X4: Foundations

X4: Foundations

X3 ATF/USC Ship Pack (VRO)
 This topic has been pinned, so it's probably important
⁄⁄⁄\ | dtaco™ ❸  [developer] Oct 15, 2021 @ 8:44am
Suggestions/Feedback
If you have anything to suggest or to talk about, please feel free to do so here. I am always looking to improve things and I cannot do it alone so any feedback is welcome!
< >
Showing 16-25 of 25 comments
⁄⁄⁄\ | dtaco™ ❸  [developer] Dec 13, 2021 @ 10:24pm 
I'm not sure if a ship can utilize both carrier and auxiliary logics at the same time but I'll take a shot at it. I do plan to make auxiliary ships for the USC though.

Hmm I guess I could take a look and see what would fit the Odin. I didn't want it to pretty much replace the Tokyo since its a ship that I let players be able to buy at their shipyards.
Dreamweaver Dec 13, 2021 @ 11:39pm 
Originally posted by dtaco:
I'm not sure if a ship can utilize both carrier and auxiliary logics at the same time but I'll take a shot at it. I do plan to make auxiliary ships for the USC though.

Hmm I guess I could take a look and see what would fit the Odin. I didn't want it to pretty much replace the Tokyo since its a ship that I let players be able to buy at their shipyards.


If you set an Auxilliary ship as a fleet leader then the behaviour translates the same as any other fleet leader. It will coordinate with it's ATK/INT/DEF/AUX to perform it's orders. I don't see any reason why an AUX wouldn't be able to function the same in terms of what we see on screen. Keep calling it a carrier, I just think that Egosoft should give Carriers the Auxilliary command-set, as the ship types are essentially the same, one just opts for more cargo, the other, more fighter/ship capacity and defenses. Vanilla Aux ships and Carriers are basically the same in terms of build pre-SV. The Raptor changed things.
Royal-Dragon Dec 14, 2021 @ 8:57am 
Thanks for the reply
MajorTom Apr 27, 2023 @ 11:04am 
Would be nice if those X3 designs had at least something to match their capabilities (like Xenon Deck's) to be really useful. So the designs probably need rebalance to fit into current universe, maybe nerfed by speed and get significant increase in resources and blueprints cost to make them kind of "flagship" designs, kings of their kind, something that you can build on it's own in cost of entire vanilla fleet.

Verdandi currently is way too fast and powerful, it's a cheat-ship for it's class (it has speed of a scout, tanky as a corvette and firepower outmatching any existing M class ships with it's 8 guns). Travel speed of 10000 m/s is unreal for a frigate, should be max 5000 m/s. Same with regular speed - it has more than 1000 m/s in top engines without mods, can't imagine numbers with hull mass mod and purple forward thrust mods. Should be 350 m/s with best terran M engines and around 500 m/s with top-shelf split Mk4 engines.
⁄⁄⁄\ | dtaco™ ❸  [developer] Apr 27, 2023 @ 11:28am 
Originally posted by MajorTom:
Would be nice if those X3 designs had at least something to match their capabilities (like Xenon Deck's) to be really useful. So the designs probably need rebalance to fit into current universe, maybe nerfed by speed and get significant increase in resources and blueprints cost to make them kind of "flagship" designs, kings of their kind, something that you can build on it's own in cost of entire vanilla fleet.

Verdandi currently is way too fast and powerful, it's a cheat-ship for it's class (it has speed of a scout, tanky as a corvette and firepower outmatching any existing M class ships with it's 8 guns). Travel speed of 10000 m/s is unreal for a frigate, should be max 5000 m/s. Same with regular speed - it has more than 1000 m/s in top engines without mods, can't imagine numbers with hull mass mod and purple forward thrust mods. Should be 350 m/s with best terran M engines and around 500 m/s with top-shelf split Mk4 engines.


Balancing is still largely ongoing so feedback like this is always appreciated. I am constantly tweaking the ware requirements, pricing, and movement values of the 2 largest ships but it seems that there are still a ways to go (although the Valhalla should be way more expensive than before now).

As for the Verdandi, I meant for it to be a fast, fragile, and oversized fighter that should not be stronger than a corvette. Tweaks to its drag value is in order to reduce its maximum speed, but I believe that it is not stronger than a kitted-out M ship (maybe a bit close in terms of damage, but its small shields should give it a big disadvantage although I will probably reduce the ishield strength and regen some more)
Last edited by ⁄⁄⁄\ | dtaco™ ❸; Apr 27, 2023 @ 11:29am
MajorTom Apr 27, 2023 @ 3:44pm 
Originally posted by ⁄⁄⁄\ | dtaco™:

As for the Verdandi, I meant for it to be a fast, fragile, and oversized fighter that should not be stronger than a corvette. Tweaks to its drag value is in order to reduce its maximum speed, but I believe that it is not stronger than a kitted-out M ship (maybe a bit close in terms of damage, but its small shields should give it a big disadvantage although I will probably reduce the ishield strength and regen some more)

