X4: Foundations

X4: Foundations

Experimental Cruisers (compatible with 6.1)
36 Comments
Herr Doktor 27 Feb @ 7:45pm 
Anyone with the ability, is there a way to make a request. Well, another one? Is there any means someone could assist me with adding a M dock to one of these ships?
MrBlair29  [author] 7 Jun, 2024 @ 4:46am 
I think so, I'm playing the current beta and the ships work.
Astarte 10 Apr, 2024 @ 8:46pm 
Will this be compatible with 7.0?
Rothank  [author] 15 Aug, 2023 @ 6:27am 
Experimental branch is abandoned, mentioned in the second paragraph of my announcement. Base and VRO submod are on Nexus (cannot post a link, Steam blocks Nexus links as "potentially malicious").
MackReaper 14 Aug, 2023 @ 10:12pm 
@Rothank I tried finding this on nexusmods as you said but cant find it. link?
Rothank  [author] 2 Jul, 2023 @ 3:31am 
ANNOUNCEMENT: mod moved to nexusmods!

Due to Simon's sudden hiatus (and with his blessing) I have taken over the Terran Cruisers. As I have no access to update it here, the mod is moving to Nexus.
As I have no plans to expand Experimental Cruisers branch, any volunteers with Blender and xpath/xml experience are more than welcome to take over. To do so, please ping me directly over Discord (rothank) for a Discord server invite (Steam keeps flagging direct URL as "potentially malicious" -,- )

version 1.50 (base mod & VRO) has been released on Nexus!

new ships:
- Kagoshima
- Ashikaga (added to game files, but due to collision issues not yet available for purchase. Likely to be fixed for 1.51)

changes:
- Yokohama lost 1 L shield, to bring overall balancing in line with base game destroyers
- legacy Split Vendetta xml requirements have been removed. Mod no longer requires Split Vendetta DLC
- optional bridge replacer (Argon) added
hanz 1 Jul, 2023 @ 6:17am 
I really liked the ship design. but i kinda hope that those turrets had missile compatibility
Royal-Dragon 11 Jun, 2023 @ 7:45pm 
@ SimonPlaysGames are you still adding the Carrier to this Version?
Rothank  [author] 8 Jun, 2023 @ 4:24am 
@Divine we are working on balancing pass for a few ships for main mod (+VRO submod) and some of them are going to sport frontal weaponry. They will be nowhere near as OP as Sentinel versions from this one, but should still be quite fun.
[Oms!]Divine* 30 May, 2023 @ 11:52am 
Will you add a VRO balanced version of this? (Please?) <3
SimonPlaysGames  [author] 22 May, 2023 @ 9:39am 
New Update:
-Mostly small changes and bugfixes,
SimonPlaysGames  [author] 16 May, 2023 @ 11:31pm 
@Luna -thanks for reporting it. I will fix that and include it in the next patch.
Luna 16 May, 2023 @ 3:38pm 
Miyagi sentinel appears to have a misplaced main weapon hardpoint.M7 appears to be taking the same spot M6 does, making both m6 and 7 take up the same physical spot.
SimonPlaysGames  [author] 9 May, 2023 @ 10:31pm 
The mod has been updated to 6.0 and can now be safely used with the newest version of the game and dlc. Two more ships were added to the existing roster along many bug fixes and improvements to the existing ships. Enjoy and thank you for your patience!
SimonPlaysGames  [author] 6 May, 2023 @ 5:16am 
@Pitagora you are very welcome. The update is almost done. The hardest part -modified and updated meshes is behind us, all that is left is some collisions for the economy ships. The ships will be making a comeback soon.
Pitagora 6 May, 2023 @ 2:42am 
NO! Thank YOU for your work. Take your time.
SimonPlaysGames  [author] 1 May, 2023 @ 1:43am 
The beta testing version of the mod is live. I invite everyone who is interest to participate and help test out the ships and hunt the bugs. The link is in the description above. We are working our way through each ship until all the old ones are fixed, then we'll move on to the newer ones.

