X4: Foundations

X4: Foundations

Ship Balance Overhaul
137 Comments
RaN_ 2 Aug @ 5:05pm 
Thanks for such great mod. I was looking save file-safe rebalancing mod and yours, is just perfect.

Is there any update planned for Hyperion? In current state Hyperion is unusable because of its speed. Max boost speed is limited to 300m/s and travel acceleration is slow as hell no matter which engine is equipped.
Nerhesi  [author] 15 May @ 12:21pm 
Yes it is actually. You will find speed/agility to scale with size consistently (and with ships larger than S becoming more resilient)
Esch1lus 15 May @ 9:29am 
Hi, is it 7.50 compatible?
Nerhesi  [author] 21 Feb @ 10:43am 
Will update as needed for the new 7.5 Patch.
boo 2 Sep, 2024 @ 12:03pm 
Another potentially interesting idea would be to have some shields influence engine stats, or engines influence shield stats or stuff weapons damage.
L/XL shields are hard to differentiate otherwise
Nerhesi  [author] 15 Jul, 2024 @ 3:14pm 
@Artillery Technically you can make those changes yourself - and the version on Nexus has the files in a loose format. But yes - I have updated values on all shields and hulls. I have not added or removed shield or weapon points from any ship with the exception of 1, small, terran fighter (Gladius). Otherwise, I wanted to avoid those sort of changes to avoid re-inventing the game too much. Wanted to stay as close to Vanilla with minmal changes just to add "flavour"
ArtilleryWizard 15 Jul, 2024 @ 3:36am 
Hello, are you able to edit/add shields to fighters and corvettes, and make those kind of changes?
Nerhesi  [author] 14 Jul, 2024 @ 4:31pm 
Oh - thank you! That is actually a hold-over and I will delete it. I didnt go the way of adding internal shield generators (which is what that file is), instead I added that shield generator to the gladius directly (so it has 3 instead of 4). It is the only fighter I've done that too. I may explore some shield gen modifications (the number of generators) on other fighters later. The Gladius was just a glaring example given the terran fighter line up...

But thanks again and I'll remove the file next version. Glad you're enjoying it :)
Azunyan 14 Jul, 2024 @ 10:58am 
There is a filename typo > assets/props/surfaceelements/macros/ishield_ter_s_heavyfighter_1_a
You are welcome. Also great mod...
Nerhesi  [author] 7 Jul, 2024 @ 1:02pm 
Hi Reaver - unfortunately I will have to avoid making things exclusive or unique to race as it can really screw up some games for people (especially if applied mid-game).
ReaverSP 28 Jun, 2024 @ 1:31pm 
Good day!

@Nerhesi, would you make an optional version of the mod on Nexus, which has a Terran exclusive equipment and Split exclusive weapons? If that is not much trouble for you.



Thank's for you attention.
FeralZ 28 Jun, 2024 @ 8:10am 
ohh, its okay. thanks for updating this mod, i don't mind the exclusive equipment, i think every race should have some xD. But thats me.
Nerhesi  [author] 28 Jun, 2024 @ 7:47am 
Alright - I will be updating this mod. This means flavouring boron ships and customization of boron and other added equipment in timeline.

I will be dropping the exclusivity of Terran equipment since most of you didn’t like that and it seems the lore approach is to make only boron tech exclusive.

Please feel free to make recommendations and critique available here or on the egosoft discord where you can find me!

(My apologies i hit delete on the previous comment by FeralZ)
Irrer on Tour 10 Jul, 2023 @ 3:51pm 
ist that mod up to date?
Nerhesi  [author] 2 May, 2023 @ 2:46pm 
Are Boron weapons exclusive? Sorry guys I haven't checked back since the Boron DLC but I do want to. Your logic is correct Reaver, if we have reason to consider certain cultures/races do not make their weapon interoperable/universal, than it makes sense that it should be in game as such. This also helps flesh out the ships and create more meaningful choices
ReaverSP 2 May, 2023 @ 7:14am 
WARNING! -> Controversial opinion ahead <- WARNING!

If Boron weapons are exclusive to Boron ships, the same logic should be applied to both Terran and Split. Terran weapons should be exclusive to Terran ships and Split weapons should be exclusive to Split ships. For both lore and faction personality reasons such as; Terrans being technologically isolated (by choice) but, superior to the X Universe races and Split doctrine being focused on fast and hard hitting combat. The opposite of it should be the optional thing.

