X4: Foundations

X4: Foundations

Terran Cruisers (mod moved to Nexus)
487 Comments
Lord High Inquisitor Vitiate  [author] Jun 1 @ 8:22am 
@mina as far as i know there hasnt been any changes to the flight model that wouldnt make it usable to my knowledge
Mina Dietrich Jun 1 @ 12:19am 
since running mods from nexus in gfn is impossible, will this version of the mod work on current version of the game or will it brick everything if I try to use it?
MrBlair29  [author] May 17 @ 11:09am 
@dram, I would also upload the mod to my own website, but I also have to consult the other contributors first.
Lord High Inquisitor Vitiate  [author] May 17 @ 9:53am 
@dram its possible we could upload them to one of our google drives and share a link though id have to consult the others before hand
Dram May 16 @ 7:12pm 
pardon me, is there another site to find mods? If steam can't work for some modders, and I'm also avoiding nexus, is there another option? Cheers to everyone and thank yall for the works.
MrBlair29  [author] Apr 13 @ 5:24am 
@Boshty It wasn't moved to Nexus on a whim, the actual author put this project on hold here in Steam. Rothank and I took it over. Unfortunately, we don't have permission to update this mod here on Steam. I can't even publish my own mods here. STEAM is something of its own when it comes to uploading mods outside of America. That's why it's only available on Nexus.

And it will also soon be updated to the current version of X4 7.50 with flight model update...
Boshty Jan 11 @ 4:55pm 
also, no, i wont be going to the nexus to use it from there.

screw the devs of this mod
Boshty Jan 11 @ 4:54pm 
Why only on the Nexus? Has one of the dev's got some kind of weird inflated ego where it only gets to go in one place? im confused
Prisoner 76561197992841073 Aug 2, 2024 @ 9:08am 
yeah fuck knows why he did it. maybe he had a legit reason, regardless i cba with nexus
Soda Man Jun 26, 2024 @ 6:29pm 
I reeeally wish this wasn't moved to Nexus, it was convenient with it being on the workshop. But I cannot complain at least it wasn't completely removed all around!
Lord High Inquisitor Vitiate  [author] Dec 29, 2023 @ 11:57pm 
@Austin (Hammerbite) that was actually the biggest thing we tested specifically myself the Xenon can def hold their own unless you spam ships out but at that point not much will stand up against that
Awesomely_Austin_Cosplay Dec 29, 2023 @ 10:39am 
Do you think this breaks the game balance? I dont think the Xenon can stand a chance against those cruisers?
Axios Nov 12, 2023 @ 2:53pm 
@Darth Imperious Thank you for the update and I appreciate you're taking this over.
Lord High Inquisitor Vitiate  [author] Oct 29, 2023 @ 5:22pm 
@axios sadly i cant give a concrete timetable due to the original mod author being unable to update it here but yes it will eventually be updated here also
Axios Oct 29, 2023 @ 3:45pm 
Is there any chance these will be coming back to Steam Workshop? I dont do Nexus anymore. Seems like an odd decision.
generic hooman moat.gg Oct 25, 2023 @ 1:48pm 
It'd be nice if these didn't stick out so badly
Lord High Inquisitor Vitiate  [author] Aug 12, 2023 @ 7:00am 
hi @marvinEhre yes the nexus version is save compatible
MarvinEhre Aug 12, 2023 @ 3:58am 
Question is changing to the nexus version save compatible?
Frage ist der Wechsel zur Nexus Version Spielstandkompatibel?
Rothank  [author] Jul 15, 2023 @ 9:20am 
through an ample dosage of inspiration, Blender skills, Egosoft's mod tools and blood sacrifices.
If you plan to start - go hit official Egosoft Discord servers and forums :)
Schoppeng Jul 15, 2023 @ 5:34am 
How do you design ships and insert this in the game?
MrBlair29  [author] Jul 3, 2023 @ 3:45am 
Ich Hoffe Simon geht es gut und kommt bald wieder zu uns in die Community.

I hope Simon is doing well and will be back in the community soon.
Rothank  [author] Jul 2, 2023 @ 3:20am 
ANNOUNCEMENT: mod moved to nexusmods!

Due to Simon's sudden hiatus (and with his blessing) I have taken over the Terran Cruisers. As I have no access to update it here, the mod is moving to Nexus.

version 1.50 has been released on Nexus!

- new ship: Kagoshima - TER Light Frigate / dedicated missile boat
- new ship: Ashikaga - PIO Assault Carrier - added to game files, but due to collision issues not yet available for purchase. Likely to be fixed for 1.51
- Kagawa has been reclassified as XL Battleship, as her combat power rivals this class
- legacy Split Vendetta xml requirements have been removed. Mod no longer requires Split Vendetta DLC
- optional bridge replacer (Argon) added
MrBlair29  [author] Jun 11, 2023 @ 5:55am 
Ja im Prinzip schon, die Zeile müsste etwa wie folgt aussehen:
---
<connection name="con_weapon_11" tags="standard weapon medium highpower missile platformcollision symmetry symmetry_left symmetry_7 ">
---
zwischen "medium" und "missile" nur "highpower" einfügen. Somit hat man dann alle Waffen.


