X4: Foundations

X4: Foundations

Improved Scouts
49 Comments
sennefer 23 Jun, 2023 @ 6:04am 
ship_bor_s_scout_02_a_macro
if roguey doesn't lie ;)
rovermicrover  [author] 6 Jun, 2023 @ 6:10pm 
Oh shit I didn’t realize there was two. Will check that out. Not sure how the macro for it is named… hmmm
Alb 5 Jun, 2023 @ 9:10am 
Boron have 2 scout ships. One is a "military" version. Unusual.
rovermicrover  [author] 5 Jun, 2023 @ 7:44am 
Weird I added the patch for it. Will just later today to see if there is some type of issue.
Alb 5 Jun, 2023 @ 6:24am 
The boron scout "irukandji" isn't affected by this mod apparently. It may not be being treated like a scout because it requires military license to purchase.
Mycu 19 May, 2023 @ 9:11am 
thank you for updating
rovermicrover  [author] 17 May, 2023 @ 7:31pm 
Updated to include the Boron ship
FinaL 6 May, 2023 @ 12:02pm 
If you don't mind, could you please add a 100km scout version too ? ;_; M5 seem still not useful enough for me ^^'

Thank you in advance if you consider doing that :)
Furious 4 May, 2023 @ 6:58am 
Thank you very much. This is a simple straight forward mod that should be in the base game. I mean you make scouts worth it. Your 50% range increase is great. It also does not mess with other things. If you want a tiny variety, make 1 or 2 scouts with the less combatant species, 75%.
rovermicrover  [author] 17 Apr, 2023 @ 1:20pm 
Need to add the boron scouts. This mod should work with 6.0 as is, just with the Boron scouts not having their range increased.
Recon 2 Apr, 2023 @ 5:16am 
Would it be possible to have scouts flagged as non-combatants since they really can't fight?
Staalby 26 Apr, 2021 @ 12:53am 
Yeah, a 100% range increase would be suitable i believe.
Mycu 26 Mar, 2021 @ 12:28am 
An anticipated update. Thanks.
rovermicrover  [author] 25 Mar, 2021 @ 7:13pm 
Terran and Split Ships are now also targeted.
Sel Und Irae 29 Jul, 2020 @ 12:08am 
Why increase range when you can increase speed
Gotta go fast
Indertat 25 Jun, 2020 @ 1:35pm 
Maybe increase the range? 50% is still a bit low, considering that this is their only purpose.
Draconix26 26 Apr, 2020 @ 8:45am 
I think 50% is still to low but thats just me lol. Thank you for this Mod it is awesome. Helps alot
silvermurk 10 Apr, 2020 @ 7:26am 
Please post here when Jaguar will be avelable too
Ael 9 Apr, 2020 @ 1:01pm 
does this work with VRO?
rovermicrover  [author] 2 Apr, 2020 @ 3:47pm 
Haven't updated yet for the Jaguar. Will do here shortly.
Pathogenic 2 Apr, 2020 @ 3:19pm 
Will this mod affect Split ships (ie Jaguar) as well?
dogshocker 5 Mar, 2020 @ 10:42am 
Got to just say this again.....such a great little mod this.....makes scouts a viable reality...nice one.
rovermicrover  [author] 21 Dec, 2019 @ 8:50am 
Was asking Invalid Error who reported the same issue
dogshocker 21 Dec, 2019 @ 8:31am 
Like I said, great little mod.
dogshocker 21 Dec, 2019 @ 8:31am 
Works fine for me last time I used it. Using beta 3.0
rovermicrover  [author] 21 Dec, 2019 @ 8:23am 
Also do you have any other mods installed?
rovermicrover  [author] 21 Dec, 2019 @ 8:23am 
I have been using it off an on with the 3.0 beta with no issues or errors. What issues are you seeing?
DJ Icarus 19 Dec, 2019 @ 1:02pm 
i having trouble getting to work with 3.0. is it not compatible?
dogshocker 8 Dec, 2019 @ 2:49am 
Great little mod this. It's only a minor change but very well focused. Makes having scout ships worth while....many thanks. Amazed that Egosoft didn't write this into the original game....it would seem so obvious !
Kallekanin91 25 Nov, 2019 @ 11:19am 
Works now, Just had to unistall and then install agin, sorry.
Kallekanin91 25 Nov, 2019 @ 10:54am 
I am using this, but not sure if it works. The listed radar range is still 40k for all scouts.
rovermicrover  [author] 23 Nov, 2019 @ 7:58pm 
Thanks for your help. I have been unable to reproduce these problems so thanks for the bug report and trying it again.
00DRAGON 23 Nov, 2019 @ 7:57pm 
Okay i will try it again Later. Ill let you know if there is any problem.
rovermicrover  [author] 23 Nov, 2019 @ 7:55pm 
No optional dependencies are used for load order conflict resolution. The way the game works they shouldn't have a conflict, but it is supposed to be a good idea to always declare them this way. But it doesn't work like it is supposed to so just removed them.
00DRAGON 23 Nov, 2019 @ 7:54pm 
Does it need them?
00DRAGON 23 Nov, 2019 @ 7:53pm 
Win 7 I have your improved Boomers, crystal finder, Dfun skills, Dragon startsa few others. On launch che game sits in memory at 81-82000 kb. and wont open the game page.
rovermicrover  [author] 23 Nov, 2019 @ 7:52pm 
Removed the optional dependencies. They are supposed to help avoid conflicts according to Egosoft but clearly they are not.
rovermicrover  [author] 23 Nov, 2019 @ 7:47pm 
What are you running on? Windows, Linux?

