X4: Foundations

X4: Foundations

AM7OU: Add more 7.00 elements to the Open Universe
319 Comments
Nova_Galaxy69 30 May @ 2:49am 
is there anyway to get the L kha turrets
TigR 7 Apr @ 11:23am 
I'm running at 7.50 for some reason the mod doesn't turn on, tell me, maybe I need to tweak the version of the mod somewhere where 7.00 is written?
Abaddon 2 Feb @ 5:01pm 
Good afternoon, you have no shields in the fashion of hacks (destroyer devastator) and you can not put modifications on anti-aircraft guns.
EightBeats 20 Jan @ 7:05am 
Hey EBI!

I was wondering if you were still planning on udpating this mod to add the CPU ship as a capturable / playable ship?

Thanks!
Nova_Galaxy69 22 Sep, 2024 @ 1:54am 
@Valikdu what mods do you have on?
Valikdu 21 Sep, 2024 @ 8:30am 
The Xenon M0 just turns up in the asteroid belt at the start of a sandbox campaign and detroys everything
Nova_Galaxy69 21 Sep, 2024 @ 4:12am 
@Glanzschurke tbh M0 and all Khaak L/XL ship are already broken as is so no need to was your upgrades on it, only the speed and shield is best as everything is just mid-max.
Glanzschurke 21 Sep, 2024 @ 2:42am 
Unfortunatly, i cant post a oicture to show you what i mean...
Glanzschurke 21 Sep, 2024 @ 2:40am 
dont know if i need to say that, but i use VRO.
Just that you know it. Before i cause you some trouble xD
EBI  [author] 20 Sep, 2024 @ 9:00pm 
Thanks for your comment.
@Glanzschurke
Got it. I'll look into the M0 and Khaak ship issues and see if I can fix them.
@Rom4ik
We added a 6 hour cooldown to the Khaak ship respawn, so that might be the problem.
@Prophet
Not being able to target the Khaak ship turrets is a vanilla feature.
Glanzschurke 20 Sep, 2024 @ 6:10am 
PS: can you make an Update, where you can Upgrade the Khaak and Xenon Turrets?.
I dont know why, but they are not in a group to upgrade it.
Glanzschurke 20 Sep, 2024 @ 5:21am 
Short question. Can you make it, that the Xenon M0 and the Khaak ships can't lose some parts.
The Khaak engine and the Xenon M0 Arms, to be exact.
Because if i repair the Xenon M0 Arms, the Turrets stay destroyed, and the Khaak Engine...well you can't equip any Repair Drones, so it takes ages to repair them.
Rom4ik 20 Sep, 2024 @ 4:07am 
I don't have any Khaak battleships spawning in the open universe. Instead, there are a lot of M0s in the universe.
Prophet 17 Sep, 2024 @ 4:48am 
don't know if anyone else is getting this issue but i can't seem to target the turrets or engines on the Kha'ak Obliterater
Glanzschurke 16 Sep, 2024 @ 1:50am 
@EBI Nvm the problem with the Teleportation on Khaak Ships was my side of the Problem.
One of my Mods interacted with this one.
EBI  [author] 12 Sep, 2024 @ 1:13am 
@Nova_Galaxy69
Yes, if you have a screenshot it will help us fix the problem.
Nova_Galaxy69 11 Sep, 2024 @ 10:16pm 
@EBI do you want a screen shot of it when it happens?
EBI  [author] 11 Sep, 2024 @ 9:31pm 
@Nova_Galaxy69
Also, I've been looking into the issue where the player's L/XL ship becomes able to teleport after capturing a Kkaak ship for a while, but I have no idea what the cause of the problem is or how to fix it, and I'm at a loss...
I've tried, but I can't reproduce the problem well.
I didn't add that functionality, so I'm sure something about the base game Khaak ship is being applied to the player's ship, but I'm not familiar with scripting, and I can't find much data about Khaak ship teleportation, or even if I do find it, it's not what I'm looking for...
I'll continue to look into it periodically, but it's likely that I won't be able to fix it right away...
EBI  [author] 11 Sep, 2024 @ 9:17pm 
@Proxima-b
I should be able to upload an update to the mod that alleviates the issue of there being too many M0s and disables the collision detection for the Khaak ship's engines sometime today.
I'll be doing some testing before then, so please wait a while.
Proxima-b 11 Sep, 2024 @ 8:59pm 
There are just too many M0s. I have not one, not two, but three Xenon M0 roaming around causing troubles. Maybe the number should be limited to 1 or 2.
EBI  [author] 11 Sep, 2024 @ 4:06pm 
@Nova_Galaxy69
Understood.
Thank you for letting us know the situation.
I'll look into it.
Once we figure out what's causing the problem and know how to fix it, we'll probably disable this feature for players...
Nova_Galaxy69 11 Sep, 2024 @ 3:53pm 
also only 1 ship can do it at a time and by i seen it, it also has a long cool down.
Nova_Galaxy69 11 Sep, 2024 @ 3:52pm 
@EBI bug or feature once you capture a Khaak ship, Any of your L/XL ships can teleport themselves to 1 or 2 system over to help them get to there destination if this is a bug then plz make it so that only Khaak ships can do it.
EBI  [author] 11 Sep, 2024 @ 6:21am 
Have you installed any mods that adjust the balance or change the ship's performance?
Please try building an environment where you can test with a minimal mod configuration using NoSteam.EXE distributed by Egosoft, and let me know if it still occurs.
It's difficult to track down problems that occur in an environment where you're not playing with just this mod.

