X4: Foundations

X4: Foundations

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Wagon Wheel Dec 30, 2023 @ 1:43pm
Star Wars Interworlds
I am curious to know what people think of this mod and how it is doing at 70% completion.
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Showing 16-30 of 30 comments
Privatelvl25 Jan 11, 2024 @ 11:16am 
Originally posted by NoDMoD:
Originally posted by PrivateProfile:
If you are new and start with the Star Wars mod is there still the normal story with all the DLC?

No, but they are working on star wars stories and missions.
K so probably recommended to play through without that mod first?
NoDMoD Jan 11, 2024 @ 11:40am 
Originally posted by PrivateProfile:
Originally posted by NoDMoD:

No, but they are working on star wars stories and missions.
K so probably recommended to play through without that mod first?

It really depends on what you want, the mod changes quite a few things (ships are better balanced in my opinion).

But you won't know if you don't try vanilla first.
Last edited by NoDMoD; Jan 11, 2024 @ 12:52pm
Zeradus Jan 11, 2024 @ 11:59am 
Originally posted by Hyperspace:
I am curious to know what people think of this mod and how it is doing at 70% completion.
In the words of Sideous............................DO IT...............
Pathogenic Jan 11, 2024 @ 2:02pm 
It is a very different experience from unmodded X4, but well worth it, especially if you have the required DLCs. I think combat in SWI is much superior to unmodded X4.
Katsu.I Jan 12, 2024 @ 7:26am 
It's pretty great and I got back into X4 due to it but the core game's issues kinda ruin the fun for me a lot.
I carved out a piece of realestate for myself but I constantly have to play whack a mole with hostile stations attemtpting to be built.
On top of that allied factions constantly turn hostile on my trade ships or stations bedause idk why (I'm assuming they're bumping in space which triggers hostilities)
This leads to capital ship battles, that THEY started, but the AI is a sore loser and you get penalties for fighting back.
None of these are due to the mod but it sure is frustrating for a 5 year old game.
trooperrob Jan 12, 2024 @ 7:36am 
katsu - ref factions going hostile.
If your station allows 2 factions that are hostile to each other to dock, then they may shoot at each other.
If those shots hit your station, and your station is armed, and fires back.....

Have you tried just setting all station to hold fire - unless you have a concerted attack on that station.
The other approach is to restrict docking at your station so races hostile to each other don't dock at the same station.
that is in vanilla, haven't played x4 star wars mod yet.
SpiritFire Jan 12, 2024 @ 4:09pm 
i miss having a star trek mod personally.
well. one good thing here.. disney cant ruin this star wars. =D

question.. are any of the dlc's required to use this mod?
Last edited by SpiritFire; Jan 12, 2024 @ 4:25pm
SpiritFire Jan 12, 2024 @ 5:18pm 
to answer my own question yes it requires a dlc. since were having a great sale atm, i just went ahead and got all the dlc's. =)
Originally posted by Roast Beef:
I am curious to know what people think of this mod and how it is doing at 70% completion.
its a great peace of work that keeps me going for hours and i am anctios fore more content
Baarsh Jan 6 @ 9:16pm 
the newer XXL ships in latest interworlds are too much, they ruin the balance for few factions and can't be disabled, will rampage and ruin economies sadly.
Originally posted by Katsu.I:
It's pretty great and I got back into X4 due to it but the core game's issues kinda ruin the fun for me a lot.
I carved out a piece of realestate for myself but I constantly have to play whack a mole with hostile stations attemtpting to be built.
On top of that allied factions constantly turn hostile on my trade ships or stations bedause idk why (I'm assuming they're bumping in space which triggers hostilities)
This leads to capital ship battles, that THEY started, but the AI is a sore loser and you get penalties for fighting back.
None of these are due to the mod but it sure is frustrating for a 5 year old game.

I have the same problem with allied ships (faction relation +28) turning hostile randomly- did you ever find a cause or solution?
Originally posted by trooperrob:
katsu - ref factions going hostile.
If your station allows 2 factions that are hostile to each other to dock, then they may shoot at each other.
If those shots hit your station, and your station is armed, and fires back.....

Have you tried just setting all station to hold fire - unless you have a concerted attack on that station.
The other approach is to restrict docking at your station so races hostile to each other don't dock at the same station.
that is in vanilla, haven't played x4 star wars mod yet.

I have the same problem, and it's not related to station docking, at least not in the instances I saw.
I had several imperial Victory II destroyers turn hostile, right after they came through the gate...
Originally posted by goldratte:
Originally posted by trooperrob:
katsu - ref factions going hostile.
If your station allows 2 factions that are hostile to each other to dock, then they may shoot at each other.
If those shots hit your station, and your station is armed, and fires back.....

Have you tried just setting all station to hold fire - unless you have a concerted attack on that station.
The other approach is to restrict docking at your station so races hostile to each other don't dock at the same station.
that is in vanilla, haven't played x4 star wars mod yet.

I have the same problem, and it's not related to station docking, at least not in the instances I saw.
I had several imperial Victory II destroyers turn hostile, right after they came through the gate...
I haven't played Interworlds, yet, but aside from the station issue mentioned, there are a couple common things with police in the base game:
  • Illegal wares that you weren't aware of and the ship not set to comply. Either wares that are legal in some sectors but not the one where the issue occurred, or illegal wares in your pilot's (not the ship's) inventory.
  • The police initiating a scan on a ship just as it's going through a gate or egaging travel drive and they're unable to respond in time, leading the police to believe the ship is not complying. They will pursue through a gate.

Based on you mentioning the Victories going through the gate and going immediate hostile, I kind of wonder if it's that second one that hit you....
Last edited by FuryoftheStars; Mar 26 @ 11:15am
Originally posted by FuryoftheStars:
Originally posted by goldratte:

I have the same problem, and it's not related to station docking, at least not in the instances I saw.
I had several imperial Victory II destroyers turn hostile, right after they came through the gate...
I haven't played Interworlds, yet, but aside from the station issue mentioned, there are a couple common things with police in the base game:
  • Illegal wares that you weren't aware of and the ship not set to comply. Either wares that are legal in some sectors but not the one where the issue occurred, or illegal wares in your pilot's (not the ship's) inventory.
  • The police initiating a scan on a ship just as it's going through a gate or egaging travel drive and they're unable to respond in time, leading the police to believe the ship is not complying. They will pursue through a gate.

Based on you mentioning the Victories going through the gate and going immediate hostile, I kind of wonder if it's that second one that hit you....

Thanks for your reply! I actually figured it out: I placed a hostile interdiction probe (mod) in front of the gate.
According to the mod this should not affect friendlies, but alas, that was the issue!
SW Interworlds an Scrap: can anyone explain the scrap mechanic to me? I'd like to build a scrap station but don't see salvage ships for sale (I'm in Galactic Empire space). Thx

Edit: NM, I figured it out. I couldn't understand it bc I only now found wharfs/shipyards that sell compactors/tugs
Last edited by goldratte; Mar 26 @ 6:56pm
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Date Posted: Dec 30, 2023 @ 1:43pm
Posts: 30