X4: Foundations

X4: Foundations

Simple Combat Overhaul [Work in Progress]
63 Comments
Esch1lus 14 May @ 9:29am 
@Dah Atomic Badger if you tell me what's missing (main battery, hull and...???) I can do this for you as a separate mod
Luca  [author] 6 May @ 1:42am 
@Dah Atomic Badger
Sorry but likely not going to happen. I do not own the Hyperion Pack nor do I have any intention of buying it and without the files I can not patch them.
So you will either have to create a patch yourself or send me the macros of the respective ammo for me to do so.
Dah Atomic Badger 6 May @ 1:15am 
Hello,

Is it possible to buff the Hyperion main guns(PAR Hyperion Main Battery) for a bit more range?

I recently got the Hyperion pack and noticed that the range is 7.3km, which is ok for vanilla, you can take out the L turrets from Xenon ships without being in their line of fire and quickly maneuver away if you get too close. But in the modded version the extended range on the various weapons reduce the Hyperion's effectiveness in battle with large ships by a lot.
Luca  [author] 29 Apr @ 7:07am 
@SamMAVRS
No idea what you are on about, flak turrets - or any medium turret for that matter - are not touched by this mod.
I only make edits to L-sized weaponry. Also only range/projectile speeds are changed, damage remains (apart from the exceptions in the description).
Balance changes here are mostly achieved by editing hull and shield points.
So whatever you are talking about is a change made by another mod.
SamMAVRS 29 Apr @ 6:27am 
Some Feedback if your open to it: I REALLY like the mod. Frankly, the vanilla fire rates are really...."Boring", to say the least. Your mod basically turns the FLAK turret into that gat gun from The Expanse. It looks so freakin awesome! EXCELLENT mouth feel. The problem though is the damage per shot. Anytime the FLAK gets within range, it shreds everything within seconds. a single Flak could take down any sized ship and station. The Opposite is also true where S/M sized ships dont last against any engagement making carriers pointless.

I would never say to balance every weapon damage since that would be insane. I think the easiest fix would be to increase the shield strength by an additional 100% or so. My Valkyrie can take out a station in about 10 seconds by itself, for reference.

Really love this mod either way. Changes the gameplay in such a positive way. Awesome stuff!!
Rik626 2 Sep, 2024 @ 1:15pm 
Спасибо за ваш труд!
Omega 13 Jul, 2023 @ 2:14am 
These mods seem to be doing something similar to this mod, I think the idea's would be great if combined.

Tiny Rebalance Patch (Ship & Engine)
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2988610478

Tiny Rebalance Patch (Weapon)
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2988592258
Luca  [author] 7 May, 2023 @ 11:45pm 
@z3th
OOS is not edited directly, however it does use the regular stats in some formula to calculate the outcome of OOS situations.
If the issue you described only started happening with the mentioned update then its either a bug with the update or the OOS calulation was changed drastically. As I have not updated the mod, it should work just as it did before.
z3th 7 May, 2023 @ 8:52pm 
There's nothing about this mod which affects OOS behavior or values right? In 6.0 HF3, it seems station defenses are incredibly overtuned and overpowered OOS. Just had an SCA High Tech Factory with just two disc defenses completely wipe out a fleet of 10 Rattlesnakes and three battleships as they were attacking. It knocked out all the shields of every destroyer in the blink of an eye. Of course, in-sector they barely dent their shields, and the outcome is more in line with what I expect.

This might warrant more of a 6.0 HF3 bug report on the forums, but I thought I'd check here first.

Thanks for working on the mod as always!
Kelp 30 Apr, 2023 @ 10:49am 
You were entirely right. I was using another mod which only applied its explosion prevention changes to vanilla ships, and not your SVE ones. I've created a minimod that seemingly also works with yours after a quick test, which thus means I can give this mod another try. Thanks for the advice.
Luca  [author] 30 Apr, 2023 @ 9:11am 
@StarKelp
All changes this mod makes are in the description. The ship explosion damage is actually a vanilla feature, thus your experience may not be mod related at all.
Kelp 30 Apr, 2023 @ 9:06am 
I apologize. This was the only combat balancing mod that I added after my latest round of mod list shuffle, and simply assumed as such. Time to really dig in...
Luca  [author] 30 Apr, 2023 @ 2:22am 
@StarKelp
Explosion damage of exploding ships is not at all edited in this mod...
So while I welcome your feedback it is not fitting here as it describes an issue not caused by my mod :)
Kelp 29 Apr, 2023 @ 5:32pm 
Hello there, I tried this mod for a while but ended up dropping it due to L and XL ship explosions. If this is a design choice, that is entirely fire, different opinions and design goals and what not, so please feel free to ignore my following feedback.

