X4: Foundations

X4: Foundations

Missiles Reworked (discontinued)
41 Comments
Mistwalker 20 May @ 7:30am 
Ну они ввели с 7.10 ракетный крейсер... Он... Бл... Это позорище. Чтобы выбить из строя креветку или Ай, нужно весь трюм опустошить. Короче не боеспособная вышла хрень. Как я скучаю по старым временам когда берешь в альегард транспорт набитый битком томагавками и входишь в ксенонский сектор... Не понимаю политику эгосов в плане ракет, наоборот релаьный опыт показывает что лучше запустить карандашик набитый отменной взрывчаткой и держаться подальше когда она разнесет скопление противника. Но у нас игра про пиу пиу паф паф.
Agress0r  [author] 3 Mar @ 3:46am 
Я давно не запускал игру и не делал обновления, 90% что он уже не совместим с изменениям и не работает
Mistwalker 2 Mar @ 12:54pm 
Привет, мод рабочий на нынешний момент? 7.50?
Durandal 1 Jul, 2023 @ 6:21pm 
Not to mention the guided ones are guaranteed to hit no matter what unless the enemy goes into Drive-Mode and speeds away. Which just isn't a thing due to drive-charge times.
Durandal 1 Jul, 2023 @ 6:20pm 
I like this mod. But there is no counter-play VS these missiles.
They don't seem to be able to be shot-down/Flared. So the moment an enemy has Cluster missiles, say goodbye to whichever Destroyer is being hit by 4 clusters at a time. Damage is too high compared to their cost to craft. (not Buy). You could literally lower their damage to half of what it is now and it'd still be extremely powerful from a missile standpoint since it costs almost nothing to build them.
aladinaleks 10 Apr, 2023 @ 3:08am 
Скорее всего мозг зависит от звездности экипажа . Попробуй пятизвездочных посадить на торпедники.
Anatera[Rus] 9 Apr, 2023 @ 4:40pm 
Есть где то мод на интеллект торпедоносцев?
больно смотреть как 8 торпедоносцев что с залпа сбили бы K, 50% убилось при наводке, остальные кое как с 1 из 5 выпустили торпеду и кое как убили его(1 ещё умер)
это не говоря про выбор торпед(1 торпеда, всего 1... но сами выставить не могут(первую 8 переодевал как и всех ракетчиков почти у хищьника...)
это все без мода, так как сам стреляю только с Астрида(у него лапки, поржал что он "торговый", ага не может быть наёмником...) и Асгарда(ОН ЛАПА)
Elder Drake 20 Aug, 2022 @ 11:02pm 
Just a thought but would not torpedoes have a larger damage output than missiles? Older gamer but I remember the Wing Commander games (the movie depicts this well) and torpedoes were Cap ship killers, somewhat like the expanse used them.
hurepoix 24 May, 2022 @ 2:12pm 
Torpedoes seems faster than light missiles (and equal dps) in your mods. From a technical point of view, why not. Some reserves from a balance point of view.
Overall, my feeling is we exchange an excessive situation (too low missiles efficiency at vanilla) for an other excessive one, but inversed, at missiles reworked.
Luckxy 9 May, 2022 @ 5:43am 
If missiles are getting stronger, do other weapons need to be rebalanced?
Heretic [AUT] 17 Apr, 2022 @ 7:13pm 
..."Easy"? Do you mean "Light"?
Since the conterpart is "Heavy"... ?
Because "Easy" means "simple" in opposition to "Hard" or "Difficult".
Damnselves 7 Apr, 2022 @ 8:25am 
missiles work perfectly now after i unsubscribed all the mods and then re-subscribed them, this mod is great btw, finnally missiles become the way they should be
Damnselves 1 Apr, 2022 @ 9:01am 
seems that lockrange needs to be enhanced, missiles of this mod carried by turrets on L/XL vessels wont be launched until vessels get close enough to enemies, though they'll be launched while vessels distancing enemies right after getting close enough (because the missiles have aquired targets?)
Agress0r  [author] 25 Mar, 2022 @ 6:38am 
@Nobutora No, and it's unlikely to be. VRO has its own uniquely redesigned missiles, torpedoes, and missile turrets. I created the mod with a focus on rockets and torpedoes in VRO, so in a way I "took only rockets" from there and added some small part of them here.
G.A. 25 Mar, 2022 @ 5:43am 
Agress0r@ OK thanks
I like your mode, especially the increased range of individual missiles. It's suffering in a vanilla game, so ridiculously short range. I sadly remember the game X3 Reunion and X3 Terran Conflict when I read the names of missiles, in your mode.
Nobutora 25 Mar, 2022 @ 4:46am 
is this compatible with VRO?
Agress0r  [author] 25 Mar, 2022 @ 3:03am 
@G.A. WIP. So far, only the characteristics have been changed, and then their changes were made only in an approximate form. I am currently working on the second revision of the mod, there are already more in-depth characteristics of both the cost and the missiles themselves.
G.A. 25 Mar, 2022 @ 12:19am 
Question. Were the production costs and types of raw materials changed? For example, the differences between Trran and other. Higher price = higher production costs?
Agress0r  [author] 24 Mar, 2022 @ 3:56am 
@[AoE]AzumoO Yes, I also saw this as a problem.