Bring in the Flak :steamsalty:
Nerhesi  [author] 1 May, 2023 @ 6:23pm 
Until I get to it - I recommend you guys download the mod version without the terran exclusivity version. This will become the base mod (with terran exclusive behaviour becoming an addon). This can be found in the link above at Nexus.
Nerhesi  [author] 13 Apr, 2023 @ 2:01pm 
It is compatible of course ( I think), however, it will definitely not be affecting the new ships until I update it (So the boron ships will be as per vanilla game and so on)
ReaverSP 13 Apr, 2023 @ 6:43am 
IMPORTANT QUESTION! Is this compatible with Kingdom End DLC?
Nerhesi  [author] 12 Nov, 2022 @ 11:26am 
Yes - TNU tag and honestly not sure what other mods do to ship files.

However, the recent questions and further interest in the mod has gotten me thinking, and I will probably update this mod so the DEFAULT mod is without terran exclusivity, and I will have that as an additional side mod. :)
Veronica Heinkel 11 Nov, 2022 @ 11:00pm 
and I should enable the one with tnu tag right?

but I still wonder how weapon variation mod affects the shields since it's a weapon mod
Nerhesi  [author] 11 Nov, 2022 @ 7:20pm 
There you go - weapon variation expansion.

My basic mod makes it so terran ships can only use terran weapons. Weapon variation mod changes all the weapons … so then my ships can’t find them.

If you want to use my mod, and weapon variation, go to link above and download the mod version that doesn’t make terran weapons exclusive.
Veronica Heinkel 11 Nov, 2022 @ 7:07pm 
A) other mods seems to related to my issues are weapon variation expansion and more turrets for capital ships, all from steamworkshop.
B) I'm trying to buy a Tokyo as I have exampled
C)I've already got a +30 relation with terran faction
D)I'll try it
Nerhesi  [author] 11 Nov, 2022 @ 6:32pm 
Issue is almost definitely on your end. Several dozens (if not hundred) users have had no issue buying terran ships and equipping terran items. I am happy to look into it however to confirm the source of the issue. I need to ask a few questions:

A) What other mods are you using?
B) What ship are you trying to buy from the terran moon shipyard?
C) What is your terran faction/affiliation rating?
D) I am on the X3/X4 official discord, you can find me there and send me your save game.
Veronica Heinkel 11 Nov, 2022 @ 3:39pm 
@Nerhesi

Not exactly, I'm buying ships from terran shipyard, and there just show no shield and turrets for extra slots that added by mote turrets for capital ship.For example, the more turrets for capital ships added 2 group of 6 L size turrets for Tokyo, but when I was about to equip these L turrets I found not only the selection of turrets are limited(and vanilla terran turrets are excluded, only a railgun turret added by weapon variation expansion to terran armory available), but also no shield can be chosen, and this is what I got from the terran shipyard in the moon.

And I wonder the group of surface elements are grouped altogether from 1 to 10 or so, the group of engines and turrets just go mixed up, is your design or something bugged.
Nerhesi  [author] 11 Nov, 2022 @ 2:39pm 
@游航者莱伯勒希特

Mod is working :) You can't add non-terran weapons to a terran ship. This is by design.

There is an alternate version of this mod (link in description above), that allows terran ships to use non-terran weapons.
Veronica Heinkel 11 Nov, 2022 @ 10:39am 
this mods seems not working well with more turrets for capital ships(also super asgard), causing new turrets slots added are not able to mount turrets and shields : (
Nerhesi  [author] 10 Nov, 2022 @ 5:18pm 
Please go ahead, no issue there. :)
Mittens 10 Nov, 2022 @ 4:17pm 
Would you have any trouble with me porting it to the Workshop for ease of access for people or would you prefer not?
Nerhesi  [author] 10 Nov, 2022 @ 8:16am 
@kagami (and everyone else). This has already been done! :)

The link above, in bold, to the nexus website has the alternate version which remove Terran exclusivity (both ways - so terran can use non-terran and non-terran can use terran).
Mittens 10 Nov, 2022 @ 3:27am 
Nerhesi this is probably one of the most amazing mods I've seen ^-^

If I could make just one humble request, Could we get an alternate version or an addon patch to make the terran exclusivity turned off? it makes the mod incompatible with mods like Terran Cruisers.
Nerhesi  [author] 2 Nov, 2022 @ 9:26am 
@neuro The main weapons are the ones without "turret" in the file name, but they do have the turret tag. For example, the Teladi main weapon performance for their destroyers would be Bullet_tel_l_laser_01_mk1_macro.xml

