X4: Foundations

X4: Foundations

Additional Capital Weapon VRO [6.0]
40 Comments
TeraDragoon 15 Feb, 2024 @ 6:45pm 
Kommt da noch ein Update für Terraner Waren oder muss man diese Terraner-Waffen unbedingt mit den normalen Ressourcen herstellen?
Priester 14 Aug, 2023 @ 9:27am 
I really love the mods around the Gammabeamraycannon and the idea that the overwhelming power is paid with a lot of credits, resources and nividium. But as the good idea with the nividium for the TER shipyards is not working, it is better to remove the nividium and instead increase the amount of other resources to keep the universe running.

To make them more exclusive, they could be flaggt as heavy turret weapons, so they will not fit into every turret place? To be in line with the story around these "new and experimental weapon systems". And it will not become boring, because all slots are filled out with only these weapons ...

With that in mind main weapon versions of these systems will be very interesting, scaled from the heavy combat drone through S, M, L to XL ships ;)
Indi, Sohn des Ares 29 May, 2023 @ 12:12am 
Musste den mod leider heraus nehmen,
Terraner konnten keine schiffe bauen bauten,
den werften aus {LINK REMOVED} haben kein Feststofflager für Nividium
docwho 27 May, 2023 @ 1:06pm 
Like the mod. Just need to ask if you could add soild storage to the npc ship yards so they could build ships.
Hiztaar 23 May, 2023 @ 2:22pm 
Hello. I realised it only has universal weapon component cost. Could you do a Terran Component version of it ? (Nvidium is not an issue in my opinion tho)
Prior Micha  [author] 29 Apr, 2023 @ 9:39pm 
[6.0] done. Please report if it's (not) working.
Prior Micha  [author] 24 Feb, 2023 @ 10:25am 
I'm creating a non-Nividium patch atm. Who want can use. When finish I will post the Steam-link here.
DrunkenMonkey 23 Feb, 2023 @ 2:01am 
These need Nivdium, but a shipyard can't buy Nividium, so these weapons are useless unless you build them yourself... that is propably also why Terrans dont build destroyers, they cue them but because they can never get the Nividium they will never finish.
Prior Micha  [author] 5 Feb, 2023 @ 9:39am 
After I updated my Bayamon mods (there was prio) I can take care of the two Turret mods (M and L) these days.
Odessa 4 Feb, 2023 @ 2:13pm 
There's something I have noticed which may be due to the mod. Terrans nearly stopped building destroyers and battleships (I don't have your M turrets mod). I tried with a fresh new game with and without L turrets mod. The game without L turrets mod TER shipyard started producing destroyers and battleships minutes into new game. The game with L turrets mod 48 minutes into the game - shipyard doesn't try to produce destroyers/battleships.
Prior Micha  [author] 31 Jan, 2023 @ 11:54pm 
The opinion of the community is very important. Every feedback helps us modders to constantly improve, adapt and cosumize the game. We don't always think of everything or have the time to test everything to the core. Therefore I do not see it as a complaint ;-)
Odessa 29 Jan, 2023 @ 4:14am 
Oh
Thanks a lot! Didn't expect that, was just complaining. Appreciate it and will be waiting!
Prior Micha  [author] 27 Jan, 2023 @ 5:12am 
Ok, let me see what I can do for you. Maybe a modular material-patch or something that way. But it will take some days. Be patient, but not before next week.
Odessa 26 Jan, 2023 @ 3:32pm 
Yeah, I know. Tried and searched a bunch. I play VRO. Some mods add non HE weapons but there is a certain lack of non HE weapons even with mods. I was looking for an option to replace HEMPC with something different, then I found your mod but it used commonwealth resources. Also looked for a mod to remove xenon restrictio, found some which managed to unlock their blueprints but for some reason terran ships are still unable to equip xenon weapons. Stations could though. Weird.
Prior Micha  [author] 25 Jan, 2023 @ 7:58am 
I see, you don't mod the game yourself. There are some guides about modding. To much to teach you here.

For your request about alternate weapon restrictions, there are also some very good mods here, at nexus and at egosoft of course. You should invest some time for your research. It will make you happy. The community here is very active and well skilled. You surely will find your mods. ;-)
Odessa 25 Jan, 2023 @ 3:36am 
How do I do that?
Do you happen to know how to remove the faction restriction for weapons? IE xenon turrets?
Prior Micha  [author] 24 Jan, 2023 @ 10:29am 
I hear you. That would be easy(er), but it would clash with the immersion context (see the "around-story" https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2684206845) .