Having enemy Destroyers blow up with enough damage to entirely destroy Interceptors I was using to engage them with felt really bad. Lost 8 Interceptors (Skua class, of course, being the best option, in the early game at least) the first time I fought an SCA Destroyer to its explosion alone. I'm unsure if this also applies to fighters or heavy fighters. The damage felt fair for my own Destroyer (taking notable turret/engine damage if I got too close before finishing it off), but the amount of micro it would take to pull back fighters from every Destroyer I engage wasn't personally enjoyable. After losing fighters to the first two, and pausing to micro them away from three others, I decided to uninstall the mod for the time being.
Luca  [author] 18 Apr, 2023 @ 11:38pm 
@[LONG]Tony
It does not as I was not aware of a buff to missiles in 6.0, will look into it.
[LONG]Tony 18 Apr, 2023 @ 8:32pm 
I noticed that 6.0 buffed the missiles. Does this mod increase the stats of missiles based what they are in 6.0?
Luca  [author] 17 Apr, 2023 @ 11:28pm 
@Warnoise
Range increase for L turrets and L weapons, all written in the description...
Warnoise 17 Apr, 2023 @ 10:10pm 
Does this mod increase the range of weapons? Or just L turrets
Luca  [author] 15 Apr, 2023 @ 3:35pm 
@Bahaar
Good catch, I did edit it but grabbed the wrong value, will fix it in the coming days.
Bahaar 15 Apr, 2023 @ 2:11pm 
@Luca
That was quick work, thanks a lot!
I think you may have missed the Ray's Ion Projector weapon - unless you left it out on purpose or the encyclopedia is liing (still stands at 11 km range compared to the other destroyer weapons that were doubled) :)
Luca  [author] 15 Apr, 2023 @ 11:03am 
The mod should now be updated to work with 6.0, if I missed something please do let me know.
Keep in mind that some of the supported mods may not work yet as their authors still need to do updates on their end.
Luca  [author] 13 Apr, 2023 @ 9:29am 
@Bahaar
I am aware, hence the "5.X" in the title. I need to update some tags and then things will work again, I'll sit down and work these issues out in the coming days most likely.
Bahaar 13 Apr, 2023 @ 7:39am 
Hi mate,
first post in the forums/on mods. Big cudos to your work, been using this mod since CoH without any issues (especially since it made life a lot easier when fighting stations due to more leeway for the AI when moving about).

Not sure if you're aware, but as of 6.00 this mod prevents me from equipping L-turrets on my Terran ships. Any other faction whose ships I can build seems to be fine. But with Terran ships I can neither build new ships nor refit existing ships with L-turrets on my own yards or the AI's (and maybe some other components are affected as well, not sure though, but turrets were most obvious).

I tested by removing and reactivating mods one by one, yours was the one that did the trick, as without it, it all worked fine, once activated, the problem came up again.

