[MOD] Faction War/Economy Enhancer v5.5

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Mysterial
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Re: [MOD] Faction Fix Pack 1.5

Post by Mysterial » Tue, 5. Feb 19, 22:49

Alright, I got it. I'm working on a fix.

theborg921
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Re: [MOD] Faction Fix Pack 1.5

Post by theborg921 » Tue, 5. Feb 19, 22:55

vadiolive wrote:
Tue, 5. Feb 19, 17:38
Image

Hum... its start happen often
Xenon destroy station and build storage but plot not going
i like what have you done with the place :)

Mysterial
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Re: [MOD] Faction Fix Pack 1.51

Post by Mysterial » Tue, 5. Feb 19, 23:38

Fixed now. It will also delete extraneous factories to get down to those that were supposed to be there. Sorry about that.

DeadAirRT
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Re: [MOD] Faction Fix Pack 1.51

Post by DeadAirRT » Wed, 6. Feb 19, 00:11

Fixing bugs before I even ever experience them!

Just a thought btw, wouldn't it be easier for you to have your engine part fixes in a separate mod? Or would your loadout tolerance conflict with some other changes?

vadiolive
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Re: [MOD] Faction Fix Pack 1.51

Post by vadiolive » Wed, 6. Feb 19, 00:11

Nice clean

Its possible in faction logic they expand and build in friendly territory?
or better shutdown my defense station and leave hop takeover

Image

Mysterial
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Re: [MOD] Faction Fix Pack 1.51

Post by Mysterial » Wed, 6. Feb 19, 00:43

Factions can build new factories in ally territory but they won't invade from there.

Thecrippler
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Re: [MOD] Faction Fix Pack 1.51

Post by Thecrippler » Thu, 7. Feb 19, 10:49

https://steamcommunity.com/sharedfiles/ ... 1647544878 ok i don't know how to upload the screen on this forum so am gona send it tru stem as you can see a lot of P and they are not invading

Mysterial
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Re: [MOD] Faction Fix Pack 1.51

Post by Mysterial » Thu, 7. Feb 19, 17:14

I would need a savegame, not a screenshot. I didn't think you were wrong or lying the first time, but a picture doesn't tell me what they think they are doing. Most likely the recon code bugged out and they think they need an absurd amount of ships to win, but I can't check that without a savegame because I have never seen it.

Mr.Freud
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Re: [MOD] Faction Fix Pack 1.52

Post by Mr.Freud » Thu, 7. Feb 19, 20:13

anyone tried 2.0 beta?

Mysterial
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Re: [MOD] Faction Fix Pack 1.52

Post by Mysterial » Thu, 7. Feb 19, 20:53

My preliminary testing indicates they didn't fix most of the things this mod fixes, but I'd certainly back up your saves if you intend to try.

Thecrippler
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Re: [MOD] Faction Fix Pack 1.51

Post by Thecrippler » Fri, 8. Feb 19, 10:20

Mysterial wrote:
Thu, 7. Feb 19, 17:14
I would need a savegame, not a screenshot. I didn't think you were wrong or lying the first time, but a picture doesn't tell me what they think they are doing. Most likely the recon code bugged out and they think they need an absurd amount of ships to win, but I can't check that without a savegame because I have never seen it.
a you need a save game file ok just tell me how to do it btw no rush i can't wait till 2.0 hits and see how we go from there

Mysterial
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Re: [MOD] Faction Fix Pack 1.52

Post by Mysterial » Fri, 8. Feb 19, 15:27

Just upload it to someplace like Dropbox.com and give a link. You can also try to email it to me (address is in the mod description in the extensions menu) but I don't know if an email server will accept an attachment of that size.

Mr.Freud
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Re: [MOD] Faction Fix Pack 1.52

Post by Mr.Freud » Fri, 8. Feb 19, 23:33

It seems they started fixing wars. Started new game beta 2.0 - Factions start building defence staations in enemie territories at least. But they send constraction ships first without support sometimes. HOP invaded Godrealm and destroying stations while building their own defence station. Im also surprised how ships focused on destroing enemy stations. Also Xenon are VERY active - invading every border sector
p.s. Contested sectors marked on map just like it was with your fix :)

Mysterial
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Re: [MOD] Faction War/Economy Enhancer v2

Post by Mysterial » Mon, 25. Feb 19, 20:11

Now updated for 2.0. Also, I found and fixed the problem with Xenon P accumulating in Xenon sectors. Technically an Egosoft bug but this mod made it much worse due to it causing the AI to request more invasion ships than vanilla.

