X4: Foundations

X4: Foundations

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Subsystem Targeting Orders
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Mar 27, 2021 @ 3:07am
May 21, 2021 @ 11:17pm
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Subsystem Targeting Orders

Description
Subsystem Targeting Orders
By: Allectus

Contributors: Forleyor, Rovermicrover
Translation: Vali_Lutzifer (DE), TiomTang (CN)

Github: https://github.com/A11ectus/X4-Subsystem-Targeting-Orders

Mod effects:
===
Adds additional turret behaviours and several new orders to the holomap right-click menu that allows you to direct your owned ships to explicitly target ship and station subsystems.

Requirements:
===
SirNukes Mod Support API

(Optional) My Wing Hotkeys mod - https://steamcommunity.com/sharedfiles/filedetails/?id=2484521478
If present will provide fleet and wing quick select options and hotkeys for the orders

(Optional) Kuertee's UI Extensions and HUD - https://www.nexusmods.com/x4foundations/mods/552
If present with version of 2.06 or greater the mod will load in a high compatibility mode making it less likely (though not immune) to conflict with other UI mods

What the mod does:
===
This mod adds several orders to the right click menu on the map that allow you to explicitly target subsystems on hostile capital ships and stations. Your ships will maneuver on to target to shoot the intended target (e.g. they'll fly behind a ship for engines). The commands are context sensitive and will only appear if a salient target is available.

* Attack Engines -- destroy engines
* Attack Shields -- destroy shield generators of size L or XL, focusing on the active shield generators that provide the most maximum shield
* Attack Weps, Med Turrets -- destroy S & M sized turrets, focusing on weapons with the lowest max hp (correlates with anti-fighter weapons)
* Attack Weps, Hvy Turrets -- destroy L & XL sized turrets, focusing on weapons with the highest max hp (correlates with anti-capital weapons)
* Attack Weps, Missile Launchers -- destroy missile turrets, focusing on weapons with the highest max hp (correlates with anti-capital weapons)
* Attack Weps, Main Batteries -- destroy fixed weapons, focusing on weapons with the highest max hp (correlates with anti-capital weapons)
* AI order: Attack Subs, Disable All -- single command that proceeds through all of the above commands in order: engines -> missile launchers -> hvy turrets -> med turrets -> shields -> batteries
* Attack Station Docks -- Attack station dock modules, focusing on the closest matching target
* Attack Station Storage -- Attack station storage modules, focusing on the closest matching target
* Attack Station Production -- Attack station production modules, focusing on the closest matching target
* Attack Station Def. Platforms -- Attack station defense platforms, focusing on the closest matching target
* Attack Station Shipyard Platforms -- Attack station shipbuilding and outfitting modules, focusing on the closest matching target
* Clear Turret Subsystem Target -- Clears turret subsystem targeting priority (see below) for all selected ships

This mod further modifies turret targeting behavior to allow for secondary targets and subsystem targeting:

* Defend: No change
* Attack All Enemies: attack subsystem target (if set) -> attack all enemies
* Attack Capital Ships: No change
* Attack Fighters: attack fighters -> attack incoming missiles -> attack subsystem target (if set) -> attack all enemies
* Mining: No change
* Missile defence: attack incoming missiles -> attack fighters (as of X4 4.0HF3 the underlying vanilla missile defence routine is broken and will not attack targets under most circumstances; this is a vanilla bug and not a result of this mod)
* Attack My Target: No change (hardcoded by Egosoft/cannot be changed)

Some Notes:

* Once the subsystems covered by a given order have been destroyed the order concludes and wing may be tasked elsewhere. This allows you to string together the commands as you see fit. I recommend basically always knocking engines out first as it much easier to hit the other targets.

* Turret targeting behavior is set/cleared for all turrets via the 'all turrets' drop down menu in the turret interface. Turrets with a set subsystem target will prioritize subsystems on your selected target. If a subsystem targeting order is given to the ship a matching subsystem turret target priority will also be set. If the order subsequently concludes normally the turret subsystem targeting will be reset to the state it was in prior to the order being issued--if the order is forcefully cancelled this reset will not occur and the turret target will persist.

* Turret targeting is a bit sticky by design and will not rapidly switch if new targets appear. This is the reason I have not added attack all enemies to the stack for fighters/missile defence--they'll frequently get locked on to capitals and not do their primary job effectively.