You will notice I increased the damage and speed there. That translates into more damage, and more range (it goes faster in the same period of time so it covers more distance)
Neuro 2 Nov, 2022 @ 3:34am 
Hello, i was trying to modify range weapon and speed projectile.I can see all turret XML in asset/fx/weaponffx/macros and its ok for that but I dont manage to find main battery XML files. Any idea ? Ty for your help and your mod :)
Not creepy 31 Aug, 2022 @ 12:54pm 
I did the ZYA Split start but i don't know exactly which version it was when i started that save. I also use the XR ship pack mod and some others that should not affect balance. Maybe i just had bad luck with this save, my only real problem is that Xenon came too early with all their destroyers and that AI is not even giving them a fight.
Nerhesi  [author] 31 Aug, 2022 @ 8:17am 
@Krautsoldat

Which version are you using? the Most current? This mod makes it so Xenon are a little more challenging - which also means for the AI. The reason being the turret range changes.

However, it has taken DAYS of in-game time for me, for the xenon to make any headway. I'm happy to test it again, so please give me any details you can :)
Not creepy 31 Aug, 2022 @ 4:57am 
Xenon completly take over without any resistance, after 8 hours already. Fighting M ships in S is pointless. I guess i just like the turret changes but this mod might be great if you want something new after several games.
mazrados 10 Jul, 2022 @ 2:52pm 
Actually for now it's enough 1 landing pad and 1 hangar.

UI is very not intuitive (typical for X games) and I did not know that I can't replace ships by pressing enter on ship name in hangar, I need to click it with mouse or button "call to dock".

Probably I'll try this mod eventually, exactly for reason you say. I don't want to mess too much just yet but also don't like that all ships are pretty much the same.

And perhaps there will be also mod that will give more variants in ships like hangars and other stats.

Anyway, thanks for answer :)
Nerhesi  [author] 10 Jul, 2022 @ 12:08pm 
I unforunately do not touch much of that. I sometimes edit Missile amount and such, but I wanted to minimize the changes from vanilla. Basically to Add flavour to the ships without completely overhauling their roles.
mazrados 8 Jul, 2022 @ 4:08am 
Does it change also docks/hangars of ships?
Currently I need frigate with more hangars then 1.
Nerhesi  [author] 12 Jun, 2022 @ 5:53pm 
@bigd - that alternate mod-file exists. See the link at the top of the page to nexus mods. You can download the mod from there that doesn't have the terran exclusivity piece.
bigd 11 Jun, 2022 @ 1:32pm 
Can you allow other factions to use Terran weapons and equipment? I unstalled the mod once I realized that only gear other races can't use are Terrans and Terrans cant use theirs neither.
liberator65853 8 Jun, 2022 @ 4:12pm 
Any chance for support for the weapon variation mod?
Nerhesi  [author] 14 May, 2022 @ 8:14pm 
@Bambly - I am considering that given how popular that is becoming but I think it will have to be an addon mod since it is not a mainstream thing. Cargo capacities will be definitely upgraded a bit for all the L-class transports.
bambly 13 May, 2022 @ 12:57pm 
Great mod so far! Will you balance it for no high ways for a more X3 feel? I would also be interested to see L transporters have their capacities increased to make the more viable
Nerhesi  [author] 12 May, 2022 @ 11:58am 
@krautsoldat As per the detail above. Longer turret ranges, significantly improved hull and shields for Medium ships and above.

In fact, Xenon were taking over the entire universe until I improved the main-battery weapons range and dps. Much more balanced now.
Not creepy 12 May, 2022 @ 8:19am 
How does it affect the xenon?
StumblingDrunk 4 May, 2022 @ 5:58am 
I think that's a fair response, and I agree about balance. I think i am mostly just looking for more ships to add to my fleets, but there are actually a lot of vanilla ships that I dont use as they seem underwhelming.

Perhaps it might be better I provide some feedback on which ships might need a bit more help from your mod?
Nerhesi  [author] 2 May, 2022 @ 1:29pm 
To be honest - not yet. My concern with mods that add non-vanilla style ships is how they fit in to the role/feel of things. When it comes to Terran Cruisers... they're basically, faster, more agile yet still beefy so that they make most destroyers obsolete.

However, personal opinion aside, I am thinking I can just simply add support for them by just adjusting hull value as per normal L or XL size ships and leaving the rest. Ultimately up to the player to weigh in how much fun/cheating/powerful they feel things are :)
StumblingDrunk 1 May, 2022 @ 3:18pm 
Do you think you will be able to make this compatible with the Terran Cruisers mod?
Benti 8 Apr, 2022 @ 12:09pm 
Wow great! Thanks