Anybody has a list of ship modifications' bonuses?

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Lonc
Posts: 3
Joined: Thu, 10. Jan 19, 23:14

Anybody has a list of ship modifications' bonuses?

Post by Lonc »

i downloaded some mods and would like to change some modifiers. I know a few of them like:
countermeasurecapacity
maxhull
cooling
forwardthrust

Anybody has a complete list and what they are and what they do in game? Some are self explanatory but things like "travelreleasetime" I dont really know what it does.
I'd like to add crew and cargo to ship chassis modification but don't know the exact syntax or if its even possible.
steambeans2019
Posts: 7
Joined: Thu, 3. Jan 19, 14:57
x4

Re: Anybody has a list of ship modifications' bonuses?

Post by steambeans2019 »

I haven't seen any code that allows you to create new types of stat mods (crew and cargo aren't available, afaik), but there's probably some very hacky way to do it.

As for discovering the effect of a mod value, you can always just hack up some really excessive numbers and see what happens when you install them.

As far as modification descriptions go, this text is pulled from the language file (0001-L044.xml for English):


(* Weapon Properties *)

Weapon Damage
The damage inflicted per bullet (projectile weapons) or per second (beam and sticky-projectile weapons).

Weapon Cooling
The rate at which a weapon cools down (higher number means faster rate).

Weapon Reload
The rate at which the weapon reloads (high number means faster rate, i.e. less time between bullets).

Weapon Projectile Speed
The speed at which the weapon's projectile flies.

Weapon Projectile Lifetime
The effective lifetime of a weapon's projectile. After this time, the projectile is considered to be no longer dangerous. Projectile Lifetime * Projectile Speed = Effective Weapon Range.

Weapon Mining Multiplier
A multiplier measuring how weapon damage is affected by firing at an asteroid.

Weapon Sticky Projectile Time
The time over which a sticky-projectile weapon does its additional damage. This additional damage is often lower than the weapon's initial damage but lasts over a longer period of time.

Weapon Charge Time
Time taken to fully charge a weapon shot.

Weapon Beam Length
Length of a weapon beam (beam weapons only).

Weapon Projectile Number
Number of projectiles fired per shot of the weapon.

Weapon Rotation Speed
Speed at which a gimballed weapon can turn to face a target.



(* Engine Properties *)

Engine Forward Thrust
Thrust of the main engine (affects both forwards and reverse speed).

Engine Strafe Thrust
Thrust applied when engine strafes in any direction.

Engine Rotation Thrust
Thrust applied on engine's angular axes.

Engine Boost Thrust
The power of the engine's booster.

Engine Boost Duration
Maximum time that the engine's booster can be applied.

Engine Boost Attack Time
The time it takes for an engine to reach maximum boost.

Engine Boost Release Time
The time it takes for an engine to reach normal speed after engine booster has disengaged.

Engine Boost Charge Time
The time between engine booster activation and acceleration.

Engine Boost Recharge Time
The time it takes for an engine booster to be able to be used again after booster was last disengaged.

Engine Boost Shield Drain
The amount of a ship's shield that is drained by using the engine boosters.

Travel Mode Thrust
The engine's top speed when Travel Mode has been engaged.

Travel Mode Start Thrust
The engine's initial thrust when Travel Mode is engaged.

Travel Mode Attack Time
The time it takes for an engine to reach maximum Travel Mode thrust.

Travel Mode Release Time
The time it takes for an engine to reach normal speed after Travel Mode is disengaged.

Travel Mode Charge Time
The time between Travel Mode activation and acceleration.


(* Ship Properties *)

Ship Mass
The weight of the ship. This affects all acceleration values. A higher mass means lower acceleration.

Ship Drag
{20006,102}(No information available)
This seems to provide a boost to forward, travel and rotational speeds, iirc. I personally like this mixed with a strafe engine boost, though it depends on the ship.

Ship Max Hull
A ship's maximum hull value.

Ship Unit Capacity
The number of drones and other unmanned units a ship can carry.

Ship Missile Capacity
The number of missiles a ship can carry.

Ship Bomb Capacity
The number of bombs a ship can carry.

Ship Countermeasure Capacity
The number of countermeasures a ship can carry to counter enemy missiles.

Ship Deployable Capacity
The number of mines, navigation beacons, resource probes, or satellites that a ship can carry.

Radar Range
The distance away from the ship that the radar reaches, measured in metres.


(* Shield Properties *)

Shield Capacity
A shield's maximum capacity.

Shield Recharge Delay
How long after last shield damage a shield will begin to recharge.

Shield Recharge Rate
The rate at which a shield recharges (high number means faster rate).
Lonc
Posts: 3
Joined: Thu, 10. Jan 19, 23:14

Re: Anybody has a list of ship modifications' bonuses?

Post by Lonc »

Thanx man that's actually really helpful. I was also hoping to get the xml equivalent. The actual syntax used in the xml to make my own custom ship mods. I just downloaded a mod and changed its values but I also want to add some of my own but I don't know the word that the xml file will accept.
steambeans2019
Posts: 7
Joined: Thu, 3. Jan 19, 14:57
x4

Re: Anybody has a list of ship modifications' bonuses?

Post by steambeans2019 »

Are you familiar with extracting the .cat files? The mod values are in <08.cat>\libraries\equipmentmods.xml

Example:

Code: Select all

<equipmentmods>
...
<weapon>
...
<damage ware="mod_weapon_damage_01_mk2" quality="2" min="1.062" max="1.244">
  <bonus chance="1.0" max="2">
    <reload min="0.682" max="2" weight="1"/>
    <chargetime min="0.8" max="0.9" weight="3"/>
    <mining min="1.01" max="6.22" weight="3"/>
    <rotationspeed min="1.1" max="1.2" weight="3"/>
  </bonus>
</damage>
...
</weapon>
...
</equipmentmods>
This defines a damage-type weapon mod. Ware = the unique name; quality = research level; min/max are the random ranges for the multiplier against the main property node (in this case, damage ranging from +6.2% to +24.4%).

There will be two additional properties added on (bonus 1.0 with max = 2), randomly pulled from the list of 4 nodes: reload rate, charge time (only if a charging weapon, iirc), mining (only if a mining weapon, iirc), rotation speed. The weights determine the odds of getting that stat (heavier equals more likely).

Haven't played around with it too much myself, but hopefully I've helped point you in the right direction. Good luck!
Lonc
Posts: 3
Joined: Thu, 10. Jan 19, 23:14

Re: Anybody has a list of ship modifications' bonuses?

Post by Lonc »

This is where Im at. I'd like a list of those bonuses. like <reload, <chargetime, and the rest. I know how to implement them but don't know all of them. The list that u posted tells me what I can put in the files but what I need is the list that the xml file accepts.

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