X4: Foundations

X4: Foundations

Classic Mode 3.2
321 Comments
artoon 7 Aug @ 12:38pm 
Hi, have the Xenon weapons also been adjusted?
sind ja momantan sehr schwach.
Esch1lus 20 May @ 6:20am 
Hi :) my only complain is L torpedoes not aligned to gun barrels (torpodoes will be ejected only from higher barrels). The rest is basically perfect, good job :)
Kajar  [author] 4 Jan @ 12:03pm 
Personally, i think any ship should have one dedicated missile launcher slot. So installing a launcher is not a sacrifice on a weapon slot, and weapon slots you could still use as launcher slots like now.
Totally would have done that if it wouldn't cause issues with save compatibility.
Pedemendigo 4 Jan @ 10:35am 
@Kajar good to know! I really enjoyed and miss playing classic mode. BTW, what are your thoughts on having wepons/turrets slots dedicated to a specific type (for instance, dedicated missile)? I tested it on another mod and found it quite interesting!
Salaco 7 Dec, 2024 @ 12:10pm 
Very cool, thanks. (Love the mod btw)
Kajar  [author] 7 Dec, 2024 @ 12:01pm 
Well, i am happy that the travel engines are now actually better at travelling than combat engines in vanilla. =D
Especially for the L/XL ones.
The mod will work with the beta, but there isn't really a point in playing with it. The beta is for testing the new features and fixing reported bugs and problems.

While there is quite a number of new stats, its not that much of a rework i gotta do Mostly just figuring out how the values change the flight behavior.
The mod should be ready by the time the update releases.
Salaco 7 Dec, 2024 @ 10:38am 
What are your thoughts on the 7.50 Beta? Is this version even compatible? I assume the update will require major rework on your mod...
Kajar  [author] 24 Nov, 2024 @ 8:27pm 
Someone else pointed that out yesterday as well.
Already fixed, update soon.
somehow one 1 too much ended up in there.
Troubleshooter 24 Nov, 2024 @ 12:25pm 
Hey Kajar. I just noticed Terran M Beam turrets are extremely expensive. Like 10 times as expensive as a Terran M Pulse turret. Is that a typo in the wares file or am i overlooking something here?

Average price for the TER M Beam turret: 1121065
Average price for the TER M Pulse turret: 157087
Kajar  [author] 18 Nov, 2024 @ 9:39pm 
Yep
phantombandit 18 Nov, 2024 @ 9:40am 
O ok, so the damage numbers in the encyclopedia are its per second DPS not its per proc dps.
Kajar  [author] 17 Nov, 2024 @ 9:28pm 
Beam Pulser S/M. A shot every 0.3 seconds for 60/90 hull damage. 90/135 shield damage.
Beam Melter S/M. 4 seconds active time. 500/750 hull damage and 750/1125 shield damage per second.
Beam Pulser M turret. A shot every 0.3 seconds for 26 hull damage. 39 shield damage.
L Plasma Beam turrets. Short range, very high omni damage output. Each faction has its own variation of stats.
phantombandit 17 Nov, 2024 @ 2:03pm 
I am trying to compare the damage rates of weapons. In vanilla laser beams are pretty useless but in this mod they seem pretty decent. What is the 'fire rate' of a laser beam to compare its damage to other turrets?
Kajar  [author] 13 Nov, 2024 @ 11:01am 
Nah, thats as things should be. They do be anti-capital specialists. And by the time you can get those, you should also be able to get some AA Osaka, or fighter cover anyway.
phantombandit 13 Nov, 2024 @ 6:00am 
Is there any chance for a slight balance to the Syn and Asgard? Those ships basically only have L turrets which was balanced around the terrans not having any real anti capital turrets. Now that this mod gives them some I feel they are both way to strong against capital ships while also being way to weak against fighters.
Kajar  [author] 29 Oct, 2024 @ 1:26pm 
a quick look, L and XL military ships got 300% hull, L mining ships too. L and XL civilian ships got 200% hull.
S and M ships are a bit more individually adjusted.
Troubleshooter 29 Oct, 2024 @ 12:49pm 
Kajar, can you confirm it is a flat 300% increase regardless of ship? I recall in previous versions the increase was dependant on ship size.
Fidel Castro 18 Oct, 2024 @ 10:14am 
I see. A pity but understandable. The rest of the ships sadly add too many jobs and badly optimized. I just wanted battleships and such instead of just battlecarriers.

