X4: Foundations

X4: Foundations

Variety and Rebalance Overhaul
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shuulleech  [developer] 30 Mar, 2019 @ 5:41am
Bug report thread
Please submit your bug reports here.
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Showing 1-15 of 255 comments
SpaceToast 3 Apr, 2019 @ 5:17am 
Not sure if this is related to this mod, but, I recently captured a SCA Destroyer, took it to a shipyard and outfitted it with proper turrets and a full crew. Took it into a battle between Argon and Xenon, at first all was well, all turrets firing on targets. But after about 3 mins or so most of my turrets just....stopped. Only the 2 L turrets and 1 M turret would continue to fire. The rest sat idle despite me trying to change there orders, getting up from seat and taking command again and even going in a space suit and re entering the ship while under fire. I could not for the life of me get them to fire. They ignored the enemy untill I was slowly wittled down by M's and N's.
Last edited by SpaceToast; 3 Apr, 2019 @ 5:18am
shuulleech  [developer] 3 Apr, 2019 @ 5:50am 
This is a known VANILLA issue with the turrets on ship that player is currently on, not related to VRO.
SMFScar 6 Apr, 2019 @ 9:17am 
Could be a problem resulting form using a Pre-existing save (unmodded) but when i try to change the ships equipment in a dock it will say "This ship is queued for an upgrade" indefinetly even tough in the dock screen it says "Everything is OK".
EDIT: only tested it on L and XL ships
Last edited by SMFScar; 6 Apr, 2019 @ 9:19am
oulala 26 Apr, 2019 @ 10:20am 
Hello, nice mod. There is one issue though, when M turrets shoot at fighters, they constently shoot behind the moving target, unless it is coming in a straight line towards my ship.

this results in having multiple fighters harrassing my destroyer, and the destroyer is pretty helpless. it can last for dozens of minutes and the destroyer barely scratched the fighters hull.

Turret aiming was better in vanilla, maybe it is because if the faster ships speed in the mod, turrets cannot keep up?
Last edited by oulala; 26 Apr, 2019 @ 10:21am
shuulleech  [developer] 26 Apr, 2019 @ 2:19pm 
Originally posted by oulala:
Hello, nice mod. There is one issue though, when M turrets shoot at fighters, they constently shoot behind the moving target, unless it is coming in a straight line towards my ship.

this results in having multiple fighters harrassing my destroyer, and the destroyer is pretty helpless. it can last for dozens of minutes and the destroyer barely scratched the fighters hull.

Turret aiming was better in vanilla, maybe it is because if the faster ships speed in the mod, turrets cannot keep up?

Nothing can be done here, turet aiming is the same as in vanilla, this mod changes only balance of weapon, not its behaviour.
You can just notice this more due to slower rate of fire and much longer engaging ranges were weapons may miss more regularly.
shuulleech  [developer] 26 Apr, 2019 @ 2:20pm 
Originally posted by SMFScar:
Could be a problem resulting form using a Pre-existing save (unmodded) but when i try to change the ships equipment in a dock it will say "This ship is queued for an upgrade" indefinetly even tough in the dock screen it says "Everything is OK".
EDIT: only tested it on L and XL ships
VRO cannot cause this, you may have some other mod conflict or corrupted game (especially if you use beta)
oulala 26 Apr, 2019 @ 3:39pm 
You are right I have re tested again in vanilla, this isnt about weapon behavior, this is about AI behavior. In vanilla they go alot more often directly towards, and away from your ships which allow your turrets to hit it without having to account for movement. And the fact that they go faster and reload shield faster in the mod is the nail on the coffin.
But i'll admit even in vanilla turrets are utterly incapable of having a proper lead on the target.
let's hope devs make the turrets more efficient in the future :)

But again, awesome work on creating and maintaining this mod :)

(please also replace the fighter plasma VFX, vanilla green ball is quite ugly :p )
Last edited by oulala; 26 Apr, 2019 @ 4:06pm
Wraith 28 May, 2019 @ 8:22pm 
I think there's a typo in today's update for the Hunter Turret's projectile speed. It's currently set to 54 km/s, turning it into a pinpoint-accurate weapon with a 50+ kilometer range.
Wraith 28 May, 2019 @ 8:48pm 
Actually... this is pretty awesome! You should totally do this to all other weapons too. :)

(My pet peeve with the X series has always been a lack of longer range weapons. X4 has somewhat inherited X3's typical weapon ranges (5 km CIG? check), but ships now move and turn 3x faster, effectively making it even worse. Combine that with anemic vanilla weapons, and all battles just devolve into a knife fight with plastic spoons and a lot of spanking.)
shuulleech  [developer] 28 May, 2019 @ 11:56pm 
thanks, fixed :)
[T@C] Ranafout 28 Jun, 2019 @ 3:26pm 
Hi
I have a bug with consumables tab with ship equiped with missile or torpedo launcher. Wen I click on this tab with such a ship, nothing happens and it breaks all other tab, the only thing I can do is to quit the upgrading/buying ship pannel. So with your mod I can't use missiles and torpedos. When I disable your mod it works fine
shuulleech  [developer] 29 Jun, 2019 @ 12:26am 
What other mods are you using? It's totally fine on my end.
[T@C] Ranafout 29 Jun, 2019 @ 2:58am 
I uninstalled the game and all other mods then reinstalled the game and just your mod. I always have the same issue. I guess all other things of your mod work because I have no boost and the felling with ships is very different... I use Vortex. hum I have an idea, I ll try to manualy install your mod and I will let you know
[T@C] Ranafout 29 Jun, 2019 @ 3:30am 
Nop same issue with manualy installation. So if i m the only one to have this problem it means the issue come from my version of X4 (mine is not a realy ligal one). Is your mod works with a Gog version?
[T@C] Ranafout 30 Jun, 2019 @ 4:01am 
No, consumables tab still not working whith ship equiped with torpedo or missile launcher. I tried 3 different sources and different languages of the game always the same issue... Could you add your mod in direct download on the forum of Egosoft? ( https://forum.egosoft.com/viewtopic.php?f=181&t=415713&hilit=variety )
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