusMods. Possibly directly from the Github: https://github.com/kuertee/x4-mod-da-ku-ai-tweaks/releases/
Popular Discussions View All (1)
2
1 Jun, 2023 @ 11:47pm
Possible bug
Anarchy '83
95 Comments
Ska 15 May @ 1:00pm 
Thanks for the fast answer, will check that out.
Chillmatica  [author] 14 May @ 12:43pm 
Link is now updated. That "Note" used to be true as of the last time I played the game, which was now over a year ago so I can't say for certain if it's still true. It's possible I may start playing the game again if the free time keeps coming and I'll take a look over all of my mods.

@Macro: it is a solution, just not the best one or the one you want to hear. I said to disable the "Awaiting Orders" alert globally, which is in the base game settings. Not disable all sound. Yes, you may miss out on your fleet generally telling you when they are idle. The underlying problem is I had "diffed" out the Awaiting Orders voice command specifically for Roaming Fleet orders. In the year+ that I stopped playing X4, version 7 was launched and many code changes were made to where my "diff" edit was no longer being applied, therefore the muting no longer happens.
Ska 14 May @ 1:59am 
Ska 14 May @ 1:58am 
I do have the "Awaiting Orders" voice spam . And i don't have any other mod, just this one and the prerequisite (and his prerequisite) :
steam://openurl_external/https://steamhost.cn/steamcommunity_com/linkfilter/?u=https%3A%2F%2Fwww.nexusmods.com%2Fx4foundations%2Fmods%2F552%3Ftab%3Dfiles
DocMitch50 3 May @ 5:56pm 
@raz334 if it is a mod comflict i dont know what it could be. i started a new save with no mods and still get the issue. upon further investigation it seems like they manage one jump but on the second they choke. the only ai mod i have is KUDA's and people are sayng they work together so i got nothing
Macro 2 May @ 10:38pm 
@Chillmatica
Disable sound for a problem in the mod isnt really a solution for an issue.Please look for a proper solution.
raz334 2 May @ 5:39pm 
@DocMitch50, Your problem sounds like a conflict with other mods. I don't have that issue at all.
DocMitch50 28 Apr @ 8:29pm 
Final comment i swear, i did some more testing and found out that BeefyCakes' issue is real. my fleet went to their destination then decided it would be better to go somewhere else. i dont have the pursuit option or the PHQ deposit on so they shouldent leave.
DocMitch50 28 Apr @ 8:20pm 
teleported to the ships to see and all of my subordinate ships are playing the gate jump charging animation (sparks and energy) but canceling it before the jump. they do this on loop unless i remove the bahvaior and manually jump them
DocMitch50 28 Apr @ 8:18pm 
im having an issue where if i set my fleet to wait after gates then all the subordinates will just sit on the other side of the gate and not jump. i have to use reccall subordinates to get hem to jump and start traveling again.