Wonsz
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Re: [MOD] Faction War/Economy Enhancer v2

Post by Wonsz » Mon, 25. Feb 19, 21:18

I can't turn off economy balance module. I restarted the game few times - no effect. I can turn other modules on and off with no problems. Is there something I can do or is it a mod issue?

Can I simply delete folder or is it not wise to do so? ;)

Mysterial
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Re: [MOD] Faction War/Economy Enhancer v2

Post by Mysterial » Mon, 25. Feb 19, 21:50

No, I screwed up and left the ID the same as the other module. Sorry. Please redownload and it should work. Deleting the folder is also OK.

Mysterial
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Re: [MOD] Faction War/Economy Enhancer v2

Post by Mysterial » Mon, 25. Feb 19, 22:20

M-D-Hansen wrote:
Mon, 25. Feb 19, 22:11
Million dollar question, how does FW/EE nd FOcW work together? At first glance it looks to me they do a few similar things.
It should work fine. If he's still modifying the economy you may want to disable the economy module here. I don't think there are any direct conflicts but both together may result in some resources being in surplus.

TheMandalorian
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Re: [MOD] Faction War/Economy Enhancer v2

Post by TheMandalorian » Tue, 26. Feb 19, 07:46

Mysterial wrote:
Thu, 24. Jan 19, 19:27
Spoiler
Show
Formerly Faction Fix Pack

I've decided to expand the scope of this mod a bit while also splitting it into modules for compatibility and convenience. This mod improves faction war and economy behavior, making the universe generally proceed at a faster and more interesting pace. Future updates will add additional AI behaviors and economy improvements as needed. Although I'm not limiting it to "fixes" anymore, still the intent is to maintain and expand the general vanilla vision, so in cases where Egosoft directly addresses an issue or topic, I generally won't counter that. As an example, the original version of this mod was hesitant to let the Xenon expand, but in 2.0 Egosoft largely took the limiters off and let them do whatever. So be it. :D

Download Here

There are currently 3 modules. If you don't want one, disable it in the main menu before starting the game.

War Module:
  • Generally improves war behavior
  • Factions will allocate ships to invasions more intelligently based on previous results
  • AI won't start a defence station until they're actually going to attack
  • More efforts are made to protect build material transports
  • AI will actively target enemy stations properly
  • A workaround has been implemented for the issue where constructing stations can't be destroyed
Economy AI Module:
  • Traders tend to use more of their cargo bay per run
  • Traders won't completely ignore wares that are bought above average price if the selling price is also high
  • Miners really won't enter enemy sectors for resources unless there is no other option
  • Station subordinate traders make fewer stupid decisions and have reduced search time as their skill increases
  • Shipyards/Wharfs will commandeer freighters to supply them with critically required resources (significantly increases ship build rate)
Economy Balance Module:
  • Engine Parts production increased by 50%
  • Smart Chips production increased by 20%
  • Fixed Lasertower Mk 1 resource costs (were the same as Mk 2)
  • Tweaked AI ship equipment to reduce unnecessary resource usage
  • Hull Parts modules don't require so many Hull Parts to reduce well of despair problem when AI detects a shortage (replaced with Claytronics so overall cost is roughly the same)
  • Builder hire cost is 500,000 credits
Great Mod, thank you!
I like to stay up-to-date on this. Therefore: Would you mind adding your Mod to the Steam workshop?

Mysterial
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Re: [MOD] Faction War/Economy Enhancer v2

Post by Mysterial » Tue, 26. Feb 19, 15:34

Yes, soon.

DeadAirRT
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Re: [MOD] Faction War/Economy Enhancer v2

Post by DeadAirRT » Wed, 27. Feb 19, 06:00

That was strange, all the content.xml were set as read only for me. Thanks for the good work as always.

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