X4: Foundations

X4: Foundations

Beam Enhanced
104 Comments
Medina  [author] Oct 14 @ 1:45am 
@Andras Yes. The total damage is calculated based on output.
Andras Oct 13 @ 9:54am 
my L beam turrets deal less dmg then vanilla for some reason with this mod xD Or is this +200/100% dmg calculated with the non stop beam shooting included?
mazdamundi Aug 28 @ 4:17am 
can you give the races different damage stats right now there all the same, and it favours argon because they have the fastest turret swivel
Medina  [author] Aug 27 @ 2:53am 
i may or may not make a miscalculation, since i have no time to test it first. but feel free to give a feedback.
Medina  [author] Aug 27 @ 2:43am 
@Emparawr ok it should be fixed now.
Emparawr Aug 26 @ 2:00pm 
There looks to be a problem with the mod.

The Shield Damage (72>>>216=300%) and Hull Damage (72>>>144=200%) numbers look correct.

The Weapon Output is WAY higher than it should be though (24>>>216=900%!!) which is 9x the original damage. Based on the original number it seems like it should either be 48 or 72. Likely 72 since that comes out to a whole number multiplier.

So for some reason the Medium Beam Turrets are doing triple the damage that they should be (216 instead of 72) with this mod and 9x higher than the vanilla unmodded version.

I noticed it pretty much immediately in my new game as the medium beam turrets on my Hyperion were absolutely ANNHIHILATING the KHK ships that came nearby in my escort mission.

I really love he idea behind this mod though and want my new playthrough to be an all beam weapon run, so I hope we can get an update soon. Thanks again for making this.
Medina  [author] Aug 20 @ 6:29am 
yes, we wouldn't want xenon to be weak.
Riot Dawn Aug 20 @ 4:20am 
Does this include Xenon beams?
Medina  [author] Aug 14 @ 7:56am 
@Valizaar Thank you for pointing that out.
For the range part. I'm using the old config, long before the update. and I may have forgotten to update it.

For the shield damage part. I'm making a miscalculation where I set the barrel amount to 2. and it mess the whole turret damage output. And i'm terribly sorry about that.

expect an update soon.
Valizaar Aug 14 @ 4:42am 
This mod seems to increase the stats of the M Beam Turrets far more than is listed, according to the ingame Encyclopedia. First, the range was increased from 2.55km to 5.7km, which is much more than +100%, and should be 5.1km.

While the hull damage at 144 has +100% as described, the shield damage was given +300% damage, increasing it to 288 whereas +200% would be 216. In addition, the Weapon Output stat of the unmodded version was 24. Assuming that stat is using the shield damage, +200% would bring that to 72, but the attack speed seems to have been quadrupled, making the Weapon Output 288.

All of these changes combined would make the Beam Turret far more powerful than any other direct fire turret with the only exception being the AoE nature of Flak in certain circumstances. I was hoping for a mod that rebalanced the Beam Turrets to make them useful, not made them overpowered. The improvements listed in the description would do that. The stats listed in game far exceed that.
crowncry Apr 14 @ 5:10pm 
@Medina Ok, I will try it!
Medina  [author] Apr 14 @ 10:06am 
Another solution is by renaming my mod content
Example :
ext_01.cat > ext_02.cat
ext_01.dat > ext_02.dat

And then transfer my mod file into the conflicted mod folder.

This solution will opt out of my mod new update however.
Medina  [author] Apr 14 @ 9:54am 
@crowncry The only way i can think of a solution is rename my mod folder into zbeamenhanced
Example:

"D:\SteamLibrary\steamapps\common\X4 Foundations\extensions\zbeamenhanced"

This will make my mod into last mod order and replace anything.
crowncry Apr 14 @ 8:46am 
Ok, I think I find the problem, this Mod can't working with "Stronger Capital Ships - MTFCS Remastered" I don't know how can I fix the problem, If you have way plz tell me. Thx!
crowncry Apr 14 @ 2:55am 
@Medina Not, I don't have another Mod can change terran beam. But I will check later to see if there are any conflicts with other Mod.
Medina  [author] Apr 12 @ 11:51pm 
@crowncry Looks ok on my end. Do you have any mod that change terran beam?
crowncry Apr 12 @ 2:08pm 
Hi! I don't know why this mod doesn't work with Ter beam weapon in my game, plz tell me how can I fix it or can u fix it? Thx! (repost, added: also include beamenhance x2 mod)
Raven0830 Apr 6 @ 6:34am 
Thanks @Medina!
Medina  [author] Apr 4 @ 9:34pm 
alright, it should be fixed now
Medina  [author] Apr 4 @ 9:22pm 
@Raven0830 alright, let me have a look and make a quick adjustment.
Raven0830 Apr 4 @ 1:44pm 
Found this line in the bullet xml file

