X4: Foundations

X4: Foundations

Weapon Variation Expansion
212 Comments
Ravayen 13 Jul @ 4:28pm 
Any way to lower the odds npcs use these by about 50%? nearly ALL capitals use the railguns and then just sit at max range near defence platforms forever never really doing any damage and OOS is just a joke they wont damage the station at all with railguns.
ArtilleryWizard 27 Jun @ 1:13pm 
sorry just had 1 last idea.
what about adding L and M size VLS missile launchers that use the new Supporo Missiles?
that would be a cool weapon imo.
ArtilleryWizard 27 Jun @ 1:05pm 
Oh and it would be really nice if some xenon ships K/H/I had the M beam lasers the stations use to defend themselves. cuz their normal weapons are kinda doo doo. just having them randomly mixed in would be very nice and add some much needed challenge.
ArtilleryWizard 27 Jun @ 1:03pm 
Could you make M size missile turrets for M ships? the default game doesnt have them, they only exist for L size ships M turret slots. Meaning M ships cant use missile turrets.

also would it be possible to make some kinda explosive artillery cannon that fires a explosive kinetic AOE round, and give it to the argon as a L artillery turret?


It would also be cool to have some kind of L turret that is a "charged up beam style weapon" with high shield and low hull damage. Something that strips & suppresses shields for either Paranid or boron. something that uses the similar FX of the boron Rays maingun. A slow effect might also be good too tbh.

I also think the Xenon Need a XL and L beam weapons with low track rate, and low ROF, but high damage during their firing cycle and decently long range.

just food for thought. If you like any of these ideas id love to see em.
if not thats cool too.
thanks for making this cool mod either way 0/
Luca  [author] 23 May @ 4:01am 
@AzraelVP
No idea. Try it, or dont. ¯\_(ツ)_/¯
AzraelVP 23 May @ 3:33am 
Does this really require the DLCs listed? Won't it work for the base factions if I don't have the DLCs (paranid, teladi, argon), since split and terran ships/faction don't even spawn in my game?
GrumpyCanadian 9 May @ 12:31pm 
No boron weapons?
Luca  [author] 29 Apr @ 7:09am 
@SamMAVRS
I wont bother putting that together as you can see all the stats ingame, as for any other weapon.
Autocannon is less explosive damage (less spread) but has a bigger direct hit damage. Slower projectiles too I believe. So better against M and worse against S ships than the flak turrets.
SamMAVRS 29 Apr @ 4:05am 
can we get some stats? that would be helpful. I really dont know what use the autocannon is for. we have FLAK that does basically the same thing??? I think..?
SAD-AganLex 23 Apr @ 12:20am 
Good mornig.
Is it possible to change the looks of the Weapons it self? I play mostly a modded Hyperion and realy like your Odysseus Railgun on it. but just for Optics and Symetry i would to like to change the look of it on a Ship to the rattlesnake main or terran railguns.
tryed it my self, changes just the icon in the shop or crash the mod
Luca  [author] 6 Apr @ 12:47am 
@enterprise1959
Works fine with 7.5, no update needed.
enterprise1959 5 Apr @ 2:05pm 
7.5 update
Luca  [author] 2 Dec, 2024 @ 3:11am 
@Veter
Still not active in X4, so not any time soon I'm afraid.
Veter 1 Dec, 2024 @ 11:39pm 
Can you add Boron artyllery turrets? Like default but with twice longer fire range? I often use boron stations as defence and even vanilla boron long range guns are great at defence.
Luca  [author] 19 Nov, 2024 @ 7:22am 
@Lord Captain Sandman
Unless those mods include a patch, no. These weapons use custom projectiles with their own properties and will not be affected by other mods unless specifically included.
Heretic [AUT] 7 Nov, 2024 @ 12:15pm 
Closed Loop is the Production system of the Vigor, you only need Hull Parts, Claytronics and Energy Cells, got introduced with Tides of Avarice i think.
Downside of the system is: only Argon ships, equipment and station moduls can be produced this way.
Since the Proton Pulse Turret is Argon, i was hoping it would be CL compatible.
Luca  [author] 30 Oct, 2024 @ 2:28am 
@Heretic [AUT]
I honestly do not know what you mean with "Closed Loop", but assume it requires some extra tags to work with it.
Heretic [AUT] 30 Oct, 2024 @ 2:15am 
I tried to use the Argon Proton Pulse Turret for Stations in Closed Loop, only to find out they are not Closed Loop compatible, is there a way to change that?
zerooz 25 Oct, 2024 @ 8:24pm 
I just don't know the discord modding group name, but I spend hole day just fix why some turret was not fire, debug xml is so hard, only thing I can is read debug log.
Luca  [author] 25 Oct, 2024 @ 12:52pm 
@zerooz
Feel free to ask, but generally a better place for questions is on the egosoft forums or discord I'd say. Been a while I did any x4 modding and those have a lot more people around that can help.
zerooz 24 Oct, 2024 @ 10:52pm 
do you mind I add you for steam friend, I create a boron beam turret but it have some problem, I want to ask you. Thanks
Luca  [author] 24 Oct, 2024 @ 12:06am 
@zerooz
Good to know, thank you!
zerooz 23 Oct, 2024 @ 7:26pm 
I found a translation bug, where the in the game the weapon name was wrong.
In the 0001-l086.xml, id 1 and 2 was wrong input,here is what I change