On couriers and M traders, that's true yeah, yet the point of them after all was that they were fast even if they carry little cargo. But you did the mod so you have probably balanced that correctly.

As said, I would miss the ships I got from VRO too much by now, yet I love your work and concept.
Kajar  [author] 18 Oct, 2024 @ 5:44am 
for VRO ships, you would have to rip them out of the mod first and change a whole lot more to make them vanilla friendly again.

Yes and no. Couriers are much cheaper too. You can get some 4-6 couriers for the price of 1 M trader, depending on the type.
Fidel Castro 18 Oct, 2024 @ 5:23am 
I see. A guide would be welcomed yes.
Could VRO ships be added then?
And on another note. Doesn't this mod make Courier ships far worse than M+ traders? They can carry less cargo and are far slower after all.
Kajar  [author] 17 Oct, 2024 @ 10:10pm 
Making them compatible is actually relatively easy. Basically all you gotta do to make them compatible is to tripple their hull strength. assuming the new ships were based on vanilla balance.

Maybe i should make a short guide for that.
Fidel Castro 17 Oct, 2024 @ 6:18am 
I love what you did here. Its just a pity that it has little compatibility with new ships. Ngl I miss some VRO ships and all, despite loving what you did with your changes much more.
Inquisitor Pinky 14 Oct, 2024 @ 11:55am 
It is the same game as usual, it just takes more time and effort to earn money. You do simple missions (Stay away from fights) earn money and get yourself a miner. That will be your start for the economy. If you do the right mission, you actually can get a free small Trader and if you know where to look, you can find free ships.