My mod adds a bridge with minimal patches.
Also, I don't know the rules for the order in which mods are loaded, but from my experience, this mod is probably one of the ones that load early, so it will probably be overwritten by most other mods unless you specify it as a prerequisite mod in the options...
EBI  [author] 11 Sep, 2024 @ 6:21am 
@Glanzschurke
I completely forgot about the engine problem with the Khaak ship.
Thanks for reminding me.

Just to clarify, is it only the Khaak ships that can't be teleported?
I've never seen the problem of not being able to teleport in my environment, so I'm having trouble dealing with it...
Is it impossible to teleport even if you use a ship that appears when starting a new custom game?
Also, try appointing a captain and communicating with him. You should be able to see if the bridge is generated correctly.
If there is no bridge, it's probably a mod conflict.
I don't know which mod is causing it in that case, but I can only assume that it replaces the entire root node...
Glanzschurke 11 Sep, 2024 @ 5:37am 
Just set the Engine HP number to 1. The game makes them Indestruktable then
Aaaand i cant Teleport onto the ships...
EBI  [author] 4 Sep, 2024 @ 6:18pm 
@moonandstar
Sorry.
The split colony ship will take some time.
Work is only about half complete.
EBI  [author] 4 Sep, 2024 @ 6:18pm 
@Redeye 43
Thank you so much!
I'm glad to hear you say that.
It's very encouraging!
moonandstar 4 Sep, 2024 @ 4:14pm 
Hi again Ebi, great to see you back--were you ever able to get the split ship working?
Redeye 43 4 Sep, 2024 @ 2:23pm 
I would just like to say again how much I love this mod. While I am currently taking a break from X4 due to not having a mouse available, I still find this mod a must have for when I play. I love using the M0 as a flagship!
EBI  [author] 4 Sep, 2024 @ 1:35am 
@trenrommel
Thank you for your comment.
Okay. In today's update, I set an interval for the Khaak that appears in this mod. The spawn interval is 6 hours, the same as M0.
trenrommel 4 Sep, 2024 @ 12:17am 
Love this mod, however the.kha'ak are constantly lspawning their ravager and obliterator and destroying everything in their path. Perhaps a good period of time between new ones jumping in after they've been destroyed would be more appropriate.
Nova_Galaxy69 2 Sep, 2024 @ 9:22pm 
ok thanks, i wish the terran ask you how you managed to get a M0 lol
EBI  [author] 2 Sep, 2024 @ 8:03pm 
@Nova_Galaxy69
First, get the relevant blueprints through research.
If you can't get the blueprints through research for some reason, you can buy them from Yaki as a workaround.
However, the blueprints are quite expensive.
If you get the blueprints through research, they won't come with the thruster blueprint.
If you're using the VRO patch, you can't get the inner shields through research either.
Most factions have blueprints for thrusters and VRO inner shields, so buy them from any faction.
When purchasing, please note that the M0 only supports the MK3 thrusters.
Once you have all the blueprints, you can build your own shipyard and build the M0 and H.
If you can't build them this way, please let me know.
Nova_Galaxy69 2 Sep, 2024 @ 1:46pm 
how does one build the H and M0?
EBI  [author] 1 Sep, 2024 @ 4:16pm 
@ Bozz 💀
Thank you!
After cooling my head for a month or two, I realized I had to start over because I was filled with guilt and regret about a lot of things.
Bozz 💀 1 Sep, 2024 @ 3:06pm 
Welcome back !
EBI  [author] 1 Sep, 2024 @ 1:29am 
@DaytonFox
I generally recommend starting a new game, but I don't think there's any problem with adding it to existing save data.
In that case, some changes may take some time to be reflected, such as stations that have already been built or ships that have already been spawned, so they may remain vanilla, or some changes may not be effective, but this should not corrupt your save or cause the mod to malfunction.
However, it's hard to say that it's safe to delete it midway through, so if you're unsure, it's better to back up your save data before installing it.
DaytonFox 1 Sep, 2024 @ 12:19am 
thanks. any problems adding this into current save?
EBI  [author] 31 Aug, 2024 @ 10:53pm 
Also, the original mod name was so long that it strained sentences when referring to it, and I always just said "this mod", so I asked the AI ​​and had them decide on an abbreviation.
I also changed the title at the same time, deleting the old title as it was too long.
We just wanted to make the title easier to understand, there are no changes to the content or direction of the mod.
EBI  [author] 31 Aug, 2024 @ 10:46pm 
Sorry. I think I wrote it in a misleading way.

