X4: Foundations

X4: Foundations

Crew Academies
31 Comments
Jan 7, 2025 @ 1:57am 
you lost me at research
Jun 5, 2024 @ 3:14pm 
lol, yea, was looking at this thinking that sounds great... but if it adds every race like a habitat does instead of just teaching the existing station crew... gonna have to pass on it sounds like it would break any and most existing stations. :(
Sep 26, 2023 @ 7:19am 
that is your choice.
Feb 2, 2023 @ 9:27pm 
Yeh, gunna have to get rid of the academy's. I put together my HQ's production line carefully (such that it only effectively operates at full workforce capacity) and the "layoffs" that the lack of appropriate foods are causing have already tanked my workforce of 40,000 from 100% efficency to 80% efficency, and I have only built the split academy.

Let me know if you release a version that does not also add racial workforce with the racial academy's, cause its not worth adding 4-6 whole production lines just so I can feed those 750 members of each additional race the academies add.
Feb 2, 2023 @ 8:59pm 
Any chance you can change it so that the academies don't acutally provide population?
My previously all-terran setup is now screwed up because it is now requiring me to import the food for basically every other race out there.
Aug 21, 2022 @ 1:11pm 
Does this work with replenishing crew at shipyards you own, or only on new ships you build and the crews you give them as part of their construction?
Jun 16, 2022 @ 10:25pm 
i see the research started the argon one first needs split warriors i can not transfer crew and dont see a com options those are the only two things i could think to try can anyone help me figure out to do these
$300  [author]
Apr 28, 2022 @ 5:02am 
@Kalisa Nerfing crew level can be done easily yeah, but I'd probably make an in-game options menu for it rather than releasing a different version since I don't want to maintain two versions of the same mod. I'm pretty busy right now though so I don't know when I will get around to it. Until then, for anyone interested in tweaking the numbers themselves, the code that sets crew level in this mod is in md/academyscript.xml.

For NPCs that spawn on stations, it is handled by a completely different system and isn't something that can be easily modded.
Apr 27, 2022 @ 3:45pm 
would you consider making a lite version of this? trying to find good skill training mods that are not so strong, even getting most crew at level 2 stars, and maybe having level 3 crew spawn on said stations to "recruit" would be nice.
Mar 29, 2022 @ 12:12pm 
I started a custom game with completed story and I don't see the research from your mod in the research tab.
$300  [author]
Mar 29, 2022 @ 7:46am 
Weird. Can you see the research in the research tab of the custom gamestart creator?
Mar 27, 2022 @ 10:25am 
Hello. I started a new game and when I unlocked the research, the ones added by your mod are not in the list of available ones.
$300  [author]
May 10, 2021 @ 2:10am 
@EmpCris It's possible but requires a bit of work to integrate with how the mod currently works so I won't make any promises.

@spektyr It's complicated on purpose. There are plenty of other crew level mods available that are more simple and easy to use, so this one was made for those who wanted something more involving. This is unlikely to change. Sorry!

@JoKirClown TTV Did they not add something like this to vanilla with 4.0? I haven't tried terraforming myself yet but it's supposed to enable crew training iirc. Otherwise I believe there's a mod that lets you assign ships as academies for training existing crew, it might be closer to what you're looking for?

Also, egosoft currently have plans to change how the underlying crew spawning system works, so this mod is a bit on ice until their work on that is done.
May 9, 2021 @ 11:28am 
Or perhaps you assign the ship to the station and that is how they gain levels
May 9, 2021 @ 11:27am 
I would be more likely to use this if it was more like you dock a ship at a station with an academy and as long as it is docked the crew levels up per academy attached. I would set up seperate stations for my Management training and such for better organization and accessability.
Apr 27, 2021 @ 12:30pm 
The problem is the habitat component. Well, that and the massive amount of illegal goods required to build them. WTF?

So if I want to build a shipyard with acadamies to produce decently-ranked crews for ships I build, I have to supply literally every kind of food except MREs to keep the population fed because I can't restrict it to just one race for simplicity.
Apr 22, 2021 @ 8:45am 
would it be possible to add the academy for Terran as well?
Mar 22, 2021 @ 12:44am 
Will this allow me to select which race a crew comes as? I only want Argon Marines and Terran service crew/captains. Or maybe that could be done as a separate mod?
Jan 23, 2021 @ 4:06pm 
Can you perhaps make a version without the need for research? I use the story disabler, because I hate the awful PHQ, plus I like freeplay. However, this stops me from being able to research anything from this mod.
Dec 30, 2020 @ 11:21am 
It works with Beta 4.0 , thx. :steamthumbsup:
$300  [author]
Dec 28, 2020 @ 11:10am 
@Merhaf Added, thanks!

@[23.] Kielschwein I have updated the mod to (hopefully!) make it compatible with 4.0's new research system. Let me know if there are any other problems!
Dec 26, 2020 @ 4:44pm 
Can you add a Korean translation? please, thank you.
https://drive.google.com/file/d/1X5wMhSjxM6qoauu9_gYxmqd_hgo08lwU/view?usp=sharing
Dec 10, 2020 @ 2:28am 
Is this Mod compatible with Beta 4.0 ?
May 9, 2020 @ 11:30pm 
this is a task for the DEVs i think, thanks for the mod. With the new skill system I wonder why this feature isnt in the base game included!
Apr 27, 2020 @ 8:37pm 
Ok, thanks for the response!
$300  [author]
Apr 27, 2020 @ 4:03am 
The academy modules will disappear from stations and there might be leftover data from the mod in your save that won't be cleaned out.

The save might still work as normal after uninstalling but I can't guarantee it, that's why there's a warning. :)
Apr 26, 2020 @ 5:49pm 
What happens if you unistall?
Apr 24, 2020 @ 11:06pm 
because it's only a few days old...
Apr 19, 2020 @ 3:33am 
This looks great. Waiting for feedback to try it out. Don't know how it hasn't got more attention!
Apr 18, 2020 @ 3:23am 
Especially for a mod that extends the research
Apr 18, 2020 @ 3:19am 
Nice idea, was waiting for that. Thank you, will try it out