* When attacking with capital ships (L/XL) they will only see as valid targets subsystems that are within line of sight at order initiation (or order recycling if the initial target is destroyed). If you see an available subsystem targeting order in the right click menu (indicating active subsystems) but your capital ships cancel the order immediately after it's issued it's because they don't have line of sight to the remaining active subsystems in that category. This is to prevent excessive capital ship maneuvering to try and get shots on subsystems on the far side of the target. This requirement is not enforced when targeting station modules. Carriers are exempted from this requirement, so that they may appropriately send their subordinates to attack subsystems.

* Attack Weps, Main Batteries -- This targeting behaviour was originally rolled into the Attack Weps options but it turns out that the armoured cowling around, for example, the Behemoth's main batteries is pretty effective at protecting them and player ships can have a hard time finding a good attack vector without some manual help on initial positioning. This often resulted in the target dying before any weapons were disabled if ships didn't have a good initial vector. Use wisely, commander.

* Attack Subs, Disable All-- While convenient, note that this substantially amounts to an order to kill the target, but to do it much slower than if you'd just given a standard attack command since few ships are able to survive the sustained fire it takes to completely strip them while it still takes longer than necessary to apply that fire as your ships maneuver on target. Note also that the turret version of this command does note enforce any subsystem priority and will instead attack any available subsystem. Use wisely, commander.

Recommended patterns:

* Attack engines (repeat on new target) : to get control of the battlespace

* Attack engines -> attack missiles -> attack med turrets -> normal attack command : is my standard pattern to use bees to kill something dangerous.

* Attack engines -> attack missiles -> attack hvy turrets : to disable something for destroyers to mop up

* Attack engines -> attack shields (repeat on new target) : if you have shield piercing weapons to rapidly remove hostile defences.

* Attack station storage (repeat on new target) : to cripple a hostile economy quickly and efficiently

History:
===
* 3.4, 2021-05-11: Added support for Wing Hotkeys Mod; Altered disable all: targets heavy turrets before light turrets. Altered the LOS requirement for capital ships to NOT apply to carriers, so they may send their subordinates. Added attack all enemies as lowest priority targeting option for attack fighters turret commands.

* 3.5, 2021-05-13: Fixed out of sector targeting. S/M ships & Carriers will now properly target subsystems in low attention. Other L/XL ships will instantly fail the line of sight check in low attention and cancel subsystem (but not station module) orders.

* 3.5.1, 2021-05-22: Corrected menu display error in German translation.
Popular Discussions View All (2)
0
Nov 24, 2021 @ 3:07am
GER Translations
Prior Micha
0
May 13, 2021 @ 5:50am
My Thanks
Allectus
180 Comments
Frosted Flake Apr 20 @ 9:56am 
Does this work with 7.5?
kiosiodao Dec 13, 2024 @ 10:14am 
Hello. Will there be an update for game version 7.50?
CDEEKS Jun 24, 2024 @ 5:11am 
Does this work with 7.0?
Chico Rodriguez Feb 7, 2024 @ 9:26am 
kuertee_ui_extensions, install them.
Moida Feb 5, 2024 @ 5:52pm 
Hi, mod maker. Thanks for your unpaid and often unappreciated efforts! I just wanted to let you know that this mod was causing a problem in my game. Whenever I tried to click on the loadout tab for my capital ship (the free odysseus), it stopped all tabs working on any ship, stopped the map opening some of the time, and necessitated a reload. After I removed this mod, it all worked again. Let me know if there's any log files or anything I can try to dig up if you think they will help. Sorry this one didn't work out for me personally, but keep up the great work!
Fatsack Feb 4, 2024 @ 4:48pm 
You should really make these commands nested in the menu
KONGKING Jul 22, 2023 @ 5:32am 
Is there anyway I can use hotkeys for subsystem orders?
ॐFresshaltefolieॐ May 28, 2023 @ 12:50pm 
How can i get my L plasmas to actually attack station turrets first and then attack the station itself while my M turrets focus on fighters ??
Chico Rodriguez May 23, 2023 @ 11:14am 
Check X4 Nexusmods. Is there.
Eadgar May 23, 2023 @ 10:14am 
Doesn't work for me, can't open loadout menu. :( kuertee_ui_extensions is not on workshop.