The plan was to separate the ammunition that would be fired by M torpedo and rocket launchers on medium ships and turret rocket launchers on large ships. Thus, it will be possible to adjust the power of small and medium rocket launchers on corvettes / frigates / fighters - they will have powerful rockets / torpedoes, and rocket turrets will outperform the number and effectiveness of several types of missiles, rather than the alpha strike of a single torpedo or missile.
Remie 23 Mar, 2022 @ 5:11pm 
one of the best missile mods for x4. Breathed new life into space combat. Thank you.
[AoE]AzumoO 23 Mar, 2022 @ 4:27pm 
Hello AgressOr, I do like your missile rework, but I noticed that the missiles are extremly powerfull now. My Battelships are getting absolutely blasted by a Paranid E Transport with torpedos and missiles.
It is so, becasue the Turrets cant stand the damage and normal weapons, even L class cannons, are getting destroyed very fast.
I am fine with the damage to the ship itself tho.
Hope that feedback helps.

Ive noticed, that there are weapons in vanilla that do extra damage to turrets and engines. But I cant tell, if that is related to any specific damage type or what not.
Agress0r  [author] 21 Mar, 2022 @ 12:56pm 
@Snork In my personal understanding, no matter what rockets I make, in vanilla they have nothing to oppose in terms of counteraction. If in X3AP there were mosquitoes capable of easily destroying missiles directly, although not all of them (for example, with a large number of targets, as in the case of barrage missiles), then in X4 we only have heat traps that can knock down aiming, but the option with direct destruction of missiles flying at you, except with the help of turrets, I don’t see much.

Yes, there are some kind of missiles that are aimed at shooting down other missiles (as I understand it from the heat trail), but in my personal experience they work very badly, and it’s hard for me to understand through the code what and how to correct so that they work as excellent or at least would be acceptable opposition.
Snork 21 Mar, 2022 @ 11:38am 
And I felt the same as you, regarding the missiles and having to do a whole overhaul. But just maybe give it a chance.

BUT I still think what you're doing is a good idea. I was SUPER bummed out when I first discovered VRO had the only missile rework. And spent some time desperately searching for another way - but I couldn't find one and the vanilla implementation is so stupid I was either uninstalling or I had to install VRO.

But your ranges are almost identical to VROs cruise ranges and in VRO weapons and ranges in general are extended. Which means in vanilla, your mod will make missiles an instant win against any station or large ship since at 45km they would outrange anything by like, what, 30km?

Just curious what your plans are regarding that, even if just they are intentionally for dominating those things. As long as they cost about as much as the ship, to fill its magazines, seems legit imo haha
Snork 21 Mar, 2022 @ 11:28am 
I too hated vanilla missiles and also, you're using the same names in many instances. I'm not suggesting you're doing anything wrong. I'm pretty sure I asked Shuul a long while ago if I could do exactly this and his response was basically as long as you don't come to me for tech support :p

haha

So if you're being inspired by VRO don't forget this REALLY IMPORTANT part of it.

LAUNCHERS COMING IN MULTIPLE SIZES!. Not sizes in terms of how many missiles they hold, that's one of egosoft's worst ideas ever. But sizes in terms of:

A CRUISE MISSILE launcher on a battleship is NOT the same launcher that a fighter uses to launch a single anti fighter missile.

The way VRO locked cruise missiles to cruise missile turrets and cruise missile turrets to L/XL ships really brought it all together for me.
Agress0r  [author] 21 Mar, 2022 @ 4:08am 
@Damnselves WIP
Damnselves 21 Mar, 2022 @ 3:58am 
please increase firing range and speed, the vanilla stats of missiles are so ridiculous, make space combat look like ww1:steamfacepalm:
Agress0r  [author] 21 Mar, 2022 @ 3:09am 
@Shork In some sense, yes. Now I am working on adding new missiles and not touching the old ones, in fact, after I finish the new missiles, they will be close in meaning to those in the VRO, albeit with serious differences, and I will leave the old ones as they are in vanilla.

I found out that missiles were also reworked in the VRO only after I uploaded the mod, and I don’t have much desire to put on a complete rework just to see the new implementation of missiles and torpedoes.
Andre 21 Mar, 2022 @ 2:51am 
Ну хз попробуем вашу разработку может и зайдёт
Snork 20 Mar, 2022 @ 6:08pm 
Is this meant to be essentially the VRO mods missile rework, dissected out?
Agress0r  [author] 20 Mar, 2022 @ 4:18am 
@TRiPWiRE I mainly planned this mod with the idea that I would add new missiles and torpedoes to the game, but for now I implemented my ideas through changing the characteristics.

Right now I'm in the process of introducing individual missiles into the game, without changing the characteristics of existing ones. As soon as the mod is ready and tested, I will upload it here.
Agress0r  [author] 20 Mar, 2022 @ 4:14am 
@Nuka thx for letting me know, I did the translation in haste and therefore did not notice this
Nuka 19 Mar, 2022 @ 7:21pm 
Looks great. I really hate the current implementation of missiles.

You wrote missiles wrong in the title.
TRiPWiRE 19 Mar, 2022 @ 4:08pm 
I'd love to use this but I just can't give up my beloved Swarm Missiles!
Agress0r  [author] 19 Mar, 2022 @ 1:11pm 
@Damnselves The maximum distance a missile can fly is its lifetime * per speed - the final value can be seen in-game as the effective range.

Now I'm trying to figure out more precisely where this value described in the characteristic file will be used in the game itself - it is possible that these missile range numbers, as you say for AI. If knowledgeable people will read this, I will be glad to see an explanation here.
Damnselves 19 Mar, 2022 @ 12:18pm 
hello, that maximum distance in your description, does it mean how far away from a target would AI launches this missile? or distance how far the missile would go after being launched?
Agress0r  [author] 19 Mar, 2022 @ 11:11am 
@Master Chief про авто-бой мало что сказать могу, я в нём не сильно разбирался и не знаю на сколько плохо или хорошо там обстоит ситуация.
Master Chief 19 Mar, 2022 @ 9:45am 
Что можешь сказать про автобой? Как по мне в нём ракеты вообще мусор, тратятся а эффекта нет вообще
哈气基米 18 Mar, 2022 @ 7:55am 
thanks bro, missiles are the best
Computica 18 Mar, 2022 @ 12:25am 
Would it be difficult to add new missiles and torpedoes?
McDuffie 17 Mar, 2022 @ 11:47pm 
Good mod as far as missile power goes. Shame about swarm missiles, though, as I like them for the visual spectacle. Uninstalled for now but watching this one!:steamthumbsup:
bobblehead 17 Mar, 2022 @ 7:25pm 
I like Missiles and Torpedo's. I'll let you know if there are issues with any of the ones I'll use.

Thanks for doing this.