X4: Foundations

X4: Foundations

Emergency Jump
41 Comments
Chillmatica  [author] 30 Sep, 2024 @ 7:02am 
That would be cool/funny if the NPCs could also do it. It would be maddening to some though, so I could imagine a bunch of complaints as well :)
knightphantom420 9 Sep, 2024 @ 6:43pm 
awesome mod ! just wish the npc had it also..make it more difficult to kill the enemy and it seems unfair ,,, but glade i have it ;p saved my ars/ship so many times...
bonesbro 19 Mar, 2024 @ 11:25pm 
I wish there was a toggle to enable this automatically. Being able to tell a fleet commander to enable for the fleet is great, but you can't do that for ships assigned to stations. Maybe just automatically for ships assigned to stations if you don't want a single global toggle?
GTAVC16 8 Nov, 2023 @ 6:49am 
I'm having a compatibility issue with this mod and Player Restock Subordinates.
Both mods use the same place to initiate the conversation, making it impossible to use the other mod on ships.
SigmaSquadron 20 Oct, 2023 @ 4:17pm 
Egosoft added options for global orders long ago. You can even get them to drop laser towers now, like the rest of the AI. Should be trivial to go into your empire settings and setting the trader reaction to pirates to "ignore".
Readtext 20 Oct, 2023 @ 8:25am 
By default they drop the load.
Which reduces profits + the construction of stations takes more than 2 hours of real time due to a shortage of 10-30 components.
This problem is only at the beginning and middle of the game, when there are no means of defense and patrols.
But for many years there have been no changes from the developers.
Chillmatica  [author] 20 Oct, 2023 @ 8:10am 
There's a default global order that does that.
Readtext 21 Sep, 2023 @ 4:01pm 
Please make a mod to ignore pirates.
So that traders do not react to their demands.
The lack of this option has been annoying for years.
Chillmatica  [author] 8 Sep, 2023 @ 5:31am 
No plans as it's someone else's mod. When I come back to playing x4 maybe I'll take a look. When version 7.0 comes out.
Grandsome 5 Sep, 2023 @ 6:21pm 
Any plan on reviving the Jumpdrive Research mod, the original author seems to have abandonned it, and it's getting buggy.
Chillmatica  [author] 15 Aug, 2023 @ 6:46am 
It has VFX. It's the same effect as when a capital ship jumps through a jump gate and appears at the jump and landing spot.
Thal 15 Aug, 2023 @ 2:22am 
what does the jump looks like ? is it just an instant teleport or it has some vfx ?
Chillmatica  [author] 30 Jul, 2023 @ 8:44am 
You are right about superhighways and calcuations about gate range for trading and mining. I see also on the x4 wiki that they call the larger bodies "systems". From a modding and technical gameplay standpoint there are no 'systems'. It's galaxy -> cluster -> sector -> zone. Just semantics is all :)
Recon 30 Jul, 2023 @ 3:32am 
Wait, doesn't X4 consider "systems" to be anything through a jump gate, as opposed to accelerators or superhighways? Specifically, this applies to things like autotrade and mining "system range" right? For example, if you have traders based in Grand Exchange, all three sectors of Grand Exchange are the same "system" and your traders (and miners) will treat the whole thing as one system and be able to operate there despite your station manager only having one star... That's still true, right? That's what I've always heard. Which is why I asked.
Chillmatica  [author] 29 Jul, 2023 @ 8:12pm 
I mean sector. I'll change that. X4 doesn't even have a concept of "systems".
I made the mod based on the same train of thought as you: I don't really like save scumming, but I also don't like losing ships to AI stupidity or me not babysitting them the whole fight.
Recon 29 Jul, 2023 @ 7:50pm 
I was attacking a Xenon wharf the other day and lost two of my six battleships, so I reloaded and tried again, armed with knowledge I gained on the bad attempt. But if I had enabled emergency jump, those two battleships would have left the scene damaged but intact, letting me finish killing the wharf (which I was able to do successfully) without having to reload OR lose any ships. Fantastic idea. And naturally, the more ships that jump away, the more firepower is removed from the situation, and could absolutely tip the balance in the favor of the target -- which is fine. I just don't like losing capital ships for stupid reasons. ;)
Recon 29 Jul, 2023 @ 7:50pm 
I tried this once as a test and it was pretty awesome. Though when you say that the jump goes to a random spot "IN SYSTEM" do you mean system in the X4 terms or do you mean sector? Like if you jump from Savage Spur I could you end up in Savage Spur II? Or is it strictly the current hex? I think I may use this mod instead of borderline save-scumming to safeguard against losing valuable ships due to bad game design or experiments.
Chillmatica  [author] 29 Jul, 2023 @ 8:53am 
Right now it's just player owned ships. I have on the ol' idea pad to revisit NPCs having the jump drive and only allow it to fire if their main engines are intact (changing this for player ships too), but that also means it would only apply to capital ships. NPC medium ships with jump drives means they would always have a second life which may be annoying to fight against.
knightphantom420 29 Jul, 2023 @ 3:38am 
can the xenon/ai use the emergency jumpdrive?
Sir Humphrey Appleby 25 Jul, 2023 @ 10:33am 
The cover art is hilarious
Dragonknight951 19 Jul, 2023 @ 10:39am 
I understand it's difficult. I'm merely dropping my suggestions to get the creative juices flowin.
Having "patrol" fleets end up with only M+ ships surviving a bad run-in with a Xenon K or even an I is annoying when technically it only happens because I'm not there to babysit and tell the fighters to GTFO manually. Possibly make it a, decently expensive, ship mod to balance the potential power of making it much less likely to lose any ships.
Oh yea, maybe someone else can make a black-list mod specifically to FORCE a fleet-wide retreat if the specified ship appears within engagement range(preferably an override command so that it can interrupt and abort things like attacks on nearby targets like the roaming fleet mod does). That way I can have my fighter patrols automatically nope-out if they spot one of those big scary bois. Hopefully with built-in compatibility with this mod to make the retreat instead be an E-Jump followed by a retreat if the fleet possesses the ships to do so.
Chillmatica  [author] 19 Jul, 2023 @ 9:28am 
That's all possible. Tall order though!
Dragonknight951 18 Jul, 2023 @ 10:22pm 
Maybe add in if there are multiple ships able to jump that they will try to keep in their "wings" so say you have a carrier with 2 escorting corvettes and their own escorting fighters, the fighters attached to the corvette will try to retreat to the corvette if it's closer, fighters attached to the carrier will try to reach carrier but CAN go to the corvettes if the carrier is simply too far away, etc.
Or perhaps cap how much a given ship size can "pull along" into the jump, making it so you need to weigh the risk of balancing out the numbers so that none are left behind, or go big and accept that some fighters might get lost if you need to escape.
Dragonknight951 18 Jul, 2023 @ 10:18pm 
would it be possible to add a ship mod that makes it so M/L/XL ships can take ships in their fleet, nearby, with them when escaping?
Potentially make it where they measure the health of their subordinates as well and, depending on config options(Only the leader(default, how it is now), total HP(might result in deaths if it's a carrier and fighters where the entire health pool of some fighters still won't drop it below the threshold), Percent Average(less likely to let some die, based on the average percentages), and weakest link(begins the jump as soon as ANY ship in the fleet reaches the threshold), they try to pull their allies with them in an emergency jump, having the main ship(the ship with the actual jump drive) starts to spool up while the others are immediately forced to drop everything and rush to get close enough and not be left behind.
EchoSixThree 12 Jul, 2023 @ 7:56pm 
All hail the champion image generator!!!
knightphantom420 10 Jul, 2023 @ 9:03am 
oh well ...
Chillmatica  [author] 10 Jul, 2023 @ 7:24am 
Not that I plan but I'll keep in mind the deploy one if I'm looking for a mod idea as an excuse to make another Space Granny picture.
knightphantom420 10 Jul, 2023 @ 6:59am 
there is a mod that deploys sat but not like i want it to ...just in the center above the plane somewhat..and there is no not mod to deploy laser towers/ or mines or i would not be asking I did look ;p
Chillmatica  [author] 10 Jul, 2023 @ 6:11am 
Sounds like you meant a new mod. It would be cool to have a "deployer" default behavior order that laid out mines or towers in a set radius. Might already be a mod like that though I haven't looked. There are many satellite deploying mods already though.
knightphantom420 10 Jul, 2023 @ 5:27am 
any chance u can make a mode that drops a sat like 20 meters or km over the center of the sector? or having a ship deploy laser towers / mines in some sort of pattern? that would be very nice to have :)
knightphantom420 10 Jul, 2023 @ 5:22am 
um ok.. and your welcome.. and no ty :)
GAO.CC 9 Jul, 2023 @ 11:38pm 
hahaha~thank your mod
ZeroBoogie 9 Jul, 2023 @ 9:20pm 
Thank you
Chillmatica  [author] 9 Jul, 2023 @ 8:34pm 
LOL :D At this point I'm just making mods so I can make more pictures. Thanks for the thumbs and awards!
do it 9 Jul, 2023 @ 7:41pm 
i took the time to slap a thumbs up and give a award to all your mods because the picture choice made me laugh..... love your mods you are a blessing
knightphantom420 9 Jul, 2023 @ 6:23pm 
oh ok.. well that is a shame ..that they have to take that much damage or if they jumped out prematurely but i guess that is better then losing the ship ..anyway thanks again !
Chillmatica  [author] 9 Jul, 2023 @ 3:08pm 
I said capital ships will be relatively safe. It's highly likely they will jump away before losing an additional 25% hull in 5 seconds. Medium ships it depends how much fire they are taking. In my testing they are usually ok since they will also engage flee behavior to juke fire, however if they are being slapped by K graviton turrets then nope.