A simple method after a fresh start is going to the usual fighting places (second contact as an example) and then contacting Pilots, who are in a ship that has been damaged. Ask them to surrender and get a free ship or two.
Raphx 14 Oct, 2024 @ 11:47am 
can you make a tini tutorial to expaln y think a good tuto updated to this years with recent update can have succes
Raphx 14 Oct, 2024 @ 11:46am 
ho can you make this you make miiison then buy a merchant no moore credit then you get merchant order and mo and mor ,,,,, then you buil a station no more credit then you make your station to run en then no moore credit and station dont get credit you need play the game 50 h tom ake tini creditr with station and after combat attaque you loose ship
Kajar  [author] 12 Oct, 2024 @ 10:20am 
Nope. This mod is a good bit harder than vanilla.
Normal X4 i find way too easy. Like, i can get 20+ million credits within an hour of a fresh start. 100 million credits within 2 hours. (boarding OP)
When playing vanilla, i need to put on some restrictions on myself to prevent snowballing too quickly.
As such, Classic Mode is designed around things taking longer. and with more crew on large ships, trying to hold back boarding a bit too.
Raphx 12 Oct, 2024 @ 5:39am 
sorry for my bad englich
Raphx 12 Oct, 2024 @ 5:39am 
thanks for answer
and y find all x game long to gain money y think mission and station dont get enought money but in your mod ship have higer price than the base game ,the game is not more easy to optain credits no ?
Kajar  [author] 11 Oct, 2024 @ 10:46pm 
It is heavily inspired by X3 and X2 in terms of progression, costs and combat, with some of my own spice sprinkled in.
Will it play like X3? Hell no. X4 is way too different of a game. The two games are nothing alike except for the core concept.
Shields and Engines still use the Mk system. With some adjusted progression numbers between the Mk.
Raphx 11 Oct, 2024 @ 6:05am 
this can realy be a top mod
y love x3 better than x4 is this mod moor similar to x3 ?
is engine and shield a mk1 mk2 3 or same to weapon unique version?
Kajar  [author] 8 Oct, 2024 @ 10:08pm 
Since the Customizer didn't have all the needed stuff, i did the mod by hand.
While the customizer helped me in the early versions of this mod, 3.0 was completely remade by hand. so there is no config file.
olexandr.syd 8 Oct, 2024 @ 2:11pm 
Kajar, I know it's possible to use the X4 Customizer on top of classic mode or other mod, but I would still like to see a clear picture of the changes and do some fun coding for myself in case this mod was created by the customizer tool.
If the source of the configuration is closed, that is fine too.
Kajar  [author] 8 Oct, 2024 @ 1:18pm 
you can load it up in the customizer just fine.
the problem is that it doesn't list all the different tags, values etc. its missing some stuff. So you gotta edit the files by hand either way.
olexandr.syd 8 Oct, 2024 @ 12:44pm 
Kajar, I love your classic mode. Is it possible to get the configuration for the X4 Customizer? I want to customize the game for myself and add some tweaks using the customizer, along with a bit of rebalancing.
Kajar  [author] 25 Aug, 2024 @ 11:12pm 
Hmmm, looks fine to me.
Tossed an H into Argon Prime. it managed to destroy 29 fighters before going down.
Static 25 Aug, 2024 @ 12:29pm 
even the ones they have dont hit, same with the H, which is well equipped with Needles, needs ages if at all to get fighters down
Kajar  [author] 24 Aug, 2024 @ 4:11am 
Well, Xenon K are very lacking in anti-fighter weaponry.
They only got 3 turrets to the front/up area with very limited firing arcs
2 turrets in the rear
and only 1 per side.
Static 24 Aug, 2024 @ 3:08am 
M turrets, especially Xenon, dont seem to do much against fighters, Ks only destroy fighters a lot due to now very fast speed/rotation of L turrets. Is this intended or is there something wrong with my game?
Troubleshooter 12 Jul, 2024 @ 11:20am 
Thanks for updating this mod. I'm going to give it a whirl :)
Kajar  [author] 10 Jul, 2024 @ 10:07pm 
Yep
Rotaerk 10 Jul, 2024 @ 8:17pm 
Does this mod adjust engine charge times and attack times?
FinaL 7 Jul, 2024 @ 8:35am 
Hey! You're right! I had a "replenish missile" mod active - and wasn't even aware about that oO

Sorry for the hussle!
FinaL 5 Jul, 2024 @ 11:25pm 
Not that I'm aware of. I'll try as soon as possible and let you know
Kajar  [author] 5 Jul, 2024 @ 12:13pm 
strange. got a recording of that? maybe other mods that affect missiles like that replenish mod?
FinaL 5 Jul, 2024 @ 9:30am 
I'm not sure what's the reason, but my Kukri, equipped with a Light Missile Launcher Mk2 and using Dragonfly Light Breacher Missiles doesn't shoot when I use the secondary attack key, I have to hold the key and fire with my main weapons.... a Missile launches but is not consumed and I don't see any effect? oO
Ay Tone 3 Jul, 2024 @ 6:15am 
>A carrier with travel engines will still be a good bit faster than fighters with combat engines.
Ah ok yeah I see that carriers are still the travel kings. That's the most important, imo.
Kajar  [author] 3 Jul, 2024 @ 4:53am 
Tinkering a bit more with the travel speeds is on my list. Some numbers did end up a bit higher than expected.
FinaL 3 Jul, 2024 @ 3:07am 
Imo I would love that bigger = faster approach too

However in my headcanon medium ships should be the fastest so corvettes and gunships serve a real good role as police vessel or fast response craft.

Large freighter in comparsion should have a real big cargo hold compared to medium ones, because they have often trouble to find a docking spot, AI has issues to manouver them in so you also loose efficiency here and they are so much more expensive then M class ships but only have like 2 or at most 3 times the hold while costing like 10 times more ^^'''
Kajar  [author] 1 Jul, 2024 @ 10:11pm 
Just a little. The differences aren't quite as extreme. A carrier with travel engines will still be a good bit faster than fighters with combat engines.
Ay Tone 1 Jul, 2024 @ 9:22pm 
Seems you abandoned the bigger ships = faster travel speed rule. Shame, I liked that.