djfhes Carrier
⚪ Last updated 2019Preview

🔍 Analysis
- 👍 3.5% endorsement rate — high engagement, a strong quality signal
- 🏆 #366 of 597 Gameplay mods in this game by downloads
📋 About This Mod
What you should know:
This is my first mod. I am still unsure in some cases and maybe a better solution could be found. It should be compatible with most mods.
I recommend the following mod in addition so that the carriers do not need so long for their recall of the subordinates:
djfhes dock fix
If you find any bugs or incompatible mods, please let me know!
Bugs I know:
-
[]If you have selected a carrier and its subordinates, the subordinate will be ordered to jump 2 times.
Background story:
After the disappearance of a Boron scientist, documents about a theory on the space-time continuum were found. Scientists of all factions pursued this theory, as it promised an alternative to the jump gates used so far. After years of research, the "Anomaly Generator" was finally developed. With the help of this generator, ships could cover any distance with sufficient energy. Currently, it is only possible to install this generator on ships of the "carrier" class, as these ships have sufficient space. Ships of the class "destroyers" were considered, but the energy-hungry weaponry and their internal wiring turned out to be a massive problem. The Anomaly Generator is currently still in a test phase and has not yet been released for use by the various factions. However, there are rumors that some individuals do not care about the limitations of the faction.
This mod gives carriers the possibility to jump.
Carriers didn't have a role to fill in so far. This mod changes that. Carriers can now be used for fast raids, transports or as a reserve fleet.
I tried to stay as close as possible to the lore of this game and not make the possibility of jumping too strong.
This led to the following characteristics of jumping:
- [
[]A normal jump takes about 30 seconds to load.
[]There is an "Emergency Jump" that only takes about 10 seconds to load, but leads to a very unstable anomaly and can cause massive damage to the jumping ship.
[]With a normal jump, the ship waits for its subordinates until they have docked and then jumps.
[]In a drop, the ship waits for all its subordinates and its commander's signal before jumping. This leads to a simultaneous jump of all ships in the group.
- In an "Emergency" jump, the ship waits for nobody and tries to jump as fast as possible.
Currently the AI is not able to use the jump mechanic, but I plan to implement it.
Take a look in djfheJump.lua and lib.djfhe.jump.xml. At the beginning of both, there is a list for classes and shiptypes which are allowed and there modifier to the base jump price. (1 list in the xml files, 2 in the lua file). Classes and shiptypes which are not allowed are there as comments. Just edit it as u like :)
📊 Mod Details
- Game
- X4foundations Mods
- Author
- djfhe
- Version
- 1.3
- Downloads
- 680
- Endorsements
- 24
- Category
- Gameplay
- Created
- 2/10/2019
- Updated
- 4/12/2019
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