Shields and weapons overhauled. Powerful turret. Balance the ship.

by AngEviL·v1.74·Updated 2019-04-28

The shield instantly regenerates, balancing power. Make all weapons viable and different at the same time.

Screenshots 7 screenshots

About this mod Machine translation

The shield instantly regenerates, balancing power. Make all weapons viable and different at the same time.

*Not compatible with v2.0+. I don't like the game due to the core game design, not to do with bugs or features, so I don't plan on updating. I moved on to other games.

Thanks to everyone who supports this mod. Once the first DLC is released at the end of this year, I will give this game another chance.

You can use this balancing mode:

https://www..com/x4foundations/mods/305 Old description:

Shield:

In vanilla, the smallest damage hit causes the fort to stop regenerating for more than 10 seconds, so basically if you have 100000 shields and a scout hits you for damage every 10 seconds, your shield will never regenerate. Also, if you boost for 0.1 seconds, even if you barely drain the shield, it will stop regenerating, which is very troublesome imho. X1, X2, and X3 also keep regenerating shields.

Also I think the shield depletes too quickly and if it hits the target, the fight ends too quickly. For the S shield (M3 in X3), M shield (M6 in X3) and L shield (M7) I roughly doubled the shield, but I also added the XL shield (M1/M2). I lowered the shield regeneration to account for the constant regeneration, but I lowered it less for the M ships because they were a bit underpowered.

Each game has different shield stats, choose one that suits your play style!

arms:

Overall I increased the speed and range of the weapons and I feel like it feels better to start landing some hits now, I also felt like the previous fight was too short. I noticed that Mk1 weapons did half the damage of MK2 weapons on vanilla, and I noticed a huge missed opportunity for players to choose the same weapon type!

On average, I've been able to use Mk1 weapons twice as fast, take twice as much damage, and some have increased firepower. They are now a great anti-fighter weapon!

All the weapons I make are completely different from the ones I make for different characters. The Mk1 is just as powerful as the Mk2, but different, really, give it a try! Players finally have a choice, Laser, Shard, Plasma (has a big buff), Bolt, Beam, they are all good.

turret:

After many attempts, I got tired of the underpowered turret and wanted to make it work once and for all. Each M turret approaches the damage of the equivalent M weapon in my mod (also greatly increased in speed relative to vanilla), and still has half the range. Don't be fooled just by the amount of damage per shot, I also increased the rate of fire.

Repurposing the L turret is a great deal of damage to the cold/capital. They deal up to x2.5 damage and have 66% more range than their M counterparts, but have much slower projectiles and turn speeds. Once Egosoft determines their own perseverance they should have! There are some cool combos, like an instant-fire turret with 15k range! The beam won't do much damage, but the smaller warriors will have a hard time!

Check the image to see if there are weapons and turrets compared to vanilla.

However, I don't want to go crazy with damage values ​​and make turret operation irrelevant for anything but capital ships. I like that all the ships have a purpose and feel fun to fly and fight.

Encyclopedia fixes:

I'm happy to say I fixed encyclopedia weapon damage. It's broken in vanilla, most weapons including laser and bolt dps, heat, rate of fire values ​​have nothing to do with reality, check it yourself. I'm not going to list the exact weapon stats, as you can check it yourself in the encyclopedia, or get 100% accurate values ​​in the shipyard weapon selection! You can finally theory craft, with weapons ranging from 1.2km/s to 20kkm/s!

The only bug is the Beam Mk2, which shows higher sustained dps than in reality.

The Mk1 weapon has twice the projectile speed of the Mk2 weapon, but half the range and a little less damage.

missile:

I think the missiles are too good compared to their laser counterparts and the fight ends too quickly with players just abusing the mi …

Install & use Install: follow the bundled instructions

  1. Unzip the archive from playbuff and read the bundled readme / instructions first.
  2. There is no universal mod manager for this game: some mods replace game files directly, some go into a game-specific Mods folder, and some need a game-specific community loader or tool first — follow the bundled readme.
  3. Place the files exactly as the readme says; mods with listed dependencies need those installed too.
  4. Launch the game to confirm it loaded; some games require enabling mods in settings or an in-game mod menu.

Install locations vary a lot between games and mods — the bundled readme is the most reliable guide.

File & checksum

Filename
盾牌和武器大修。强大的炮塔。平衡船舶。
File size
9.7 KiB
SHA-256
61a5bbaf56b5c502a19c9a2c418080613c64e462be566dd1be254e78df30e848
Stored at
2026-10-10 06:22