Actually, it's beautiful design, could be one of a kind to become best heavy bomber for 6.0 carrier fleets with 6 torpedo + 2 forward guns. But vanilla game has very similar hit-n-run design - Dragon Raider: 8000 hull, max speed without mods around 550 m/s and travel speed under 3000 m/s, 6 forward guns and 2 turrets, 1 shield. You can probably use Dragon Raider, Dragon and terran Katana as a reference for Verdandi. I would say, Dragon Raider is the best balanced example, you can have Verdandi faster (up to Katana's 650-700 m/s or even more) because it's less bulky, make it less armored (8-10K hull instead of 15K) and 1M shield AND limit it's compatibility to terran S/M guns + missile launchers and torpedos. And it will be a best choice for M class heavy bombers for fleets and deadly omni-tool in players hands.
Last edited by MajorTom; Apr 27, 2023 @ 3:46pm
⁄⁄⁄\ | dtaco™ ❸  [developer] Apr 28, 2023 @ 6:53am 
Originally posted by MajorTom:
Originally posted by ⁄⁄⁄\ | dtaco™:

As for the Verdandi, I meant for it to be a fast, fragile, and oversized fighter that should not be stronger than a corvette. Tweaks to its drag value is in order to reduce its maximum speed, but I believe that it is not stronger than a kitted-out M ship (maybe a bit close in terms of damage, but its small shields should give it a big disadvantage although I will probably reduce the ishield strength and regen some more)

Actually, it's beautiful design, could be one of a kind to become best heavy bomber for 6.0 carrier fleets with 6 torpedo + 2 forward guns. But vanilla game has very similar hit-n-run design - Dragon Raider: 8000 hull, max speed without mods around 550 m/s and travel speed under 3000 m/s, 6 forward guns and 2 turrets, 1 shield. You can probably use Dragon Raider, Dragon and terran Katana as a reference for Verdandi. I would say, Dragon Raider is the best balanced example, you can have Verdandi faster (up to Katana's 650-700 m/s or even more) because it's less bulky, make it less armored (8-10K hull instead of 15K) and 1M shield AND limit it's compatibility to terran S/M guns + missile launchers and torpedos. And it will be a best choice for M class heavy bombers for fleets and deadly omni-tool in players hands.

Yeah those suggestions are excellent, definitely would see if I could balance it around that. Although I cannot make it use M shields unless I create a separate invisible generator due to the model being too large for the ship; Instead, I could tweak the VRO ishield to be around those values.
Last edited by ⁄⁄⁄\ | dtaco™ ❸; Apr 28, 2023 @ 6:53am
Dragonknight951 Jul 28, 2023 @ 7:34pm 
hmmmm... The Kyoto seems to have a slight addiction with turning away from the enemy(told it to attack), resulting in nearly all of it's s/m ship compliment turning 180 out of the undocking sequence and promptly getting very stuck inside the hangar with only a few stragglers(due to bouncing off of the others/coming out at angles or just turning into it) slipping past.
Additionally the Verdandi handles like it's on multiple layers of stacked ice, as in, it literally cannot handle it's own standard movement speed to a point where, while it is VERY satisfying to make such crazy maneuvers, I can hardly keep it moving in the same direction I look towards. Almost as if it has no assist feature. It is however quite fun once I get more used to it, and allows me to pull off moves that I am fairly sure a M ship was never meant to be able to do. So it balances out somewhat.
Last edited by Dragonknight951; Jul 28, 2023 @ 8:53pm
⁄⁄⁄\ | dtaco™ ❸  [developer] Jul 28, 2023 @ 9:14pm 
I think the Kyoto's yaw and pitch rate are still too high and I will most likely reduce them to capture the feel of a very large ship but still quite fast for its size (and to also prevent issues with ships getting stuck inside the hull when undocking/docking).

That is somewhat close to what I had for the Verdandi in mind; very fast and nimble but needs a lot of practice to maximize its potential (sort of like a weaker Springblossom but with crazier movement).
Last edited by ⁄⁄⁄\ | dtaco™ ❸; Jul 28, 2023 @ 9:15pm
Dragonknight951 Jul 28, 2023 @ 11:05pm 
Originally posted by ⁄⁄⁄\ | dtaco™:
I think the Kyoto's yaw and pitch rate are still too high and I will most likely reduce them to capture the feel of a very large ship but still quite fast for its size (and to also prevent issues with ships getting stuck inside the hull when undocking/docking).

That is somewhat close to what I had for the Verdandi in mind; very fast and nimble but needs a lot of practice to maximize its potential (sort of like a weaker Springblossom but with crazier movement).
Oh so the "Skating on ice High-performance ace fighter" is intended, in that case all's good here. I just assumed it was unintentional because, well, practically nothing else in the game has that mix of speed and momentum unless you intentionally turn off the assist.
< >
Showing 16-25 of 25 comments
Per page: 1530 50