X4: Foundations

X4: Foundations

Vanilla Turret Boost
44 Comments
Captain Canard 5 Jul, 2024 @ 9:41am 
Does this work in 7.0?
Veronica Heinkel 11 Nov, 2022 @ 10:44am 
Fine : (
the author of weapon variation expansion want no turrets be more powerful than vanilla xenon graviton turrets, this caused terrans ,with the most advanced technology currently in X universe have the weakest plasma turrets : ( I was thinking about something could change this since I'm not licensed to change the figure in that mod
Gomboc  [author] 11 Nov, 2022 @ 8:11am 
No, new turrets added by other mods won't be effected.
Veronica Heinkel 11 Nov, 2022 @ 4:45am 
will the boost be applied to new turrets added by other mods?
Gomboc  [author] 10 Nov, 2022 @ 8:16am 
Extract the mod with XRCatTool then in the \assets\fx\weaponFx\macros\ modify the .xml files.
For beams it's simply the "range" parameter for the others it's "speed" multiply by "lifetime".
GAO.CC 10 Nov, 2022 @ 5:41am 
If I want to modify range in this mod, which file should I modify?THX~
Is it compatible with mod “Rebalance mining plus” “Better Missiles” “Lebtron's Paranid Turret Recolor”
Gomboc  [author] 29 Oct, 2022 @ 1:19pm 
If that mod doesn't change the default turrets then yes it will work.
New turrets added is not a problem.
Veronica Heinkel 29 Oct, 2022 @ 12:25pm 
does this mod works with mods that add new turrets like weapon variation expansion?
Gomboc  [author] 5 Aug, 2022 @ 9:11am 
The only boost the mining turrets get is the rotation speed, nothing else.
Al 18 Jan, 2022 @ 1:48am 
A boost in firepower? The Xenon? Are we mad?

A single K can melt a squadron of behemoths in less than 5 minutes. They do not need firepower, they need logistics.
Calduran 20 Nov, 2021 @ 6:49pm 
Yeah i Figured it out it was just the graviton turrets. on Xenon Defense platforms they wreckked a fleet of Asgard, Tokyo, and 5 Osakas in like 5 minutes then the fighters and corvettes had no support. wouldnt be so bad but on the last one I fought there 22 total Gravitons and they fire SO fast for the damage they do. I made a small fast burst ray Fighter loadout to deal with them I just have to make a bunch of them because if i accidently eat a graviton they blow up :)
Gomboc  [author] 18 Nov, 2021 @ 5:43am 
I'm not planning on making Xenon turrets weaker, in fact Xenons could use a boost in firepower they are not much of a threat, but you could do it, it's not hard to make mods, check out the egosoft forum [forum.egosoft.com] , lots of info there that can get you started.
Calduran 18 Nov, 2021 @ 12:59am 
is there any way you could make an addon that would bring the Xenon Gravitron turrets in line with L pulse turrets as it stands Gravitrons are super tough
Quin 6 Aug, 2021 @ 2:11am 
@Gomboc THANK you!
Gomboc  [author] 6 Aug, 2021 @ 1:07am 
I made an optional addon mod ->
Vanilla Turret Boost - Beam Extra Boost
Further increase the beam turrets damage and speed to +30%.
aladinaleks 5 Aug, 2021 @ 1:23am 
The beam works in the sector without a player as it should, and if you make 200%, then the ships in the sectors without a player will be invincible. It is necessary to write to the developers, but not to solve this problem with a mod.
Quin 5 Aug, 2021 @ 1:13am 
is it ok if you can make another optional one that increase beam damage to maybe like 200% instead of 15%? since i think beam in vanilla are so pathetic that they cant even kill spacefly and is still too weak after the 15% buff and that the main reason i like this mod is the increase effectiveness of the beam turrets. im not a modder myself, would really appreceate it. thanks in advance!
Quin 4 Aug, 2021 @ 10:38pm 
@Gomboc awsome thank you!
Gomboc  [author] 4 Aug, 2021 @ 6:25pm 
The in game encyclopedia is using the modified stats.
Quin 4 Aug, 2021 @ 12:10am 
will the encyclopedia be updated with the new stats? thanks
zugiblubi 30 May, 2021 @ 9:25am 
ok thx
Gomboc  [author] 29 May, 2021 @ 11:50am 
zugiblubi: It affects every ship in the game.

