X4: Foundations

X4: Foundations

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Skills Matter Less
   
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2024 年 12 月 17 日 下午 10:47
9 月 21 日 下午 3:01
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Skills Matter Less

描述
8.0 Compatible

Overview

Combat AI in the base game is heavily dependent on the skill level of the pilots. The difference between 0 star pilots and 5 star pilots is night and day. This is not inherently a bad thing, but does lead to the AI making a lot of... really bad choices.

This mod reworks their effectiveness to the following:

Stars
Modded Equivalent
0
4
1
4.2
2
4.4
3
4.6
4
4.8
5
5

Impacted Mechanics

All AI can now use boosts in combat, and will use them wisely.
All AI are now vastly better at dogfighting.
All AI are now far better at breaking off attack runs to reposition when threatened.
All AI are now faster at recalculating their next moves in general.

Service Crew now have their near full repair capabilities to start with.

Boarding is partially impacted. It does not modify the strength value of marines, but does offer (slightly) increased responsiveness in ships doing boarding actions.

What this mod does not do

Requirements for behaviors, such as autotrading, are not impacted.
Non-ship related stats, such as the distance limit for managers, are not impacted.
Overhaul the AI in any major way. It simply allows all vanilla npcs to make use of the base game's features.

Compatibility

This mod should have no compatibility issues with new ship mods.

Personally confirmed functional with KUDA. (As this mod is intended to bolster vanilla logic, this effectively amounts to making sure KUDA has the right of way whenever they conflict.)
19 条留言
Kelp  [作者] 10 月 3 日 上午 10:09 
This mod can be added and removed mid save with no issues.
AzoorFox 10 月 2 日 下午 3:02 
Is it safe to remove mid game?
QuietMan 9 月 25 日 下午 2:14 
@Kelp very well observed :)
Kelp  [作者] 9 月 24 日 下午 5:03 
To be fair; even the most basic crew member in vanilla is able to do their defined role.

A pilot can control their ship's flight controls. A mechanic can fix leaks. A marine... well, the marines are really bad but that's not related to this mod anyway. Nor are Managers.

I don't even entirely mind how long it takes pilots to get good at their defined roles. What really kills it, and is beyond my ability to attempt to fix, is how difficult it is to redistribute skilled pilots to new ships. The management part of the crew system is why you see so many mods that bypass various parts of skill checks.

People who play this game don't mind long term gameplay loops, just look at how long the supply chains are for Wharfs/Shipyards. But crew management in particular is an uphill battle beyond the early game, with the hill only getting steeper.
VaeliusNoctu 9 月 23 日 上午 9:41 
This is a typical system that indicates laziness (Vanilla not this Mod).

Honestly, in real life, no commander would let an idiot who has no clue on their warship. That's why they have training, and personnel who are still learning are given appropriate tasks. But the majority of a crew knows what they're doing. Of course, there are better and worse crew members, as with any job.

But in the game, they send a McDonald's worker to a split warship and let him work on the weapons and navigation, which is ridiculous.

I'm not against working at McDonald's; I've had many jobs, and every honest job is equally valuable and important. But you don't put a "what do I have to press again" crewman on a warship. They have to go through training first.

So, a zero-star marine/service worker has to have quite a bit of skill.
Kelp  [作者] 9 月 22 日 上午 7:47 
There are a few mods that went that route I believe, though I am unsure if they are updated or not. They should work alongside this one as well for all intents and purposes as they would be modifying different parts of the code.
QuietMan 9 月 22 日 上午 5:00 
like the mod. But isn't a large issue the fact that most crew starts practicly from 0. You can buy or build a battleship and it will be crewed with x00 crew with noone who knows where the "ON" buttom is :o).
So maybe have higher starting skills with 0 value being (more or less) an seldom exception would fix some issues while keeping some random component?
Kelp  [作者] 9 月 21 日 下午 3:06 
Walked back the plan of an in-game configuration menu due to a general decrease in free time. Can nab the Nexusmods version for an extracted and editable version of the mod if you wanted to take a crack at adjusting it for your own use. I apologize for this being a deal-breaker for anybody looking forward to the update.
Rin 2 月 9 日 上午 6:37 
Appreciated, Kelp! Honestly such a nice QOL mod as is.
Kelp  [作者] 2 月 8 日 上午 7:28 
As there's a non-zero number of people asking for it, I'll look into adding an Extension Option to change the minimum skill effect after 7.5 releases. There's a relatively good chance the mod will need updated for it anyway and that will be a good time to solve two birds with one stone.