I estimate the old ships should be ready and playable in 6.0 in about a week. Maybe sooner if things go smoothly. Thank you for your patience.
SimonPlaysGames  [author] 23 Apr, 2023 @ 11:32am 
@Hidden Patience, it takes time to make luv properly.
Hidden 20 Apr, 2023 @ 4:48am 
Where is da luuuuuuuuuuuuuuuuuv, da luuuuuuuuuuuv da luuuuuuuuuuv
SimonPlaysGames  [author] 5 Feb, 2023 @ 3:11am 
Just wanted to confirm I will not be releasing a hotfix for 6.0 due to issues that might arise during the beta development. When the bigger changes to the game engine roll out it's very likely that it is gonna take a hot minute to implement them, effectively blocking people using the mod from playing for that time. The mod will be updated for 6.0 when it releases but not before.
Dark 22 Aug, 2022 @ 3:14pm 
Hey, I really like the mod and the reworked designs. However, I noticed that there are no spaces dedicated to display the Player logo, which kinda bugs me out. Would you be able to fix this, if it's not too much to ask for?
SimonPlaysGames  [author] 23 Mar, 2022 @ 7:36am 
@Vangoich I can confirm that it will work on existing saves. When disabled later on, the ships just disappear (along with the resources they were bought with). If you plan to disable the mod later on, make sure the player is not piloting or on board one. Docked S ships disappear too. Obviously using a mod will mark a save as modified, even if mods will be disabled later.
Vangoich 22 Mar, 2022 @ 3:26pm 
Is this good to go with existing saves?
SimonPlaysGames  [author] 20 Mar, 2022 @ 5:07pm 
@Droll Thank you. Given the situation I might need to consider making a separate VRO version, at least for the newer ships.
Droll 20 Mar, 2022 @ 3:35pm 
@SimonPlaysGames If you want to consider VRO in the short-medium term, you will want the link below for the latest version due to the war in Ukraine. It's a google drive link so idk if thats helpful to you.
https://www.reddit.com/r/X4Foundations/comments/tibdmq/release_vro_for_toa_dlc/i1df9xh/
Oldrelic 14 Jan, 2022 @ 12:05am 
looks like something the Settlement defence front from COD Infinite warfare would make :Khappy:
SimonPlaysGames  [author] 8 Jan, 2022 @ 7:25am 
@Core that is a good question. I'll have to look into that

@The Doctor I am starting to consider this was the way to go all along xD
Core 8 Jan, 2022 @ 2:39am 
Thank you for this mod! Any chance we are getting a VRO version at some point?
Herr Doktor 7 Jan, 2022 @ 10:09pm 
I'm thoroughly enjoying these! Far better balance in vanilla and the Okayama feels like a "pocket battleship" with main batteries equipped. A fantastic "heavy" personal ship!
SimonPlaysGames  [author] 7 Jan, 2022 @ 6:34pm 
@Astrefernal doesn't seem condescending to me at all. I welcome a different perspective on the ship balancing. It's all to easy to get lost in one's own preconceptions with a project like this one. When both terran factions are complete I will be doing a re-balancing pass on the ships. I will keep what you wrote in my mind when making decisions at that point. Thanks for taking the time to share your thoughts on the issue.

@Capt. Silver very happy you enjoy them!
Astrefernal 7 Jan, 2022 @ 11:53am 
- The Okayama : A smaller ship with less L turrets and more M makes for an anti-fighter destroyer, which compliment the Kagayama hard hitting capacity. The problem is almost ALL M turrets are on the top, near the bridge... which does not make sense. You could keep their number but put them more on each sides and put some on its underbelly. Oh and reduce fighters storage from 40 to 8 or 12 and up the missiles capacity, after all it is more of an anti-fighter ship not a carrier.

Those are my thoughts.

And sorry if I sound condecending or angry, english is not my first language.
Astrefernal 7 Jan, 2022 @ 11:53am 
@SimonPlaysGames I can get behind balancing things, but their is also the idea of making sense. A top heavy ship in a 3D environnement does not make sense, it put you at a FAR to heavy disavantage.

Also, it is stated that the AI does not build this ships (which I find nice since I can try and make a faction with distintives ship with custom start) so where is the weakness exploit ?

Right now for me you have 2 ships with fairly distincts roles :
- The Kagama : A ship almost XL size with big accent on L turrets. Good for Capital VS Capital, less when encountering fighters and missiles even with L bolt turrets. You could balance the ship by reducing the fighter holding capacity from 40 to 28, reducing its speed (188 for a ship this size using terran engine is FAST) and you could keep the same number of turrets but move 3 L ones on the belly (I would suggest the most forward one, the rear most one in the line of 4 in the middle and the the one closest to the landing pad).
Capt. Silver 7 Jan, 2022 @ 10:59am 
Thank you, now the cruisers are also fun.
Lint5's Triton could use an upgrade. In its current state it is chic, but not usable.
SimonPlaysGames  [author] 7 Jan, 2022 @ 4:44am 
@Astrefernal that is true. It's a kind of balancing thing. My logic is that a ship should have a 'weakness' an attacking player could exploit to even the odds in an uneven fight. I know that a more practical approach would be to make an overall even turret coverage from both top and bottom. With PIO the situation is mostly opposite - I gave them more turrets on the bottom side. I don't plan on making all the factions follow that tendency though.

@normcameron you're welcome. I know a lot of people prefer their heavy ships to have forward artillery.
Astrefernal 6 Jan, 2022 @ 9:32pm 
I only have one complain about the ships : they have the Star Wars syndrom.
Or if you prefer : Many turrets on top, fairly little on the bottom.
normcameron 5 Jan, 2022 @ 3:36pm 
Thanks for making this Mod.