Any plans on you updating your mod anytime soon (to also include the Boron tech in rebalance)? If so, please check if you can reproduce and fix the issue :)
KarpJoe 9 Apr, 2023 @ 12:06pm 
@Luca, that's amazing. Thank you for your hard work.
Luca  [author] 9 Apr, 2023 @ 10:57am 
@FrancisPJ
Out of the box if installed :)
KarpJoe 9 Apr, 2023 @ 8:16am 
For your support mods section, do those require an additional patch or are they supported out of the box/natively if they're installed?
zerooz 13 Nov, 2022 @ 2:13am 
No problem, thanks for your mods, it's really good I like your balance mod more than VRO. VRO is too hard for small ship challenge large ship. I like use Aircraft carrier more than battle ship, so I feel vanilla version is more friendly for me. Also I love use railgun and beam turret and vanilla version is really week, I feel your mod just fit what I love so I will keep use it:winter2019happyyul:.
Luca  [author] 13 Nov, 2022 @ 1:41am 
@zerooz
No, it is not. The XR Shipmod is quite big and a mod I dont use myself so I wont spend time on creating patches for it, sorry :/
You can take apart my mod, see what I did and apply the changes to any mod you want though, that way you should be able to make other ship mods compatible rather easily.
zerooz 13 Nov, 2022 @ 12:08am 
Is this mod balance with XR ship mod? I like your mod,but also want to use Arawn. Can you support it? Thanks
AkagiVoid 12 Jul, 2022 @ 7:26am 
@Luca ,
TY for letting me know. >w<
Luca  [author] 12 Jul, 2022 @ 3:28am 
@AkagiVoid
It does support it since release...
AkagiVoid 11 Jul, 2022 @ 7:40pm 
@Luca ,
R U going to update this for the latest PIR DLC dat came out?
Luca  [author] 9 May, 2022 @ 5:58am 
@Luckxy
At some point most likely yes, but that will be whenever I get back to X4 which I don't have a timeframe for.
Luckxy 9 May, 2022 @ 5:47am 
will support Split Tiger?
Godis 19 Mar, 2022 @ 7:26am 
Thx, Luca. VRO is going to be updated soon ;)
Luca  [author] 15 Mar, 2022 @ 3:25am 
@Godis
I have no plans on doing so I'm afraid. Isn't there other standalone mods that do that though? If not you could look into xml filepatching and attempt it yourself, since you only should need to change one value per engine it should be quite doable with a bit of reading.
Godis 14 Mar, 2022 @ 8:36pm 
It would be great if travel speed would be increased, just like in VRO. So we could remove the highways ;)
Damnselves 18 Feb, 2022 @ 10:23am 
missiles Increase range and speed, plz
Luca  [author] 24 Jan, 2022 @ 2:11pm 
@Nerhesi
Saw it the other day. Thanks for mentioning me, though unless you use "my" files there is no need to, still appreciate it however :)
Nerhesi 24 Jan, 2022 @ 9:09am 
Hi Luca - thanks for the inspiration! I ended up doing it my own mod from the ground up and the mod has been up here: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2716551983

I have credited you as your mod helped me think about how this can be done and inspired me in the first place - Cheers!
Troubleshooter 9 Jan, 2022 @ 3:16am 
I like the changes you made and hope you will be able to pick this up in the future, especially when the 3rd DLC hits.
Nerhesi 5 Jan, 2022 @ 2:18pm 
@Luca - thanks. I will absolutely credit you and you feel free to tell me when you see the finished intent of the product as to how it may fit (or not fit) your vision too. Good luck with your efforts!
Luca  [author] 5 Jan, 2022 @ 1:03pm 
@Nerhesi
I am still working on this (well kinda) but feel free to do whatever you want. If you use my files as base for your mod all i ask for is being credited in such a case.
Depending on the changes you want to make we could also think of merging both mods into one if they fit a similar theme and if that is something you'd want to do.
Nerhesi 5 Jan, 2022 @ 12:35pm 
Hi Luca, so I've decided to make a mod to bring my X4 experience closer to X3. VRO goes too far and make it more strategic than cinematic/arcade like... but your mod seems much more aligned to X3 feel. I've found i'd be doing a lot of the same changes you are.. and a few more (less crew on smaller ships, way slower medium class ships but a little tougher, etc). I'm happy to build on this, but I dont want to step on your toes here IF you are still working on this mod.
Luca  [author] 28 Oct, 2021 @ 3:40am 
@Duzenbury
While i currently dont have time i still do have plans for further changes and updates, yes.
AberrantMan 28 Oct, 2021 @ 3:24am 
Is this still be worked on?
voice of enigma 27 Aug, 2021 @ 8:16am 
great Combat Overhaul
Luca  [author] 24 Aug, 2021 @ 9:06am 
@z3th
More than double, yes. I think the fastest one in vanilla is like 570/ms, most are around 300-400/ms in vanilla though.
z3th 24 Aug, 2021 @ 5:01am 
My mistake -- they're more than double, yeah?

And yeah, I agree. I feel they can be just a tad bit faster but it'll be difficult to tell without looking at how each race's L plasma performs on all ships.
Luca  [author] 24 Aug, 2021 @ 12:45am 
@z3th
Simply doubling plasma speeds would result in them being even slower than they are now. I increased their speed (in percentages) more than on any other weapon, it just goes to show just how slow they are in vanilla. I will take a look at increasing their speeds further, but am limited with how much i can do due to the speeds of other projectiles. Making them as fast as pulse weapons for example would render all other weapons useless.