X4: Foundations

X4: Foundations

Faction: Bor'ak Insurgency
17 Comments
Joey Stink-Eye Smiles  [author] 29 Apr @ 7:37pm 
They will get placed in any available unclaimed sector, and they are limited to just 2-3 sectors for initial placement. This is so they can be compatible with any universe layout/configuration, even if added mid game, but yeah it can sometimes lead to odd placements. It's partly why I have them all as insurgent style combative factions. I believe they will try to claim any adjacent sectors, according to the game's own faction logic. It may take awhile before they have a cluster like most factions.
Bozz 💀 29 Apr @ 1:52am 
Why are the factions starting with all their stations spread all over the map ?
Joey Stink-Eye Smiles  [author] 19 Apr @ 8:47am 
Sorry for such a delayed reply, haven't touched X4 in a minute. I've considered making a faction for every race, and possibly a coalition faction of all races, but lost interest due to how taxing having all of them could be on a single game. I may still make them for variety's sake. It's likely they won't have unique tech as the current 3.

All current factions will at least be updated when the diplomacy update comes out. That's when I'll consider making a new one, most likely a teladi first.
SphinxSech 15 Jan @ 9:32pm 
hey friend just wanted to ask if you plan on making more factions, ive allways looked for added factions mods to add more factions to the game but i never seem to find anything until this, it would be awesome to see more of your creations.
Joey Stink-Eye Smiles  [author] 14 Aug, 2024 @ 4:11pm 
Just updated it, turns out there was an error causing them to spawn around 15 XL battleships when I wanted them to have like 2-4 for invading boron space and general patrol.

Not sure what I can do about those nukes within my mod entirely since it seems to be a ware any faction has access to, I tried to lower their chances of getting the max loadout, but they may still have nukes.
AxeOfKukujevo 12 Aug, 2024 @ 5:51am 
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3008518740&searchtext=stealth+bomber
Nukes are from here. Nuke torpedoes seem to automatically add to torpedoe loadouts at Preset High.
In this case it was the Shark's subordinates.
Seems fair to not be the only one using those toys, but it gets crazy when it's a whole carrier's deck packing those. And they are really costly.

I've seem to have wiped out most of the starting forces near my HQ. They've settled in Xenon sectors and are giving the locals a hard time. Because those guys still get regular Obliterators out of somewhere. This ship is not meant to be that common, and no major faction can effectively resist that. The only vanilla counter is Asgard, but only if it manages to land the first shot. Otherwise it gets one-shot alongside with fighters.

Overall it does a good job of spicing up the gameplay. Just needs a bit of balancing.
Joey Stink-Eye Smiles  [author] 11 Aug, 2024 @ 8:28am 
I think they will spawn with a huge fleet but if any of those ships are taken out they will need to rebuild them at a shipyard. I have all the combat fleets tagged to be built at shipyard so that may just have something to do with how they're initially spawned in. They're supposed to be a threat to all factions, they have no allies.

Can you link the mod with the nukes? The mod maker either replaced an already existing weapon/ware or they gave the faction access to it themselves. Either way I'll have to look at it. Anyone is allowed to add on to these factions if they want nerf or buff them.
AxeOfKukujevo 10 Aug, 2024 @ 11:42am 
Ok, now they are using nuclear weapons from another mod. Is it supposed to be this way?)
AxeOfKukujevo 9 Aug, 2024 @ 7:22am 
Are they supposed to have a huge fleet of capital ships once they spawn in, and start wrecking everyone with overwhelming force?
Do they just spawn all that out of nowhere, instead of building?
Joey Stink-Eye Smiles  [author] 2 Aug, 2024 @ 7:55pm 
my only guess would be just try adding the word "khaak" to all the relevant components, weapons turrets, shields, etc.

like this for boron

<connection name="con_turret_m_02" group="group_front_down_right " tags="khaak boron combat hittable medium missile turret ">

or this for everything else

<connection name="con_turret_013" group="group_mid_down_right" tags="khaak standard turret medium missile hittable ">

i don't have much confidence that'll work but it's worth trying.
NoOrdeR 30 Jul, 2024 @ 9:48am 
"change the component tag in the ship file." whats the component tags for khaak :D like for turrets and weapons thats what i need :D
Joey Stink-Eye Smiles  [author] 24 Jul, 2024 @ 4:52pm 
Oh and if you want a destroyer to use a different forward gun, say argon destroyer using ravager beam, you'll probably either need to change the makerrace in the weapon file and/or change the component tag in the ship file.
Joey Stink-Eye Smiles  [author] 24 Jul, 2024 @ 4:49pm 
So for now Bor'ak still have both their Boron and Kha'ak ships equipment locked unfortunately and you won't be able to apply Kha'ak equipment to your ships. But if you want to make that mod, I'd say it's certainly reasonable to try, I might someday but I'm good for right now. Won't be overhaul compatible, so keep that in mind. You'd have to make a separate version.

I was hoping that removing the noblueprint noplayerblueprint tags in the ware file would be a quick work around but no dice. That does unlock the ability to buy and build kha'ak ships but I left them locked since they don't actually have any bridges or cockpits. Like I said though, if anyone has a good xyz coordinate for a bridge on the destroyer and battleship files I will apply it and unlock the ability to use them.
Joey Stink-Eye Smiles  [author] 24 Jul, 2024 @ 4:41pm 
I haven't actually done it yet but I believe the quickest way to mod in ability for regular ships to use kha'ak equipment would essentially involve making a new macro file, copying everything over, changing the makerrace tag in each equipment's macro, and then applying that new macro to a new ware in the ware file. It really is more simple than it sounds.

Here's a regular argon engine's id:

<identification name="{20107,2204}" basename="{20107,2201}" shortname="{20107,2205}" makerrace="argon" description="{20107,2202}" mk="1" />

Here's a kha'ak engine's id:

<identification makerrace="khaak" mk="1" />

Pretty sure you could just turn it into this:

<identification mk="1" />

And then any ship except boron and frontier ships would be able to use them.

Change makerrace="boron" if you want boron to be able to use them.

The only reason I haven't done this is I want the faction to be overhaul compatible.
Joey Stink-Eye Smiles  [author] 24 Jul, 2024 @ 4:35pm 
Thank you! Having all 3 will most likely have a performance impact, not sure how bad to be honest, but the best way to find out is to do a quick test yourself.
NoOrdeR 24 Jul, 2024 @ 8:14am 
super interesting idea :D hows the performance impact of them for the game ?
also what weapon tags do we need to use for normal ships to be able to use khaak equipment such as main weapon of ravager and laser turrets of it :D
Joey Stink-Eye Smiles  [author] 21 Jul, 2024 @ 8:31pm 
Something interesting I found making this faction, those newly introduced Kha'ak ships could easily be converted to player usable ships. They have the ability use paint mods and are fully modular, with brand new components made just for them. Seems like the only thing missing is that devs just haven't designed Kha'akpits for them yet :)

You could easily just, idk, put a split bridge in the right place, and bam you have the ability to pilot a Kha'ak destroyer or battleship. I'd do it myself but I'm burnt out from some other ship modding I've done for a nexus mod overhaul. If anyone has some good xyz coordinates for a bridge location, maybe even some dynamic rooms, I'll slap that bridge on, unlock their blueprints, and have them be usable by the player.