X4: Foundations

X4: Foundations

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Herasteane Jan 23, 2024 @ 11:28am
Fast way to apply modifications to a fleet/ships?
Hey folks. After some XEN hunting, I find myself able to put out basic modifications for about... 10 ships. I want to make an elite force of M ships to escort me but...

Is going one by one over all the modifications the only way? Is there no way to like mass-upgrade? Blue prints? Etc?
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Showing 1-15 of 16 comments
conrado.lacerda Jan 23, 2024 @ 11:31am 
One-by-one...
Victor Jan 23, 2024 @ 12:33pm 
In any case it's just 10 so it won't be too tedious to get done, and that will be a pretty impressive group of M's after it's accomplished.

I imagine few things short of destroyers, stations, or an all out war on an entire core sector would present much problem, that many modded up M's could eat a blob of vanilla fighters and frigates for breakfast.
Herasteane Jan 23, 2024 @ 1:02pm 
Arf! Too bad... Must be annoying when you start to get so much stuff you have to go over like 30 or 40 ships...

But yeah, I'm going to decide on which M class I'm going to get, and then try to rampage a few more XEN fleets.

Thanks folks!
conrado.lacerda Jan 23, 2024 @ 1:28pm 
I guess modded ships are meant to be special; for example, an appropriately modded Rattlesnake can (in the hands of the player) take out two or three K's no problem - I recently took on two K's and an I.

But you can quickly mod several ships if it's only one or two modules being modded; for example, increase your trade ships' travel speed.
Last edited by conrado.lacerda; Jan 23, 2024 @ 1:35pm
eMYNOCK  [developer] Jan 23, 2024 @ 2:38pm 
the Ship modifications were soley meant for ships the player would want to use personally or would want to assing to spacial/special tasks...

some mod items are so scarce that it would take a considerable effort to modify a couple of ships with them.. left allone a whole fleet.

i honestly would not bother modifying ships that are likely to get lost due to various circumstances...

special ships that are meant to operate in special environmehts however are another case.

for example:
lets say you want to setup proper trading in Avarice, those ships will obviously need Tide Protection, ideally with the Tenacity Hull Mod.

it won't take that long to equip a meaningfull ammount of ships with this mod individually...
getting your hands on the key component, exceptional nanoweave, will take way longer than the modifiying process.
Last edited by eMYNOCK; Jan 23, 2024 @ 3:28pm
flywlyx Jan 23, 2024 @ 7:27pm 
Originally posted by eMYNOCK:
it won't take that long to equip a meaningfull ammount of ships with this mod individually...
getting your hands on the key component, exceptional nanoweave, will take way longer than the modifiying process.
Exceptional, yes, but the basic ones are quite easy to obtain if players have a gate defense fleet or station. It makes sense to provide players with a way to mass apply them.
eMYNOCK  [developer] Jan 24, 2024 @ 12:25am 
the exceptional tenacity mod was just an example.
the important message is the very first sentence in my last reply.

it is and never was intended to modify whole fleets, the ship mods were meant for ships the player personally uses, hence the variying effects of applied ship modifications.

you, the player character, literally cobble the parts together by your self with the help of a shipyards/wharfs modification bench.

the desire to equip entire groups of ships, fleets, with the same modifications was absolutely unexpected... but it is understandable.
Last edited by eMYNOCK; Jan 24, 2024 @ 12:25am
Donauwelle Jan 24, 2024 @ 2:40am 
Originally posted by eMYNOCK:
you, the player character, literally cobble the parts together by your self with the help of a shipyards/wharfs modification bench.

Doesnt the AI mod aswell?
Pretty sure i boarded a few AI ships with mods on them... *scratch head*


Originally posted by eMYNOCK:
the desire to equip entire groups of ships, fleets, with the same modifications was absolutely unexpected... but it is understandable.

BTW any plans for a Mod overhaul?
The RNG, some weird sorting like stealth beeing T3, some Mods are prettymuch irrelevant and some "info" wich (weapon) mod impacts wich weapon in wich way (mb show turnrates, reload or projectilesticky in a 2nd chart) would be neat.

imho I always end up slapping the same mods on my ships again and again cuz... muh math.:steamsad:
Originally posted by Donauwelle:
Doesnt the AI mod aswell?
Pretty sure i boarded a few AI ships with mods on them... *scratch head*
I will add that player may meet NPC occupying workbench.
Its just a matter of game developing priority and perhaps vision of gameplay.
blackphoenixx Jan 24, 2024 @ 7:01am 
Originally posted by flywlyx:
Originally posted by eMYNOCK:
it won't take that long to equip a meaningfull ammount of ships with this mod individually...
getting your hands on the key component, exceptional nanoweave, will take way longer than the modifiying process.
Exceptional, yes, but the basic ones are quite easy to obtain if players have a gate defense fleet or station. It makes sense to provide players with a way to mass apply them.
Exceptional ones are easy too

If you can afford a carrier + fighters you can mass farm exceptional ship nanoweave from BUC in Pious MIsts IV + XI and Trinity Sanctum VII.
I have hundreds of them despite slapping MIrage mods on all my trade ships.