Ravayen: I made an optional addon mod -> Vanilla Turret Boost - Xenon Extra Range
Ravayen 29 May, 2021 @ 10:53am 
Hmm now i compare vanilla with your mod you actually shave off 0.1 km from the range difference.
Technically speaking your mod actually lessons that gap lol so my bad i'm wrong, guess after downloading a range mod i just noticed it more because i was watching.
If you could make a range mod for Xenon to still be less but at least comparable like the figures i gave below i'm sure the toasters would thank you :)
zugiblubi 29 May, 2021 @ 10:44am 
does the mod effect only player own ships ore all the ships of al factions?
Gomboc  [author] 29 May, 2021 @ 7:27am 
Xenon turrets got the same +15% range increase as every other turret. Xenons having a lot shorter range is vanilla balance issue. I can probably make an optional mod that increases Xenon turrets range further.
Ravayen 28 May, 2021 @ 4:39pm 
Should add that this was after a station attack which was basically a joke with the Argon sitting 9.8 km away not taking a single hit.
Ravayen 28 May, 2021 @ 4:37pm 
After a bit of testing the poor Xenon are taking a hammering from this mod because the graviton turret has literally half the range of plasma turrets now.
They should still have a shorter range but maybe give them a slight boost? right now the Argon L Plasma has a range of 9.8 and the Xenon Grav has only 5.9 maybe give the Xenon around 7 ish or 6.5-8
cristim_2003 10 May, 2021 @ 8:29am 
Thank you very much for the answer.
Gomboc  [author] 10 May, 2021 @ 8:15am 
No need to remove in-game modifications on turrets, they will have all the bonuses from the vturretboost mod and the in-game mods applied.
cristim_2003 10 May, 2021 @ 8:02am 
Hello. I have some of my ships fitted with in-game mods for turrets. Will your mod update the stats for those modded turrets or it is needed to remove the turrets mods and reapply? Thank you.
Best regards.
Gomboc  [author] 9 May, 2021 @ 12:18am 
No, the Argon flak is OP, but beam turrets could use a damage boost, so maybe next update I do that.
Robby 8 May, 2021 @ 11:46pm 
Are there any plans to make adjustments such as power enhancement to flak and beam turrets?
Pitagora 7 May, 2021 @ 8:18am 
Ok never mind, I'll elaborate a bit and ask on the egosoft modding forum. Thanks anyway.
Gomboc  [author] 7 May, 2021 @ 8:16am 
I don't understand your question, sorry.


Pitagora 7 May, 2021 @ 7:24am 
Just a question, when you extract all the vanilla cat files with x4cattool, do it navigate the extension folders to make a single catalog for all vanilla/mods/dlc files installed in the source?
Or maybe I've to add manually the dlcs later keeping the "extensions" folder an its structure?
Pitagora 7 May, 2021 @ 3:43am 
Thanks for the infos, I'll try to figure out how to tune them.
Gomboc  [author] 7 May, 2021 @ 3:42am 
I recommend trying out the X4 editor, it allows easy modding of a lot of parameters in the game:
https://forum.egosoft.com/viewtopic.php?f=181&t=421306
Gomboc  [author] 7 May, 2021 @ 3:34am 
Projectile accuracy is defined in the bullet macros:
assets\fx\weaponfx\macros\
The "angle=... " parameter sets the cone of fire, lower number means more accuracy.
Beam weapons don't use the angle parameter at all, they have fixed 0 angle so they are pin-point accurate. If they miss that could be because turret turning rate is too low to track the target.
Turning rate is defined in the weapon macros:
assets\props\WeaponSystems\......\macros\
The "rotationspeed max=... " sets the turning rate, higher number means faster turning.
In my mod I only changed the bullet macros, didn't touch the weapon macros at all, turning rate remained the same as vanilla.
Pitagora 7 May, 2021 @ 2:34am 
Is it possible to get just max accuracy for every kind of turret and no speed/range change?
I think damage, range and projectile speed are well balanced in vanilla, but the lack of accuracy for computer controlled guns is just silly. A beam turret missing a target is too ficional even in science fiction games imo. :D
I'm not new in modding games, just never tried on X4, so, maybe, if you point me in the right direction I can fiddle with your scripts myself so you don't have to. Thanks in advance.
Gomboc  [author] 5 May, 2021 @ 1:30pm 
Increased range: turrets can hit targets farther away.
Increased projectile speed: turrets have higher chance to hit targets.
Overall effect: turrets are more dangerous.
It mainly affects IS battles, OOS doesn't care about projectile speed.
Silencer 5 May, 2021 @ 12:14pm 
Can you explain a little bit what this changes should achieve in battle, does it somehow effect OOS or IS?
[F.I] BlackDog 4 May, 2021 @ 9:03pm 
Ahh this I wasnt aware of, sorry bout that
Gomboc  [author] 4 May, 2021 @ 8:55pm 
VRO already has "boosted" turrets compared to vanilla.
[F.I] BlackDog 4 May, 2021 @ 3:40pm 
Anychance of making a VRO version? I like the idea of longer ranged turrets, makes the battles seem more grand when the shot has to travel a longer distance.