X4: Foundations

X4: Foundations

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Gate Relay
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32.325 KB
9 May @ 9:25pm
29 Jul @ 9:31pm
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Gate Relay

Description
This mod replaces the gate mechanism with Stellaris-style hyper relays, allowing all capital ships(both player and NPC) to jump through multiple sectors together.

Each admin module functions as a gate relay, allowing ships belonging to that faction and its allies(+20 rep) to bypass the sector and travel directly to the next one.

For instance, when an ARG capital ship travels from Argon Prime to Antigone Memorial, it would normally head to the south gate and begin jumping—only reaching as far as Second Contact II in the base game.
With this mod, however, it can skip all intermediate gates(accelerators) and jump straight to the east gate of Antigone Memorial. (Note: this doesn't apply to superhighways.)

The current game lacks proper balance between S/M class ships and L/XL class ships—when efficiency matters, there's little incentive to use larger vessels. As a result, the excitement of acquiring your first capital ship quickly fades due to its underwhelming performance. This mod helps restore that sense of progression and balance by enabling faster, long-range movement for capital ships.
55 Comments
oniris 19 Sep @ 10:56am 
I keep forgetting I have this mod, always surprised when I come to check my fleet progress only to see it traveled 5 sectors in 5 minutes
flywlyx  [author] 11 Sep @ 8:24pm 
@King DaMuncha Yes.
@Xenomorph No, they will skip all the friendly sector in between if the route includes multiple gates.
Xenomorph 11 Sep @ 11:11am 
How do L traders deal with this, do they still fly gate to gate on trade runs?
King DaMuncha 11 Sep @ 10:12am 
Compatible with the latest expansion?
Lethalite 31 Aug @ 8:40am 
@flywlyx You know, I never thought about doing a diversionary strike. That would be the way to do it.
flywlyx  [author] 27 Aug @ 9:24pm 
@Lethalite, from my perspective, the vanilla game feels unbalanced in this regard, since NPCs can’t properly scout, giving players an easy advantage to launch sneak attacks on factions. With this mod, however, players need to plan diversionary strikes to conceal their true target, which creates a much better gameplay experience in my opinion.

@Dinoff, Interworlds is not updated to 8.0 yet, could you test it with 7.6? I have removed it because of the 8.0 beta.
Dinoff 26 Aug @ 1:05pm 
need this for the star wars mod. I assume this is for the regular map and not modded maps?
Lethalite 26 Aug @ 6:58am 
There is a downside to this mod. It's not an issue with the mod but rather the vanilla AI.

If you enjoy faction warfare and decide to raid/attack some border/frontier sector, let's say Ore Belt after the Boron annex it, you will end up needing a fleet strong enough to fight their core fleet. Wowza! All these scary Rays and fully-loaded Guppies to defend a backwater system. :steamsad:

I think the game kinda relies on the slowness of capital ships as a form of balance. You attack a faction on the other side of their empire, you have time. Not so with this mod. It definitely affects the strategic gameplay.

It'd be great if someone made a companion mod to balance the AI with multi-jumping.
Hiram 24 Aug @ 11:27am 
@Arthur Revan.
Done, all working.
Thousands of Starry blessing to you fellow Pilot
Arthur Revan 24 Aug @ 9:44am 
@Hiram
The L/XL are both capital classes.

You can easily check if the mod works by just starting a custom game:
- Put a Syn in the "Argon Prime".
- You yourself in "Silent Witness".
- Set relationship with Hatikvah to 30.

Now just command the Syn to fly in "Silent Witness", and it will skip the "Hatikvah Choice" and jump strait into "Silent Witness".