X4: Foundations

X4: Foundations

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More AI Carrier Jobs
   
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May 5, 2023 @ 2:20pm
Jun 3, 2023 @ 7:22am
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More AI Carrier Jobs

Description
When I first learned how to mod, this was one of the first things I changed...

You may not need this if your using something like VRO or a mod that already does something similar but you can still add these to raise the jobs amount

HOP, ANT, and MIN never build their carrier variants so you never see a sentinel version of their counterparts flying around, this mod will give them some carriers to play with in the galaxy

Vanilla Argon and Paranid Carriers are mostly scripted only for homeworld defense and you won't see them outside of those systems, so adding carriers to their roster will liven up the galaxy

Did not want to upset the balance of power, so granted carrier jobs to everyone

HolyOrder and Godrealm jobs should properly merge with Trinity

New Possible Jobs
These are MAX limited too 2 each and will not go over this limit

Every major empire except Pioneers/Freesplit/Xenon - 2 Carriers + S/M escorts + Resupply
(Community seems torn on Xenon strength, some love them, some hate them, would rather change xenon strength in separate mods too appease both sides)

Boron received 4 total carrier jobs (2 for XL and 2 for L)

Compatible with all mods, compatible mid-save, these only spawn in on a new game, otherwise need to be built like any other ship, can be removed mid-save but just takes time to activate/de-activate new/lost jobs

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I love modding this game, mods will always be free and I will always be trying to push more content but if you want to show some appreciation then consider buying me a coffee to help keep me awake on some of this coding
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24 Comments
Treybor  [author] Jun 16, 2024 @ 6:35am 
@Trackorm as of 7.0 beta theres nothing in here needing an update
Trackorm Jun 16, 2024 @ 4:04am 
any 7.00 update planed?:steamhappy:
AkagiVoid Mar 19, 2024 @ 12:38pm 
Hebrux,
unless all the major factions are UR friend and they pay U to build a two carriers each in the same sector the FPS shouldn't tank. :3
Because each major faction only gets two units each from wat the desc. says. >w>
So unless UR PC is a POTATE (in which case if it is a potate dan X4 is not 4 UR PC) dan U shouldn't have any problems unless U install a ton of mods like meh where my extensions folder haves over 110+ mods in it. ^w^

I mean I run a GTX 1080 TI GPU w/ Ryzen 7 2700x CPU and I get lows of 10FPS to highs of 80FPS and constant 40~50FPS at most with all graphic settings maxed. >w>
Hebrux Mar 7, 2024 @ 11:33am 
Does anyone know if this mod causes fps issues? I hope not
Jaeger Dec 9, 2023 @ 4:14pm 
ai factions usually get all their fighters kiled rarely see ai use carriers smartly. i would avoid giving ai more of them. ai needs to use destroyers and battleships and fighters
crtic2000 Dec 3, 2023 @ 10:27am 
in 4k hours of this game its the first I got this "bug" so had to ask
Treybor  [author] Dec 3, 2023 @ 9:08am 
@crtic2000 they don't spawn, nothing in this game magically spawns in aside from Khaak and SCA pirate ships and unique storyline encounters, the encounter system can magically move units within the universe though... The OOS aggro is a vanilla "bug"(feature?) thats been around for a while, I've had them aggro on my miners, I suspect its police scanning them and seeing a spacefly egg or something in their inventory

But aside from that, these jobs don't deviate from the vanilla layout and operate the same
crtic2000 Dec 3, 2023 @ 8:08am 
for some reason I get this weird OOS aggro of allies, so its always a carrier from this mod like ANT carrier full of S/M fighters (do they spawn??? bc I got them right away even though i dont think there was enough time to build em, loaded the mod mid save ), the situation is always the same, I have elrking and syn protect position with scout on repeat collect loot, always some of the fighters on the ANT carrier gets aggro against me never the carrier himself and never all of the subs of the carrier
Treybor  [author] Jul 23, 2023 @ 4:02pm 
@Robbyp Jobs would only overwrite a job named the same thing, mine are all unique, so like arg_carrier_group wouldn't override arg_carrier_group_abc, other mods can insert new ships into jobs if they carry the same vanilla format of ship types. IE: Destroyer/Carrier/Etc.
Robbyp Jul 21, 2023 @ 11:51am 
Love your mods, quick question tho. If I download a mod that changes the jobs around and your mods as well, will the jobs mods stack or will on overwrite the other?