When you said the game wouldn't load would it just hang?

What other mods did you have installed?
00DRAGON 23 Nov, 2019 @ 7:46pm 
Sadly this one didn't run on my computer, Game wouldn't start had to reinstall my regular mods to get it to run again. Good concept, too bad it doesn't work for me. Ill keep an eye on this, and keep it a favorite.
lattmann 11 Nov, 2019 @ 10:32am 
yes its listen with warning --- and block workshop
--
rovermicrover  [author] 10 Nov, 2019 @ 5:01pm 
That is just the game listing the optional extensions. If you look at their folders they are empty but the content.xml. They will not affect your game at all.
lattmann 10 Nov, 2019 @ 4:36pm 
thats not additional info -- its put the 2 other to the in game extension list -- an there they are blocketed and thats not nice.
Better only Info in text-file and not adding to extension list (the 2 addional mods)
rovermicrover  [author] 9 Nov, 2019 @ 8:59pm 
Any additional information you can provide would be helpful.
rovermicrover  [author] 9 Nov, 2019 @ 8:59pm 
Alle zusätzlichen Informationen, die Sie bereitstellen können, wären hilfreich.
rovermicrover  [author] 9 Nov, 2019 @ 8:58pm 
From my testing they are indeed fully optional.

Those mods are listed as dependencies to make sure that their scouts also have their radar range buffed. If anyone else adds a scout in the future to a mod will do the same.
rovermicrover  [author] 9 Nov, 2019 @ 8:58pm 
Nach meinem Test sind sie in der Tat völlig fakultativ.

Diese Mods werden als Abhängigkeiten aufgelistet, um sicherzustellen, dass die Radarreichweite der Scouts ebenfalls verbessert wird. Wenn irgendjemand in Zukunft einen Scout zu einem Mod hinzufügt, wird dies auch so sein.
rovermicrover  [author] 9 Nov, 2019 @ 8:57pm 
Forgive my use of Google Translate.

They should be optional. Sorry will investigate.
rovermicrover  [author] 9 Nov, 2019 @ 8:50pm 
Verzeihen Sie meine Verwendung von Google Übersetzer.

Das sollte optional sein. Sorry wird nachforschen.
lattmann 9 Nov, 2019 @ 4:32pm 
Der Autor hat in der content.xml den " VERSTECKTEN " aufruf zur installation von weiteren 2 mods versteckt !!!!

Deshalb habe ich den deaktiviert und wieder rausgeschmissen :steammocking: