X4: Foundations

X4: Foundations

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Longer Production (VRO)
   
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Mar 14, 2021 @ 10:54pm
Mar 16, 2021 @ 9:14pm
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Longer Production (VRO)

Description
This mod slows the production of ships such that S take 10x, M 8x, L take 6x, and XL take 4x time to produce. Xenon/KHK build times unchanged. Shipyards are now constantly working at full load. Gives Xenon a head start in the war. Based off of Spiny's original Slow production of ships mod ( http://www.nexusmods.com/x4foundations/mods/393?tab=description )

Companion mod to also affect Xenon ships (as best I can tell KHK ships are just spawned and not built): https://steamcommunity.com/profiles/76561197972639265/myworkshopfiles/?appid=392160

Longer Production (VRO)
by Allectus

Mod effects:
============
-This mod slows the production of base ship hulls based upon ship size. Xenon/KHK build times unchanged. Shipyards are now constantly working at full load. Gives Xenon a head start in the war. Based off of Spiny's original Slow production of ships mod ( https://www.nexusmods.com/x4foundations/mods/393?tab=description )

Requirements:
=============
Split Vendetta
Cradle of Humanity
VRO

What the mod does:
==================

Base hull construction times for all player buildable ships have been increased by the following factors:

S: 10x = ~2 min to build
M: 8x = ~5 min to build
L: 5x = ~20 min to build
XL: 4x = ~40 min to build

This is for the base hull component only, there are also some mechanical oddities around construction time (generally the amount of construction drones the shipyard has available) which can make these times significantly shorter/longer.

Install:
========
-Unzip to 'X4 Foundations/extensions/al_longer_production_vro/'.
-Make sure the sub-folders and files are in 'X4 Foundations/extensions/al_longer_production_vro/' and not in 'X4 Foundations/extensions/al_starbright/al_longer_production_vro/'.
-If 'X4 Foundations/extensions/' is inaccessible, try 'Documents/Egosoft/X4/XXXXXXXX/extensions/al_longer_production_vro/' - where XXXXXXXX is a number that is specific to your computer.
-Installation is savegame safe

Uninstall:
==========
-Delete the mod folder.

History:
========
1.0, 2021-03-15: Initial release
1.1, 2021-03-17: Updated for CoH
8 Comments
Peanutcat Jan 13, 2022 @ 8:58pm 
It sounds interesting but I'm wondering how this impacts the game overall? I'm worried that this would lead to a greatly reduced resource consumption across the galaxy. Have you seen anything like that long term?
Kadatherion May 3, 2021 @ 5:12pm 
@Allectus

https://www.dropbox.com/s/tq7gwqgcofkl3lz/al_longer_production_vro_shippack.rar?dl=0

Here it is. I just added the new replaces under your xml, and the dependencies in the content.xml. These are all based on the VRO values of course.

Now, as I mentioned, I *believe* if someone doesn't use the ShipPack in theory it shouldn't do anything bad (some errors in the log I guess), but of course the mod dependency in the content xml would instead cause issues. That's however needed to ensure this mod loads last, otherwise you'd need to change the mod name to go in alphabetic order. Anyway, mentioning this just in case you wanted to experiment to see if there's a good solution to avoid having to maintain two different versions of the mod, just for a shortlist of values.

Oh, there's also a Xenon ship in the list (units_size_l_xenon_ls_02_ware), which you might want to take out. I put it here 'cause I'm using your Xenon tweaks too and couldn't be bothered to separate the edit.
Allectus  [author] May 3, 2021 @ 2:11pm 
@Kadatherion: sure, sounds good. Thanks!
Kadatherion Apr 20, 2021 @ 3:11pm 
Hey man, I just adapted this mod for myself, adding the ships from the XR Ship Pack to your list, following your system for rebalancing the wares (all but a Khaak ship, that I don't think would matter anyway as the Khaak don't build, they spawn, afaik).

If you are interested in keeping a version for that too I can quickly put up the xml for you somewhere (I believe it should be universal anyway, as it just replaces values: if it doesn't find them, like it would happen for DLC ships if you haven't the DLC, nothing should happen). Doesn't take long anyway, it's just about 50 ships so it took about 15 minutes, but hey, nevertheless it's here if you want ;)
Roxbury Mar 22, 2021 @ 10:47pm 
Thanks for this! I found it odd that a flying war machine in space could be built in less time it takes me to get a burger from my local fast food restaurant.
Broeckoli Mar 15, 2021 @ 1:18pm 
Ah, you must be one of the very few to have that experience!

I do like the premise of this mod and completely agree with you synopsis, don't worry. I would certainly download a version which nerfs the Xenon in one or both of the ways I suggested, while having the realistic ship building and station output for the rest. Would likely be well received given how many have talked about the Xenon problem.
Allectus  [author] Mar 15, 2021 @ 12:56pm 
I've been unlucky in the sense that most of my games have turned out boringly passive. I wish the Xenon would steam roll me...

In any case, feedback is definitely welcome. This is actually a down tune (making it easier) from Spiny's original Mod. Could be room to move in either direction tbh. I made this firstly because I thought it was farcical that I could build a destroyer in like 5 minutes, secondly to boost the xenon relatively, and thirdly to make cap ship acquisition a bit harrier to counterbalance the effective boost I gave them in the travel mod.
Broeckoli Mar 15, 2021 @ 9:44am 
"Gives Xenon a head start in the war"

Eh but they always steamroll after 3-4 hours anyway. I don't think this will help that at all. If anything we need a mod which increases the resource requirement for the Xenon, given they only use 3 resources which are very easy to acquire. Even just extending the build time for the Xenon would help.

If you make that mod, I'll download it in an instant. This is a good concept though, as well as the Travel Mod, keep it up!