Yes, in principle yes, the line should look something like this:
---
<connection name="con_weapon_11" tags="standard weapon medium highpower missile platformcollision symmetry symmetry_left symmetry_7 ">
---
insert only "highpower" between "medium" and "missile". Then you have all the weapons.
Lord High Inquisitor Vitiate  [author] Jun 9, 2023 @ 12:31pm 
@mrblair its as simple as editing the tags on the turret group
MrBlair29  [author] Jun 5, 2023 @ 4:07am 
@morbonator, It is also possible to change weapons and turrets. but it is a bit more complicated. First I have to see where and how "SimonPlaysGames" entered this in the script. Write it to you the days.
morbonator Jun 4, 2023 @ 9:38am 
Is there a way to change what weapons the ships can take? In particular I want to change the missile hardpoints on the Kumamoto for either regular hardpoints like the nose ones or even large hardpoints. I tried changing the tags of the mounts in the ext_01.dat file but that just removed all the mod's ships from the Terran shipyard.
MrBlair29  [author] Jun 2, 2023 @ 12:36pm 
@MaiorTom, link for the beta doesn't work. But you can find it in the description.
MrBlair29  [author] Jun 2, 2023 @ 12:20pm 
@MajorTom, yes it is possible in principle. But there is already a new L-carrier with more docks in the current beta. If you want to test it, here is the link:

http://store.steampowered.com

You can change the Akita and Miyagi in the macro file of the ships:

in the register
"...\Steam\steamapps\common\X4 Foundations\extensions\cruiser_mod_001\assets\units\size_l\macros"
look for the two ships and simply open the line there with the editor

Change <ship type="destroyer" /> to <ship type="carrier" />

Save and next time you start the game they should work like carriers.
MajorTom Jun 1, 2023 @ 5:59am 
@MrBlair29, is it possible to change Akita and Miyagi ships role from Destroyer to Carrier so in 6.0 we can use them for Position Defense like Boron Guppy?
Rothank  [author] May 29, 2023 @ 12:45pm 
@Napalm Terran Cruisers are in the process of getting a rebalance and soon(ish) getting a companion mod aimed at separating them from TER/PIO by introducing third Terran faction.
At this moment only Miyagi is added to TER/PIO destroyer jobs (might replace Osaka in in-game spawns), other ships are player-only.
Napalm May 27, 2023 @ 7:06am 
Do the Terran and Pioneers only use the new ships on a new start? as i started using this on a current save and i do not see them using any of the cruisers?
MrBlair29  [author] May 23, 2023 @ 6:18am 
Thank you very much!
SimonPlaysGames  [author] May 23, 2023 @ 6:05am 
@MrBlair29 -Yup, there was a mixup. Hotfixed!
MrBlair29  [author] May 23, 2023 @ 5:41am 
The rooms on the ships cannot be found. can you check
SimonPlaysGames  [author] May 22, 2023 @ 9:38am 
New Update:
-Mostly small changes and bugfixes,
-Added dynamic rooms support for all ships (thanks to MrBlair29),
-Improved naming of some ships,
SimonPlaysGames  [author] May 16, 2023 @ 7:28am 
@NiGhTWoLF - this mod is safe to add on a running game. If you ever want to disable it later on make sure to sell/scrap all the ships it adds or they will disappear with all the resources and every precious boron on board.
NiGhTWoLF May 16, 2023 @ 7:14am 
can i plug this mod into my recent save or do i need to start a new game?
HappY NavoX May 11, 2023 @ 12:36pm 
thank you very much
SimonPlaysGames  [author] May 11, 2023 @ 11:49am 
@InstantRUSH Fixed it and uploaded a hotfix. It was a corrupted file, I was able to recreate it and replace the broken one.
HappY NavoX May 11, 2023 @ 11:11am 
thx
SimonPlaysGames  [author] May 11, 2023 @ 11:10am 
@InstantRUSH The recent update must have done something to the german translation. I'm looking into it.
HappY NavoX May 11, 2023 @ 11:05am 
i mean 1hour before i was playing and they were there so idk what happend
HappY NavoX May 11, 2023 @ 11:04am 
German
SimonPlaysGames  [author] May 11, 2023 @ 10:57am 
@InstantRUSH what language version of the X4 game are you using?
HappY NavoX May 11, 2023 @ 10:56am 
I have a problem, even if it's relatively simple, it's still annoying, and the ship names are displayed with "read text number ....." and I don't know what the problem is
Asta May 11, 2023 @ 6:08am 
Thx well i will add it ^^
SimonPlaysGames  [author] May 10, 2023 @ 8:35pm 
@Asta Yes, it is. Ship mods are usually much more safe to use compared to script/conversion mods. They only add stuff in without changing anything that is already there.
Asta May 10, 2023 @ 1:39pm 
i have a question is it Safe to add in a MID-GAME ?
SimonPlaysGames  [author] May 9, 2023 @ 3:21pm 
@76561198065943792 There are currently no plans for XL trade ships, but I'll consider what can be done. The issue you describe is for sure a big problem in the very late game and reducing fps drain due to ship count is a thing worth investing some time into. I think one ship can have multiple cargo holds that do stack together for total cargo. If that is the case I might kitbash some of my ships into something fairly decent looking that does the job and won't take too long to make. No promises though.