<t id="1">(PAR L 质子炮塔 Mk1){20202,403} {20111,5031} {20105,5411} {20111,101}</t>
<t id="2">(SPL M 热能炮塔 Mk1){20202,303} {20111,5021} {20105,4661} {20111,101}</t>

please update it, thanks for your mod.
Luca  [author] 7 Oct, 2024 @ 11:37pm 
@Valikdu
That is something to actually go on, thank you. I will have a look and make adjustments where necessary.
Valikdu 7 Oct, 2024 @ 3:52pm 
@Luca
well, the damage of the TER M Autocannon Turret is several times less than of any other M Autocannon, Turret making it too weak to be used.
EagleDelta was asked about this (by other people using the VRO patch, I'm using it too) and said that the problem should be on this end, in the "bullet" data files in the mod.
Luca  [author] 7 Oct, 2024 @ 4:29am 
@Valikdu
If you give me proper information about whats wrong...
Valikdu 7 Oct, 2024 @ 3:45am 
Could you please check the damage of the TER M Autocannon turret?
Heretic [AUT] 22 Sep, 2024 @ 5:18am 
@Luca i do not understand enough aobut game engines and modding, so i asked you, a professional ;)
Luca  [author] 10 Sep, 2024 @ 2:25am 
@shilum_nehum
I updated the mod, should be fixed now (as well as some other things).
Sorry again for the initial confusion on my end.
Luca  [author] 10 Sep, 2024 @ 12:20am 
@shilum_nehum
Oh sorry then I understood your comment wrong. If what you said is indeed the case then that is a bug, I'll have a look at it and adjust it accordingly.
shilum_nehum 9 Sep, 2024 @ 3:51pm 
well, the way i am reading the description it is telling me that the autocannon is available for medium ships, but in the game the only one available for medium ships is the terran autocannon, the others are restricted to large or xl ships
Luca  [author] 9 Sep, 2024 @ 3:43am 
@Heretic [AUT]
Why wouldn't it? There was not tags changed as far as I'm aware.

@shilum_nehum
Read the description, it has all the info regarding that.
Heretic [AUT] 8 Sep, 2024 @ 12:01pm 
With the game now being version 7.1, does this mod work without any issues?
shilum_nehum 7 Sep, 2024 @ 1:01am 
quick question, is the terran autocannon the only one available for medium ships? and the rest only for l xl ships?
千雫长雨 23 Aug, 2024 @ 2:35pm 
The special effects of Railgun don't seem very obvious, but it would look great if there were shooting vibrations and firelight effects
Luca  [author] 17 Aug, 2024 @ 12:38pm 
@Nerus
Yup
Nerus 17 Aug, 2024 @ 11:30am 
Can i add this mod mid playthrough?
Issras 15 Aug, 2024 @ 4:24am 
Oh sorry ^^'
Luca  [author] 15 Aug, 2024 @ 4:18am 
@Issras
Wrong modpage buddy.
That said, I am aware of that issue, but it is unlikely I will fix it any time soon, so you will have to keep using the workaround.
Issras 15 Aug, 2024 @ 2:46am 
@Luca Hello, I have a bug with the Namazu freighter when I'm in the same sector as him, he can't deliver to the construction sites, he stays blocked forever and blocks the other L freighters. The only solution I've found is to teleport to another sector while he finishes the transaction.
Luca  [author] 13 Aug, 2024 @ 10:31pm 
@shilum_nehum
Its been a long time I made this mod and I haven't looked at the files in quite a while, but I think yes.
shilum_nehum 13 Aug, 2024 @ 2:49pm 
does the autocannon do splash damage like the flak?
Luca  [author] 25 Jul, 2024 @ 11:49am 
@Troubleshooter
Strange, I will have a look at it when I‘m back from vacation.
Meanwhile you could try the nexus version and see if that makes any difference.
Troubleshooter 25 Jul, 2024 @ 10:35am 
@Luca
Yes, i see all the others mentioned, just not the Proton Barrage. Not as an weapon option when starting a creative game start, not as a blueprint to add, nothing.
Luca  [author] 25 Jul, 2024 @ 10:02am 
@Troubleshooter
It shouldnt be removed. Do you see all the other weapons?
Troubleshooter 25 Jul, 2024 @ 8:03am 
I do not see any of the Proton Barrage (M turret) ingame. Has this one been removed from the mod?
Luca  [author] 20 Jul, 2024 @ 12:11am 
@Spirus Dragovich
No worries, you aren't the first one to have done so, happens.
Spirus Dragovich 19 Jul, 2024 @ 4:31pm 
Oh fuck yea. I thought I was making this comment on that page. I had both pages open at the same time. XD
Luca  [author] 18 Jul, 2024 @ 3:27am 
@Spirus Dragovich
Of course it has non VRO stats, this mod is not made for VRO but for vanilla. If you are using VRO you have to use the VRO patch. If you are using the VRO patch you have to report your findings there as it changes all stats.
Spirus Dragovich 18 Jul, 2024 @ 3:13am 
I don't think this is working properly but I'm not sure. Teladi and Paranid Proton Auto's have VERY drastically different stats and the Terran Auto has what looks like non VRO stats. I may just be wrong though.