X4: Foundations

X4: Foundations

Gate Relay
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".
Hiram 24 Aug @ 9:27am 
@Arthur Revan
Maybe im just stupid and the mod work only with capital Ships as it suggest and not with L class ship ?
Hiram 24 Aug @ 9:26am 
@Arthur Revan
I've tried as you suggested me , without success sadly. I've set the course for my Syn destroyer from Getsu fune (TER) to Venus , i have 23 rep with Terran, but it just started go with normal travel speed.
Maybe is because i have "Global X4 overhaul" that change something? i dont really know.
Arthur Revan 24 Aug @ 9:14am 
IDK if it works with you as a pilot.
Just set the curse and let the AI pilot to do the travel.
Hiram 24 Aug @ 9:12am 
@Arthur Revan

First of all, thanks for you detailed reply.
So i need just to use the "Set guidance to" function (standard keybind Shift + G) following the rules you wrote?

Starry Regards
Arthur Revan 24 Aug @ 2:00am 
@Hiram
It not the admin center, it sector ownership.
Just do a normal travel path to the desired sector.

If your travel path has sectors of factions with 20+ relationship, the ship will skip those sectors, and jump strait to the destination sector.

If the path has a sector of faction with relationship less than 20, it will "dropped from the hyperspace" so to speak and travel normally thru it.

Think of it as customs check, if you have +20 no one will stop the ship, if less, than it will be forced to travel to next gate to continue the jump.
Hiram 23 Aug @ 3:12pm 
@flywlyx

im sorry, maybe im doing a stupid question, but i dont understand how actually activate the travel from my administrative center to another. I've tried just sitting on my admin center with Syn(L ship), but of course doesn't work like that. Anyone can help ?
Computica 21 Aug @ 11:02pm 
Hell! Yeah!
Immortal Zeki 6 Aug @ 8:19am 
Does this work with overhauls like star wars interworlds?
flywlyx  [author] 29 Jul @ 8:43am 
@QuiteMan, Sure, I’ll adjust the jump so it can bypass the superhighway. It really should skip them even when the sectors in the cluster are controlled by different factions — similar to how it works with contested sectors.
QuietMan 29 Jul @ 4:40am 
a small warning: Contested sectors can be passed.
I was helping the Boron defending a sector where Xenon had attacked and build a defence station, which contested ownership of the sector. Suiddently a fleet of xenon capital ships jumped into the Boron sector behind us (skipping the contested sector). Makes things interesting ;)
QuietMan 29 Jul @ 3:52am 
I like the mod very much.
If it is possible, could you include gates that lead into friendly territory? I currently have the situation that I have a sector beside a friendly sector connected via Jump gate. But the friendly faction has only a superhighway internal. So my ships jump into the friendly sector and then have to travel through two sectors to the next jump gate. Not a big thing this way, but in previous version they already jumped from the jump gate in my setctor to their target sector.
Yashiro 24 Jul @ 1:48pm 
@flywlyx I'm on the VRO discord server. Name is "yashirow".
flywlyx  [author] 24 Jul @ 1:37pm 
@Yashiro, are you in Egosoft server?

The idea is to ignore the jumping gate so even we are in the non-friendly sector, the jump could still start, this is why <do_if value="$i gt 1">.
Yashiro 24 Jul @ 9:17am 
<do_if value="$jumppath.{$i}.sector.owner.relationto.{faction.player} lt 0.1">
<do_if value="not $jumpgates.indexof.{$jumppath.{$i}}">
<append_to_list name="$jumpgates" exact="$jumppath.{$i}"/>
<do_if value="$i gt 1">
<break/>
</do_if>
</do_if>
</do_if>

should be:

<do_if value="$jumppath.{$i}.sector.owner.relationto.{faction.player} ge 0.1">
<do_if value="not $jumpgates.indexof.{$jumppath.{$i}}">
<append_to_list name="$jumpgates" exact="$jumppath.{$i}"/>
</do_if>
</do_if>
<do_else>
<break/>
</do_else>

Base code was adding non-allied gates to the bypass list, when it should only add allied gates and stop at non-allied ones. Or was there a reason to this @flywlyx? Also I didn't touched the 2 other files (except this one, move.autopilot.xml) but changes have to be reflected in the others too.

We can talk about this on discord if needed.
Arthur Revan 24 Jul @ 8:07am 
@Yashiro
First remove other mods and just test if Gate Relay works on its own.
Maybe it some other mod who is the culprit.
Yashiro 24 Jul @ 8:05am 
@Arthur Revan I'm playing with mods that add sectors, but it shouldn't really matter since they behave like vanilla ones. I'll try to unpack the mod to see if I can find something that could cause this tho.
QuietMan 23 Jul @ 7:16am 
I was doubtful about the change of gameplay, but after playing some time with this mod I don't want to go back. Great idea.
Arthur Revan 22 Jul @ 9:47am 
@Yashiro
Why is your universe is so different?

