We need to talk about this mod: Capital Ships Main Guns Fix

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FatalKeks
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We need to talk about this mod: Capital Ships Main Guns Fix

Post by FatalKeks »

I recently got into modding X4 (by using mods, not creating them), and I'm currently running version 7.6 RC1 with VRO, Reemergence, and a handful of minor QoL mods. This week, I stumbled across this gem: Capital Ships Main Guns Fix — and I was genuinely shocked. Suddenly, the Asgard actually hits its targets with the main gun, and destroyers feel capable and genuinely dangerous.

I want you to try it. Tell me, if I'm crazy, because the capital vs. capital combat is just on another level with this mod. There are some manual fixes needed for the Boron Rey, but everything else should run fine out of the box.

Also kudos to the X4 developers, it's crazy how stable this game runs even with older mods. :)
Last edited by FatalKeks on Tue, 27. May 25, 00:47, edited 1 time in total.
flywlyx
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Re: We need to talk about this mod: Capital Ships Main Guns Fix

Post by flywlyx »

Modders can easily bypass limitations set during early development, but developers don't have that flexibility. We'll see if this is enough to push the devs to reconsider their choices.

From my perspective, incorporating fighter scripts into capital ship behavior isn’t a bad approach, but it results in excessive movement for capital ships, which doesn’t quite align with my preferences.
Nanook
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Re: We need to talk about this mod: Capital Ships Main Guns Fix

Post by Nanook »

All mods discussions belong in the S&M forum, so over this thread goes --->>>
Have a great idea for the current or a future game? You can post it in the [L3+] Ideas forum.

X4 is a journey, not a destination. Have fun on your travels.
FatalKeks
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Re: We need to talk about this mod: Capital Ships Main Guns Fix

Post by FatalKeks »

flywlyx wrote: Sun, 25. May 25, 06:17 Modders can easily bypass limitations set during early development, but developers don't have that flexibility. We'll see if this is enough to push the devs to reconsider their choices.

From my perspective, incorporating fighter scripts into capital ship behavior isn’t a bad approach, but it results in excessive movement for capital ships, which doesn’t quite align with my preferences.
After I've seen an Asgard making a 180° Turn using all axes, I'm convinced that this is the way to go. :D

I really don't see the reason for limiting destroyers movement and turning. And the non optimal use of main weapons of destroyers has been a major pain point and source of frustration since release.
HelicopterGearbox
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Re: We need to talk about this mod: Capital Ships Main Guns Fix

Post by HelicopterGearbox »

FatalKeks wrote: Sun, 25. May 25, 20:53
flywlyx wrote: Sun, 25. May 25, 06:17 Modders can easily bypass limitations set during early development, but developers don't have that flexibility. We'll see if this is enough to push the devs to reconsider their choices.

From my perspective, incorporating fighter scripts into capital ship behavior isn’t a bad approach, but it results in excessive movement for capital ships, which doesn’t quite align with my preferences.
After I've seen an Asgard making a 180° Turn using all axes, I'm convinced that this is the way to go. :D

I really don't see the reason for limiting destroyers movement and turning. And the non optimal use of main weapons of destroyers has been a major pain point and source of frustration since release.
Yeah, the devs really need to answer why destroyers aren't configured like this.
A5PECT
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Re: We need to talk about this mod: Capital Ships Main Guns Fix

Post by A5PECT »

The movement limitations placed on capital ships have been observed since 1.00. It's been asked a number of times for an explanation for designing their behavior this way, and afaik there's never been a direct answer from Egosoft.

5+ years of player complaints about NPC capital ship performance, and some of the largest of them addressed in a 3rd party modification that undoes that design decision.
Admitting you have a problem is the first step in figuring out how to make it worse.
FatalKeks
Posts: 259
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Re: We need to talk about this mod: Capital Ships Main Guns Fix

Post by FatalKeks »

The mentioned issue with the Boron Rey is fixed in the new version of the mod. Well.. Yeah.. I won't be able to play vanilla anymore.

The movement/rotation is not only more efficient but it also looks cooler. Like the pilot actually can... pilot. And goddammit the Asgard now hits things!
I reeeeally hope we will see the removal of this limitation for capital ships in vanilla.
Kiprian
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Re: We need to talk about this mod: Capital Ships Main Guns Fix

Post by Kiprian »

My guess is that they don't fully fix capital ships because it'll break the "balance". One Asgard will be able to wipe out a whole sector. Buffing station defenses will make all other capital ships worthless, and nerfing Asgard will be hated by players :roll:
zakaluka
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Re: We need to talk about this mod: Capital Ships Main Guns Fix

Post by zakaluka »

I suspect a possible reason egosoft hasn't done this: the xenon get totally obliterated when destroyers with main batteries know how to use them, and it might not be in the vision for player destroyers to use a different script than NPCs do.
FatalKeks
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Re: We need to talk about this mod: Capital Ships Main Guns Fix

Post by FatalKeks »

zakaluka wrote: Fri, 29. Aug 25, 00:28 I suspect a possible reason egosoft hasn't done this: the xenon get totally obliterated when destroyers with main batteries know how to use them, and it might not be in the vision for player destroyers to use a different script than NPCs do.
Well, I think the way to go would be to also improve the Xenon. The way it is right now is often just frustrating.

I don't think it's a balance thing, I assume it has more to do with the movement restrictions for capital ships in 3D space, because of design reasons.

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