Other than that i completely agree with this, the only reason i don't put at least basic mods on ALL my ships is having to do it one by one, not a lack of parts.
And making a feature too annoying to use isn't exactly a great approach to game balance, to put it mildly.

As it is i only do the most important slots (chassis & engines for traders, chassis, mining lasers and engines for miners) and it's still a giant hassle, but the gains are too good to ignore when even green mods increase efficiency by as much as 40%.
There is one more downside of using mods - its impossible to mass upgrade modded ships. E.g. player sets attack respond up as "drop laser tower and escape". Eventually ships run out laser towers and to refill it player has to manually add more of them for each single ship.
Ofc, there are workarounds but they are narrowing window of opportunity.

Originally posted by blackphoenixx:
If you can afford a carrier + fighters you can mass farm exceptional ship nanoweave from BUC in Pious MIsts IV + XI and Trinity Sanctum VII.
Btw, do you just occupy spot with most BUC traffic or additionally lure them with satellites? And if its the latter do you have to restore satellites or have you found crit mass setup to always secure satellites?
blackphoenixx Jan 24, 2024 @ 8:04am 
Originally posted by 🎮 PalkoVvodets 🔑:
Originally posted by blackphoenixx:
If you can afford a carrier + fighters you can mass farm exceptional ship nanoweave from BUC in Pious MIsts IV + XI and Trinity Sanctum VII.
Btw, do you just occupy spot with most BUC traffic or additionally lure them with satellites? And if its the latter do you have to restore satellites or have you found crit mass setup to always secure satellites?
You can just park your carrier 45-50km away from a BUC station (basically so the station is out of intercept range to avoid your fighters dying) or any gate in those sectors and get plenty of targets.

Right in the middle of the asteroid belt in Pious Mists IV is my favorite though since it also works to protect my miners and there's lots of BUC traffic there.
But generally there's enough BUC traffic throughout those sectors that anything not way out on the sector borders should work fine.

There's no need to lure them, they're a neverending swarm all on their own. You just tend not to notice because most of them are running stealth mods, but BUC easily has the strongest combat fleet in that sector of space even with PAR and HOP well-supplied.
It's enough that you can easily have 2-3 carriers parked in one sector farming exceptional nanoweaves if you space them out a little.

And as far as i can tell they simply respawn instead of being built, so you get a neverending supply.

As for satellites i don't use them in sectors with BUC activity, i just put down laser towers to get a visual on sector activity. Since BUC are always neutral to you they won't attack them on their own.
Doesn't update trade offers afaik but your ships can do that easily enough.
Last edited by blackphoenixx; Jan 24, 2024 @ 8:22am
yeah, they have significant traffic in there. But I use satellites to lure them in the beginning cuz it notably increase (twice?) area of interception for guards without need to add more ships for position defense. Get a bit more mods cuz of that I suppose.

But I lose satellites every once in a while. Just for testing purposes I brought static defense of 4 Raptors full of flaks + 4 Asgards L_Pulse+flaks + 4 Jians with flaks on Asgard's back + 20 Katanas as active defense with AA setup. And whole that armada barely adds a time-to-kill for satellite in comparison to a Single Raptor + few Katanas.
Just wonder if there is exist setup which has pure 100% chance to intercept all BUCs going for satellite while player OOS AND don't observe spot through the map.

Didn't try bazillion laser towers as I'm interested in solution without consumables. Its just curiosity.

Originally posted by blackphoenixx:
i just put down laser towers to get a visual on sector activity. Since BUC are always neutral to you they won't attack them on their own.
Btw, have you tried lots of cheap but fast ships instead with escape behavior? I mean if there are Kha`aks then observer will just boost away and return back later so you don't need to micromanage losses. Haven't tried myself, just guessing.
Last edited by 🎮 PalkoVvodets 🔑; Jan 24, 2024 @ 8:36am
blackphoenixx Jan 24, 2024 @ 8:54am 
Originally posted by 🎮 PalkoVvodets 🔑:
Btw, have you tried lots of cheap but fast ships instead with escape behavior? I mean if there are Kha`aks then observer will just boost away and return back later so you don't need to micromanage losses. Haven't tried myself, just guessing.
The laser towers don't actually die much even if you're doing heavy mining in the sector.
You get some losses, but it's few enough you can just order a frigate to deploy a couple replacements every 50 hours or so. It's nowhere near to constantly needing replacement.

Sure there are Khaak, but they tend to go after the L miners first. Then BUC kill them (and leave your miners alone because they're neutral and pirates don't go after miners).

Since the sector is swarming with BUC and they kill each other on sight - not that the Khaak stand a chance at winning - it's basically the best-patrolled sectors in the universe (for anti-Khaak purposes only). And you also still have your carrier there.

You can easily go a dozen hours or more without any of your towers even getting scratched.
Originally posted by blackphoenixx:
You can easily go a dozen hours or more without any of your towers even getting scratched.
Good to know, thanks :thumbs:
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Date Posted: Jan 23, 2024 @ 11:28am
Posts: 16