Yes. It should always work with any new version.
I am considering lowering significantly the number of normal faction ships and increasing number of xenon ships. Anyone have any thoughts on this?
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Think, Strengthen the xenon can be respawntime ships, who will join the xenon fleet. The cessation of spawning to make depending on the life of any xenon buildings...
Xenon ships seem to loose all their weapons extremely quickly in OOS combat. They are strong even in vanilla if your IS when a fresh K shows up, but as soon as you leave the area it looses all it's guns shortly after. I'm not currently running FOCW, so it's definitely nothing you've done.
Admitted, this is a bad bug for the Xenon. Sometimes I appreciate this though when some sectors aren't wiped out while I am off doing some errand. I am prone to reloading/restarting if HAT or Teladi lose a main trading station for example. Or Argon Prime loses it's shipyard and creates a new one on the edge of nowhere. As it stands now in this mod the Xenon will mostly likely eventually win in any case.Xenon ships seem to loose all their weapons extremely quickly in OOS combat. They are strong even in vanilla if your IS when a fresh K shows up, but as soon as you leave the area it looses all it's guns shortly after.
Just started playing again. So I am observing to see how things go. Good to know about HOP, I will consider lowering their ships a bit. I am more concerned with Xenon right now.Archaeosis wrote: ↑Sat, 22. Jun 19, 10:38Any news? I find it still works well but over time HoP seem to build more ships than anyone else so dominate the galaxy.
Thats why im waiting for a reasonable version of your modBlackRain wrote: ↑Tue, 25. Jun 19, 02:55Well, I started a brand new game. I don't know about when you guys started the game you are playing (which version of X4) and also whether you are using other mods. All of these things could have an impact on how the game plays out. Starting a new game with X4 2.5 and also the faction war mod. In my game of 1 day and several hours, the Xenon are just crushing the universe lol. They have conquered 5 sectors and keep expanding. HOP is definitely not too strong in this game as they already lost a sector.
I'm fooling around with stuff. Until I have a clear picture of what I want to achieve, it will have to wait.
I would definitely give the pirate faction atleast their own wharf. Dont think pirates should try to take other sectors but more so raid around and be a general threat to shipping and trade. Putting them neutral to teladi might be a good idea and would fit with the lore of past games. While this might be outside the scope of your mod, There was a mod in x3 called pirate guild where pirates build new forward bases to raid from. I'd love to see a similar functionality return to x4 somehow.BlackRain wrote: ↑Sun, 7. Jul 19, 21:31I'm fooling around with stuff. Until I have a clear picture of what I want to achieve, it will have to wait.
As of right now, going to try to balance out the ships added to the game a bit. So I plan to have slightly more ships for all factions from vanilla. I am going to change up xenon a bit. So what I think I will do is have a lot of Xenon defense ships. So Xenon sectors that they have at the start of the game will have tons of ships in them but these ships won't ever be used to invade or anything like that. They will forever remain in the initial Xenon sectors to provide a challenge. I will add just slightly more ships than normal vanilla for them as well so they have a bit more to invade with, but not crazy.
Thinking of giving SCA a shipyard somewhere so they can be a real faction. Teladi will trade with them or I could make it so they build ships with just basic resources (kind of like the Xenon but they will also need more minerals, etc.) Should give HAT a shipyard too for their one sector. I am thinking maybe SCA will use teladi ships?
Anyone can offer suggestions for things they would like to see. Goal is to add more immersion, conflict, etc.