It is certain that the Ravager class will appear in the vanilla open universe, but I don't know about the Obliterator class.

I'm not personally interested in the Crisis added in 7.00, so I haven't tested whether the Obliterator class really appears in the Crisis.

So the Obliterator class may not appear in the open universe.

That said, it remains a ship that appears in vanilla, and I just checked, and it seems that balance adjustment patches have been applied to the Obliterator and Ravager on the VRO side, so the Khaak ship should be properly compatible with VRO by combining VRO, AM7OU (this mod), and the M0 VRO Patch.
EBI  [author] 31 Aug, 2024 @ 9:48pm 
No problem.
It would take too long to explain everything.
M0 was added internally as a new ship for this mod. This ship is not considered by VRO, so a VRO patch is required.
However, for the Khaak, the vanilla ship data is used almost as is, except for the addition of a bridge and crew capacity.
Also, Khaak ships appear in the open universe in vanilla, albeit in a very limited and small number. This mod only increases the opportunities.
In summary, all I added to the Khaak ship was a bridge, crew capacity, the ability to capture it with a boarding attack, and an increased spawn chance.
Since these ships appear in the open universe in vanilla, VRO should be able to consider these ships, and if you play with VRO and the Khaak ship is not balanced, that is a problem on VRO's side, and the VRO author should adjust the balance in the future, so I will not independently adjust the Khaak ship to VRO's balance.
DaytonFox 31 Aug, 2024 @ 9:07pm 
as i saw its patch only for M0. How about Khaaks?
EBI  [author] 31 Aug, 2024 @ 4:14pm 
@DaytonFox
Yes, but you must subscribe to the VRO patch at the same time.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3313395610
DaytonFox 31 Aug, 2024 @ 9:33am 
vro compatible?
«Æ» BUGA [My.F#] 29 Aug, 2024 @ 10:48am 
Thank you for your hard work :) maybe you can make more Khaak Battleships :)
EBI  [author] 29 Aug, 2024 @ 10:02am 
@Nova_Galaxy69
Thank you.
It's very encouraging to hear that.

@«Æ» BUGA [My.F#]
I'm very sorry, but I think that to make that happen, you need to add an API to the prerequisite mods for this mod.
I'm not familiar with scripting at all, so I can't do that.
However, if there are too many Khaak ships at the moment, you can reduce them.
It doesn't bother me too much, but for people who find Khaaks stressful, the Khaak appearance rate in this mod may feel insane.
«Æ» BUGA [My.F#] 29 Aug, 2024 @ 9:26am 
Hey, Is it possible that you can create an option to change the numbers of Khaak ship in the game itself. So that fewer or more ships appear in the game ??
Nova_Galaxy69 29 Aug, 2024 @ 8:03am 
"After all, I'm just an amateur, not a programmer or developer at all." Amateur? this is best mod i have ever seen.
EBI  [author] 29 Aug, 2024 @ 7:51am 
I forgot to write the reply address by mistake, the previous post was for Nova_Galaxy69.

The idea of 云瑶子 in the next comment is interesting, and I also think it would be fun if M0 could accommodate many L ships and play, but unfortunately it is probably impossible for me... I think it would be quite difficult.
In the first place, there is no XL ship in vanilla that can dock an L ship and move (supply ships cannot move while docked), so it is unclear whether the game assumes such behavior in the first place, and I do not know whether the L ship can be docked to the animated arm (currently set as a shield generator) that is treated separately from the M0 main body internally and can follow the M0. Also, I think that if you dock, you probably need to set a waypoint for the drone.
It's a shame because it's such a good idea... I'll look into it next time I have time, but I have no hopes. After all, I'm just an amateur, not a programmer or developer at all.