<add sel="//properties/damage" type="@hull">
changed it to a positive value and it appeared to resolve the issue.
Raven0830 Apr 4 @ 1:06pm 
I could definitely be wrong, but it looks like the turrets are repairing the hull if the target is shielded. Tested this with a couple turrets Looking at the encyclopedia the damage numbers appear to be negative which doesn't align with other dmg values that i'm seeing. Not sure tho, pretty new at this.
Medina  [author] Mar 31 @ 3:00am 
@Szorrin Good day, I released the double damage version here:
https://steamcommunity.com/sharedfiles/filedetails/?id=3455532002
Szorrin Mar 30 @ 1:06pm 
I was wondering why my beams suddenly felt so much weaker from one day to the next. I for one would definitely like to have the previous damage back, if possible. M beams feel too weak now.
Medina  [author] Mar 30 @ 5:37am 
Note : If you want the original Damage back. Please request it here
Medina  [author] Mar 30 @ 5:34am 
Hello. This Mod has been updated
Change :
2 times range
2 times damage (Nerf)
DLC are now optional. (You can use it without DLC)
Astarte Mar 15 @ 1:01am 
I'm getting a similar issue... except instead of 0 damage, its reading as negative damage.
Leto Mar 7 @ 5:34am 
could have to do with a mod that makes all towers a little better, there would probably be a conflict possible all other mods have nothing to do with the towers ... I guess I have to decide
Medina  [author] Mar 5 @ 10:30pm 
@Leto probably a conflict with another mod. try disabling one by one mod until you find the culprit.
Leto Mar 5 @ 12:44pm 
with me all beam weapons do 0 damage to enemies with the mod, who has an idea what the reason could be ?
Medina  [author] Feb 26 @ 5:33pm 
@Celestine Good day, I'll see what i can do.
Celestine Feb 26 @ 12:38pm 
It seems others think the same, range is good, but DMG is overpowered.
@Medina Can you help us?
SerBlast Feb 24 @ 1:27am 
Good day to you. When editing lines ""<replace sel="//damage/@value">441</replace>
<add sel="//properties"><damage shield="220" hull="-220" /></add>"", the mod stops working. Can you make this mod separately to increase damage by 2 times, and not by 5?
Medina  [author] Dec 13, 2024 @ 1:20pm 
@-=Jordan=- Yes, this mod only modify damage.
-=Jordan=- Dec 8, 2024 @ 1:56pm 
Safe to remove mid game?
Kinshin Reaper Nov 22, 2024 @ 1:22pm 
Perhaps a bit obnoxious (and I love the non DLC version) but is it possible for there to be variants of this mod for having only 1 of the DLC? (personally interested in Cradle of Humanity only) If not or to much of a hassle then just ignore this :P
Screamingiraffe Sep 28, 2024 @ 5:20pm 
I found that this mod completely breaks the game, almost all factions now use lasers for stations and ships. All factions obliterate the Xenon with lasers. I've tried 4 restarts and each game ends up the same, everyone using lasers and xenon destroyed effortlessly and quickly. Had to disable this mod to have a decent game
Userless Sep 10, 2024 @ 10:19pm 
Hello Medina,
First of all. Thanks for your mod! I really like your it, but after testing it I have some problems which make it game breaking. Perhaps a slight dmg reduction would optimize the balance (like 1.5-2x at max instead of 5x for all types).

Terran beams. :D Oh boy. when you get meson streams. Terran Cadet line > just in Getsu fune when the orks raiding the station, I'm generally just a sitting duck and could do nothing as the TER force just cutting through the horde in an instant.

I've tried X catalog to remediate this problem as you've suggested, but I have to admit I'm really dumb for this and there are some values I'm not sure where they belong to if they are general values or specific ones.

( <replace sel="//damage/@value">441</replace> )

but please please please: Could you make a variant for some of us that keeps all the changes you've made, but instead of a 5x dmg mult, just keep it at 2x

Peace out :)
Userless :x4spacesuit:
AngelBites Aug 15, 2024 @ 6:57pm 
Thanks for the mod. Really been enjoying using the turrets i haven't been able to justify yet. ill have to disable it after this play through though at it completely invalidates all other turret options by being just too much better. the again the new interworlds update will be out soon so ill be stuck there for a while
Medina  [author] Jul 20, 2024 @ 10:09am 
@Celestine Just extract my mod using x catalog tool and edit the range using notepad.
Celestine Jul 20, 2024 @ 9:25am 
@Medina Can you create a variant where the range remain, but the damage is not x5 for the original, but lik x1.5 or x2? Or can you tell me where and what should I modify?
rikki2 Jun 28, 2024 @ 11:50pm 
broken damage balance, too much dmg
Medina  [author] Jun 23, 2024 @ 10:00am 
@neurosis404 Alright, it should be fixed now. anything else just post here.
Medina  [author] Jun 23, 2024 @ 9:36am 
@neurosis404 the last update probably broke things. I'll look into it.
neurosis404 Jun 23, 2024 @ 7:52am 
Getting a lot of errors, you can check them at pastebin / wz9gvVSu

Do they need to be fixed?
Soren Jun 22, 2024 @ 4:11am 
love the mod, could you maybe make an alt one with the just the range. with the dmg bonus, i just melt s/m class now, no need to even deploy my interceptors
dreamalot062 May 23, 2024 @ 12:25am 
Very nice. Just what i was looking for. Up to date I assume as people are saying they used it recently
lawletl May 22, 2024 @ 9:24am 
not gunna lie having a lineup of main weapons being disintegrators and the two beams i can take down targets nice and fast this helps alot when scouting and running head first into xenon fleets
Sköll Drachen Apr 7, 2024 @ 2:03pm 
legendary thank you. they feel much better now. i was spamming bolter boats for so long because the beams felt like crap or missle boats. now the white dragons have there beams!! BEAAAAAAAAAAAAAAAAAAAAAAAAAM
Medina  [author] Jan 22, 2024 @ 10:12pm 
@Screamingiraffe VRO version has been abandoned because The Paranid will become GOD. :Rivals: