X4: Foundations

X4: Foundations

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Chill Tweaks
   
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8 Aug, 2023 @ 1:03pm
13 Aug, 2023 @ 12:08pm
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Chill Tweaks

In 1 collection by Chillmatica
Chill X4 Mods
16 items
Description
Various vanilla game tweaks that I've added for myself while developing the other mods. This one likely won't be for everyone and there's no options so take it or leave it, or crack it open and delete what you don't want.

Much travel drive tweaks:
  • Fighters allowed to engage travel drive closer to target while in an attack run
  • Went through all AI orders and tweaked travel drive to prefer engaging. This reduces slowboating on a lot of stuff (but not all "stutter-stepping" that they sometimes do).

Other:
  • Changed gate traversal for capital ships. In vanilla, capitals slowboat it to the back of gates to alleviate traffic jams which was super annoying to me. This changes capital behavior to Eve Online style where proximity to the gate or accelerator is good enough to jump. Superhighways operate as normal.
  • Removed minimum skill checks from the various ship evade behaviors.
  • Changed time delay for fighters to decide to fire their missiles from skill-based amount of 10-120 seconds to 1-3 seconds regardless of pilot skill (note this is not changing the fire rate).
  • Removed piloting and morale skill checks for some decisions that are made in various places in the AI that make them artificially do dumb things.
  • Added a custom game start for fun. Humans vs Paranid vs Teladi vs Split. Poor Boron are on their own.

This is likely my last mod for quite a while. Long live the space grannies!
35 Comments
vardicdestroyer 26 Mar @ 4:58pm 
Just downloaded this mod and checked it out, so far the capital ship jump gate traversal seems broken. Ships are still slow boating behind the gate like before. I'm on the most recent version of the game at the time of this post, I think 7.50? Not really sure about the other behavior tweaks. If anyone else is still using this mod and it's working I'd appreciate any guidance to help figure out why it's not working for me.
NorYa 7 Dec, 2024 @ 9:11am 
is it compatible with kuda ai tweaks?
Le pp baguette De wewe 7 Nov, 2024 @ 3:04pm 
this makes pp feel good
Chillmatica  [author] 30 Sep, 2024 @ 7:08am 
Thanks for checking Cran
Cran 8 Sep, 2024 @ 5:32am 
Can confirm this mod still works with version 7.10, only thing you might notice is the ships may exit travel if they have to turn too far, but they should jump back into travel after an adjustment.
shilum_nehum 13 Aug, 2024 @ 5:12pm 
is this compatible with vro?
Steve Harvey, Vampire Hunter 30 Jul, 2024 @ 3:06pm 
Has anyone tested this with 7.0? Mainly looking into it for the travel drive changes. Anyone have any experience if it's better or if it's no longer needed due to the AI changes in the 7.0 update? Thanks
sstheduke92 15 Feb, 2024 @ 9:22pm 
Could you make a SWI compatible version for the travel drive thing?

Thanks in advance
Lazern 21 Jan, 2024 @ 2:12pm 
Had a problem where almost all npc ships would not engage others properly and just stuttered around. Don't know if it was this particular mod that was not compatible with KUDA AI tweaks or if that mod is currently broken or something, but after removing KUDA AI tweaks everything went back to normal.

Just a heads up to anyone using these two mods together.
Beric01 12 Dec, 2023 @ 1:06pm 
This mod looks awesome! Much appreciated. Per the below comments a way to enable just the travel mode tweaks would be awesome, if you do decide come back. Thanks again!