It a stretch, but try running the same route in the vanilla ( custom start for quick setup ).
Maybe some faction logic in the current universe didn't worked.
Yashiro 22 Jul @ 5:47am 
Unfortunately, no.. It's weird. Here's a video of the issue if it help. https://files.catbox.moe/hzqgfv.mov
flywlyx  [author] 21 Jul @ 10:13pm 
Wasn't able to recreate the bug, but redo some of the logic anyway. Please let me know if it fixed the bug.
Yashiro 20 Jul @ 12:32pm 
Nice mod, thanks! I just noticed a bug. If we have Sector A (not allied), Sector B (not allied), Sector C (allied), and Sector D (allied), and we want to jump from A to D, it jumps directly to D instead of going A → B → D.
Cameron Parris 16 Jul @ 9:58pm 
Amazing!
Vectorial1024 14 Jul @ 6:15pm 
We finally reinvented jump drives!
Lethalite 11 Jul @ 10:01am 
Excellent mod. No more map seta'ing. Also brings back rapid response fleets from x3 basically
Ming 6 Jul @ 11:41am 
Kann mich da Freedi nur anschließen toller Mod fand den schon in X3 cool.:steamthumbsup:
Freedi 29 Jun @ 3:00pm 
Ja ich muss schon sagen ,cooler Mod.
Der alte Sprungantrieb ( X3TC ) war gestern. Daumen hoch :)
L & XL Schiffe besser geht es nicht. :steamthumbsup:
:steamhappy:
G.A. 23 Jun @ 7:53am 
OfficerHotpants @ You need to improve your reputation with the sector owner. As far as I know, only the sector owner counts.
💖 Officer Hotpants 💖 23 Jun @ 7:29am 
How does it work if multiple factions have admin modules in the same sector. Like if I build a module in an argon sector and my relations with the Argon are low, will my module still function and allow me to skip over the sector? Or will I have to pass through the sector normally?
G.A. 16 Jun @ 2:46am 
This is a really cool mod, now my L-class mining and trading ships can jump all over the map and completely ignore pirates, they are practically on the spot right away..... amazing mod. Really great work.:steamthumbsup:
Arthur Revan 25 May @ 1:10am 
@All In
If your travel path has systems of factions with less then +20 relationship, the ship will be "dropped from the hyperspace" so to speak, and travel normaly.

So you need to have +20 with Hatkvah, to jump through their system from "Argon" to "Silent Witness" in 1 jump.

Think of it as customs check, if you have +20 no one will stop the ship, if less, than it will be forced to travel to next gate to continue the jump.
All In 24 May @ 9:50am 
In testing my ships just fly through gates normally and I don't have any interaction or menu options to tell them to use the relay or anything so I'm not sure what I'm doing wrong, I even tested in a custom start with faction relations set to 30, I was trying to send them between Argon Prime and Silent Witness I because I'm tired of my freighters being destroyed by Xenon.
flywlyx  [author] 22 May @ 9:39pm 
It helps ships bypass travel through friendly sectors. Previously, ships had to pass through each gate one by one. With this mod, they can jump across multiple gates at once—as long as the sectors have friendly admin modules.

It’s essentially a toned-down version of a jump drive—you can only use it near a gate and exit through another gate.
All In 22 May @ 2:19pm 
I'm not understanding how this mod works, I think I need a 101 for dummies on how to use it for someone who doesn't play Stellaris.
FUBAR MC7203 14 May @ 8:17am 
The Cyno Beacons are lit XD o7 :)
Sentenza 14 May @ 1:42am 
Very cool idea, expecially with the new procedural universe generator
Arthur Revan 12 May @ 9:25am 
The only problem I can foresee is giant capital battles for one insignificant system, that leave everyone involved without the ships.:LaughingOwlcat:
Arthur Revan 12 May @ 9:21am 
That a good idea! You can even somewhat tie it to Lore::steamthumbsup:
Because the gates were realigned, the actual location of systems is fuzzy. So the Ships can't do the jump by themselves and require the "Coordinates Calculations" from Admin Building.

This way, if you in the enemy territory, then good luck running away, but if in the friendly, then you can easily jump and drop on top of the enemy who is storming your territory and lunch all fighters. Just like it was meant to be.:steamhappy:
flywlyx  [author] 12 May @ 8:54am 
Creating a separate module would likely break save file compatibility and make it difficult for NPCs to implement the gate relay network.
My plan is to integrate the gate relay functionality into the admin module, so any sector with an admin module will be treated as if a gate relay has been constructed.
This approach keeps the mod completely clean, meaning installation or uninstallation won’t impact anything else. And NPC factions will automatically gain access to the gate relay network as soon as the mod is installed.
Зюзя 12 May @ 8:19am 
a very interesting mod. it would be even cooler if it were a separate module.
SET_SET 12 May @ 5:19am 
This mod deserves much more attention! Not only does it recreate, in a clever way, the Jump Drive that existed back in the X3 days, it’s also a brilliant fix for the under-served state of capital ships in X4. With this mod, the division of roles between small and large vessels will become far more pronounced. Because faster capital-ship logistics should spark major shifts in the in-game economy, I’m eager to see how it all plays out during actual gameplay. In any case, it’s a fantastic mod!

(I am Japanese and am writing this comment using machine translation)