About this mod
Adds researchable Jump Computer software that allows equipped ships to navigate Warp Anomalies.
- Requirements
- Permissions and credits
- Changelogs
Warning
This is a beta version of the mod. While I've tested it locally, it impacts very commonly used AI scripts - both the player's autopilot, the generic movement script, and the escorting ships script. While I've attempted to make the mod robust to various behaviors, I'm sure I haven't been able to test every way the AI can interact with the jump options.
I also don't recommend removing the mod after it has been installed and resuming a saved game, as doing so could result in ships behaving a little odd until they restart their movement scripts if they are in the process of jumping.
It should be compatible with pre-existing saved games.
Features
- Jump Computer Software: A new software type with 3 versions. Adds the ability to automatically navigate through marked warp anomalies.
- Jump Drive Targeting Module: A new rare drop from medium and larger Xenon and any Kha'ak ships and completing the Timelines epilogue. Collecting it unlocks Jump Computer research.
- Jump Computer research: A new set of 3 research items that allows the player to install Jump Computer software.
- Jump Computer research level 1: Enables the installation of the Jump Computer Mk 1.
- Jump Computer research level 2: Enables the construction of the Jump Drive Tuning Software Research Facility, which manufactures Jump Drive Tuning Software entirely using workforce. This Tuning Software is required to install the Mk 2 version of the Jump Computer and to research the 3rd level of Jump Computer research.
- Jump Computer research level 3: Decreases the maximum number of jumps before reaching the destination for each Jump Computer tier and prevents your ships from accidentally jumping into hostile sectors during the jump sequence
Warp Anomaly Marking
In order to plan a jump to or from a Warp Anomaly, it must first be marked by a nav beacon. Release a nav beacon within 5 km of a warp anomaly in order to mark it; you should receive a notification. Note that certain special Warp Anomalies cannot be marked and used in this manner, such as the connection between Avarice and Leap of Faith.
Jump Computer Software
- Jump Computer Mk 1: Enables the equipped ship to navigate through marked warp anomalies. The ship will calculate whether using the warp anomaly network to reach their destination is faster than traveling direct; if it decides it is, it will navigate to the closest anomaly. Upon reaching it, it will begin a jump sequence - taking time to spool up the jump drive, then jump to a random anomaly. If the destination anomaly is not the correct anomaly, it will spool the jump drive back up and jump again. It will continue to do so until it reaches the destination anomaly, and it will not accidentally return to the same anomaly again within a single jump sequence. As there are dozens of anomalies, this may take a while to reach your planned destination. Cheap to install, but is only functional after the Jump Computer research is completed.
- Jump Computer Mk 2: Provides a maximum limit on the number of jumps until reaching the planned destination. Requires the Jump Drive Tuning Software to install, which can only be manufactured and used by the player. Only player shipyards can actually install this software; NPC shipyards will offer this software, but cannot get the Jump Drive Tuning Software it requires. The maximum limit on number of jumps is 24 until the final level of Jump Computer research is finished, at which time it is 8 jumps.
- Jump Computer Mk 3: Only installed on the Xperimental Shuttle. Acts like an upgraded version of the Jump Computer Mk 2 until the third level of Jump Computer research is finished, at which time it will always jump to its intended destination in one jump.
Player Jump Mechanics
Enable autopilot in order to use the jump computer on the player's personal ship if the jump computer is installed on it.
Subordinates
When a subordinate is escorting a ship that begins a jump, that subordinate will be told to head to the warp anomaly the subordinate is jumping to. The leader will jump, then wait for all subordinates to arrive in the sector; this mimics the way ships that are being escorted behave when traveling through a gate. If the subordinates have jump computers, they may attempt to jump depending on their jump computer tier level and their assessment of the fastest way to reach the destination.
Change Log
- 1.10: Added UI modifications to prevent installing the Jump Computer prior to research being completed and to prevent attempting to install the Jump Computer Mk 2 on a non-player station.
Mod Compatibility
Requires SirNukes Mod Support APIs. This is used to inject licence and research checking into the ship software configuration menu.
I'm utilizing the otherwise unused station_venture licence in order to tell the game that the Jump Computer Mk 2 can only be installed at the player's shipyard/wharf. Other mods that use this licence in each of the factions for another purpose (none known at this time) may be incompatible.
Mod added factions without explicit support will not display the error message properly if you attempt to install the Jump Computer Mk 2 at their shipyard/wharf.
Natively compatible with my HQ_03 with an Anomaly center mod; if you have this installed, the HQ's anomaly will always be considered 'marked'.
In order to add compatibility with the Jump Computer software to a ship mod, the Jump Computer software must be added to the ship's macro. Doing so requires copying the basic_diff.xml file in this mod's folder into the extensions/<mod_name>/assets/units/size_*/macros/ directory and naming it after the ship macro it is being added to. I've provided an add_software_to_units.sh Bash script that will look through all extracted extension's ship macro files and add the correct diff file to the correct path. It is intended to be executed from the root directory of an extracted X4 directory; ie, it should be ran one level up from extensions.
I recommend only more advanced users to use the add_software_to_units.sh script at this time. For smaller mods, just adding in the diff files manually should be sufficient.
I have provided diff scripts for VRO, X4RE, the OTAS ship pack, all Egosoft DLCs, and the vanilla game as part of the basic install. These are merely optional requirements.