I'd have to break it out into classes if I change the hull threshold. A capital ship at 40% hull (or 25% shield like you previously mentioned) is very much still in the fight and it would be annoying if they are jumping away prematurely.
knightphantom420 9 Jul, 2023 @ 12:25pm 
well that's disappointing ..and i disagree with you ..because like u said pf the cap ship gets to 25% its pretty much dead never mind med ships maybe atleast 40 %? pretty please ;p .. but hey its ur mod and atleast they have a slime chance of getting away which b4 they didnt so thank u
Chillmatica  [author] 9 Jul, 2023 @ 11:46am 
@Mycu: Thank you. That route of equipment would be better than say, an option menu, for sure. That leads me to
@knightphantom: no, I don't think so. This mod is meant as a chance at second life for a ship (and experienced pilot more so) that's in a bad spot. I think jumping sectors at 25% shield you may as well just install one of the immortality mods. I'll explore this further if I add software modules.
knightphantom420 9 Jul, 2023 @ 4:32am 
thank you so much...but i have 2 request 1. can u make it jumping dependent on the the 25% of the shields instead of the hull? cuz hulls are pathetically weak :( and 2. make it to jump at least a sector away?
Mycu 8 Jul, 2023 @ 11:59pm 
Nice one, you've got a nice and fresh ideas.
I like that it's built in a non-cheaty way.
Thanks for sharing.

BTW - if you decide to expand it somehow, it might be cool to have the 'emergency jump' as a 'buyable' software/equipment eg. with different tiers (Mk1, Mk2 etc) differentiating prices, jump ranges, cool-down times.