Are you familiar with modding? Then I suggest you simply alternate the wares file. Or tell me your wishlist of materials. Then I'll see what I can do.
Odessa 24 Jan, 2023 @ 5:03am 
Having option to build them w/ terran components would be... less straining logistics wise.
Prior Micha  [author] 23 Jan, 2023 @ 9:14am 
In part, yes. After all, they are "secret prototypes" and were not only developed with Terran technology. So much for the story behind them.

But feel free to edit the wares to your taste. Or feel free to tell me which materials would be good. I'll be happy to make an update.
Odessa 23 Jan, 2023 @ 5:53am 
They require commonwealth resources to be built instead of terran. Is this how it's supposed to be?
Prior Micha  [author] 7 Sep, 2022 @ 9:19am 
You are wellcome. Update:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/changelog/2717291641

Gamma Cap is about 19,6 km and Gamma Mid is about 12,7 km. I hope you enjoy :)
梵蒂冈 4 Sep, 2022 @ 7:31pm 
My fort is heavily armed with these guns. The range of 14km makes it difficult to intercept passing ships and vulnerable to bombardment from large warships. At 16km+, I think 16km-18km is appropriate
Prior Micha  [author] 4 Sep, 2022 @ 11:37am 
Yes, the range-limit was missing. As the bullet-lifetime was something around 0.1xx the range fits in this value. after I increased the lifetime, the range expands over 25km. Too much I thought.

If you think it is disbalanced for VRO, please tell me. What range do you want?
梵蒂冈 4 Sep, 2022 @ 12:14am 
Does this update just reduce the range of the weapon to 14km? I don't see any other changes.
Prior Micha  [author] 11 Aug, 2022 @ 1:02pm 
Ok, I will take a look to this. Thanks a lot for reporting! :-)
梵蒂冈 8 Aug, 2022 @ 11:52pm 
Then there's the damage to this gamma-ray turret, which looks strong on the panel, but in actual combat, because there is only one barrel and the laser irradiation time is very short, it is not very efficient.
梵蒂冈 8 Aug, 2022 @ 11:39pm 
@Prior Micha :Yes, I have set the turret's behavior to attack everything, however, this turret will not attack small ships
Prior Micha  [author] 6 Aug, 2022 @ 2:09pm 
@ 梵蒂冈: I don't know what you mean. Also L- an M-Tuurrets attacks S and M Ships (and any other) in dependency of your turret behaviour settings.

@ Spalato: I need to adjust the needed materials. But atm my time is strong reserved. sorry pls be patient.
梵蒂冈 2 Aug, 2022 @ 1:27pm 
I used "Gamma Ray Cannon", it can't attack S-class planes and drones, is that a bug?
Spalato 17 Feb, 2022 @ 8:38am 
No worries man. Going by the range and damage numbers comparable L turrets (other weapon mods included) cost around [10 Computronic Substrate, 100 Energy Cells, 200 Metallic Microlattice and 15 Silicon Carbide] while similar M turrets are in the range of [5 Computronic Substrate, 70 Energy Cells, 50 Metallic Microlattice and 7-8 Silicon Carbide]. Hope that helps. Also giving the M turrets 109° or 139° per sec turn speed would make them more viable as all the other Terran M turrets (again vanilla and other mods) are in the 109-159° range (in VRO). And please no Turret Parts etc for Terrans :D
Prior Micha  [author] 17 Feb, 2022 @ 6:26am 
Next update nividium is removed. be patient pls..
Spalato 16 Feb, 2022 @ 8:29pm 
I was looking forward to the weapons, but the terran versions of both L and M weapons need Nividium and Commonwealth materials and hence are useless.
saglhauns 20 Jan, 2022 @ 9:49am 
@Prior Micha sorry bussy week, the range for M is nice. For L i think 20km should be the max just for balance reasons. The highest range in VRO is 20km but there dps is quite low.
OhStaniel! 18 Jan, 2022 @ 2:11pm 
Thank you for your efforts!
Prior Micha  [author] 18 Jan, 2022 @ 7:37am 
@saglhauns:
What about the range? Is that ok or should it also be increased?
Prior Micha  [author] 16 Jan, 2022 @ 5:14am 
Yes, I don't play VRO, so I have not a feeling for it.
Thanks for your feedback. I will fix this for L ans M asap ;)
saglhauns 16 Jan, 2022 @ 3:51am 
Hello you really made a VRO version nice.
The damage numbers are still too low, 1k for an L and 200 for an M is not worth the turrets to get.
2K for L and about 400 for M is a nice VRO turret mix.
Prior Micha  [author] 14 Jan, 2022 @ 1:51pm 
With credits, feel free ;)
But wait for the next update. I give the mod exclusive bullet icon...
mo_gudu 14 Jan, 2022 @ 6:48am 
Hello! Can I use your mod resources to make a new mod.