X4: Foundations

X4: Foundations

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Reimagined Missiles
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419.221 KB
26 Jan @ 5:26pm
26 Mar @ 11:12pm
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Reimagined Missiles

Description
Description:
My attempt to make missiles great again, kind of "Balanced", to have a justification for logistics and fun to use.
Check screenshots for details.

Why:
Because missiles are flipping awesome and my inner Caldari ( EVE reference ) wants to shoot them left and right. But in X4 they are utterly useless, require logistic, and half of them have no purpose (Light/Heavy).

Yes, in the hands of the player they can do stuff, but this mod is mostly for the AI.
+ The players can have "a Stick, TWO Sticks and the Rock" and we can make it work, so it not even matters.

How:
  • Light and Heavy variants are now a distinct missiles that require different launchers.
  • Increased Speed by ~300/400 m/s.
  • Increased Damage by ~400 ( some way more ).
  • Adjusted Targeting Range for NPCs.
  • For "Balance": Reload, Flare Resistance and Flight Time ( max range ) were change too.
  • Increased missile capacity for turrets.
  • Added different trail colors.

Save:
Yes it save compatible, but the new Light/Heavy restrictions require the redesign of the ships.
Popular Discussions View All (1)
12
17 Feb @ 3:59am
"Balance" Suggestions and Discussion
Arthur Revan
21 Comments
Arthur Revan  [author] 16 May @ 4:04pm 
It not sounded as anything, don't sweat about it. I just stated that I won't be making it.
Koinzell || Souza 16 May @ 4:01pm 
i'm sorry if it sounded as i was asking for a patch or something, that was not my intention, just wanted to share my desire to use it and my experience trying to make it work together with VRO, dont worry about it
Arthur Revan  [author] 16 May @ 4:00pm 
@Koinzell || Souza
Well as I've stated below "I don't use VRO". So I won't be making a comp-patch. Sorry.
But, if anyone else want to do it, go ahead.
Koinzell || Souza 16 May @ 3:57pm 
seems like a nice mod, really wanted to use it but it doesnt seems to do well with VRO and im so used to it by now that i cant remove it, tried setting dependencies and changing loading order but it only shows the different missiles at random, and if i force it to load after VRO, no missiles at all, even VRO ones disappear
Lock&Load98 27 Apr @ 1:52pm 
Oh damn, thanks for saying something lol. I just assumed Steam had a stroke and didn't send it. No worries. Mod looks great ether way.
Arthur Revan  [author] 22 Apr @ 2:04pm 
Steam, FFS, people were asking you to "add a confirmation button when deleting comments" even in 2012.:steamfacepalm:
Arthur Revan  [author] 22 Apr @ 2:00pm 
@Lock&Load98
IDK, I've only tried VRO once. I don't use it.
It depends on who loads first: If RE loads after VRO, then it will override some parts of it.

PS: Sorry I've accidentally misclicked and deleted your comment.:steamfacepalm:
Sebastian 9 Apr @ 6:06am 
This m8 is hot! Really like this mod!!!!
Troubleshooter 27 Mar @ 11:22am 
Nice work, cheers!
Arthur Revan  [author] 26 Mar @ 11:22pm 
- Re-balanced the missiles lifetime, to compensate for enemy maneuvers.
They now fly for longer, hopefully less explosions in 1km from the target.
- Increased the range of torpedoes.
- Fixed Sapporo reload time.
- Sapporo now uses the new missiles Trail VFX ( Tracking ).
- Trail VFX is now more smooth when missile is changing course.