[MOD] Faction War/Economy Enhancer v5.5

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RPINerd
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Re: [MOD] Faction War/Economy Enhancer v4.8

Post by RPINerd » Tue, 9. Jun 20, 23:04

Any reason in particular that you don't also offer an all-in-one version as well?

Shads404
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Re: [MOD] Faction War/Economy Enhancer v4.8

Post by Shads404 » Sun, 14. Jun 20, 06:33

RPINerd wrote:
Tue, 9. Jun 20, 23:04
Any reason in particular that you don't also offer an all-in-one version as well?
I don't think having all the modules as one is a good idea, mostly because they kind of do too good a job. I've run them for quite a few playthroughs now and the result has been mostly stable and boring universes unless I go out of my way to stir trouble. For some, that's great and I highly recommend all 4 for that.

My last game I turned off the catchup because I felt it was kicking in early for some factions that really didn't need it, and this game I'm about to start I'm just going with the primary module (and another of Mysterials that I only just found, random xenon gates) as it contains some stuff that the base game suffers without.

It would be amazing if we had more granular control over which parts to leave on though (which I guess allows the all-in-1 to exist), so we could choose to keep the bugfixes/qol that (eventually, hopefully) make their way into the game properly but let us tailor the game a little more to individual taste. Omniraiders: On. Block I's from early rampage: Off. Give CompanyRegard to the Xenon: On. (laughed when I saw that one), but that just takes away the time from working on the mod itself.

Rastuasi
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Re: [MOD] Faction War/Economy Enhancer v4.8

Post by Rastuasi » Sun, 14. Jun 20, 06:42

RPINerd wrote:
Tue, 9. Jun 20, 23:04
Any reason in particular that you don't also offer an all-in-one version as well?
I am guessing the largest reason is simply due to the fact that any release from Egosoft could break one portion, so having it split out means people can just uninstall the problem one till it can be fixed.

RPINerd
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Re: [MOD] Faction War/Economy Enhancer v4.8

Post by RPINerd » Fri, 19. Jun 20, 17:54

Rastuasi wrote:
Sun, 14. Jun 20, 06:42
I am guessing the largest reason is simply due to the fact that any release from Egosoft could break one portion, so having it split out means people can just uninstall the problem one till it can be fixed.
Shads404 wrote:
Sun, 14. Jun 20, 06:33
I don't think having all the modules as one is a good idea, mostly because they kind of do too good a job. I've run them for quite a few playthroughs now and the result has been mostly stable and boring universes unless I go out of my way to stir trouble. For some, that's great and I highly recommend all 4 for that.

My last game I turned off the catchup because I felt it was kicking in early for some factions that really didn't need it, and this game I'm about to start I'm just going with the primary module (and another of Mysterials that I only just found, random xenon gates) as it contains some stuff that the base game suffers without.

It would be amazing if we had more granular control over which parts to leave on though (which I guess allows the all-in-1 to exist), so we could choose to keep the bugfixes/qol that (eventually, hopefully) make their way into the game properly but let us tailor the game a little more to individual taste. Omniraiders: On. Block I's from early rampage: Off. Give CompanyRegard to the Xenon: On. (laughed when I saw that one), but that just takes away the time from working on the mod itself.
Ah both good points, but I was thinking more just from neatness lol. I personally just download them all and merge them into a single mod so it keeps my modlist and extension folder cleaner :mrgreen:

Mr.Freud
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Re: [MOD] Faction War/Economy Enhancer v4.8

Post by Mr.Freud » Thu, 25. Jun 20, 22:28

Which is the latest version - in main post or beta?

Mysterial
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Re: [MOD] Faction War/Economy Enhancer v4.8

Post by Mysterial » Thu, 25. Jun 20, 22:45

Main post. There are no plans for a beta version right now. The 3.3 beta should work fine.

Mr.Freud
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Re: [MOD] Faction War/Economy Enhancer v4.8

Post by Mr.Freud » Thu, 25. Jun 20, 22:47

Mysterial wrote:
Thu, 25. Jun 20, 22:45
Main post. There are no plans for a beta version right now. The 3.3 beta should work fine.
Thx!
Also - would it be possible to make new module to boost Xenon so that they are even tougher? For very hard game

Rastuasi
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Re: [MOD] Faction War/Economy Enhancer v4.8

Post by Rastuasi » Thu, 25. Jun 20, 23:07

Mysterial wrote:
Thu, 25. Jun 20, 22:45
Main post. There are no plans for a beta version right now. The 3.3 beta should work fine.
If we had the beta code from back during 3.2 beta, is it different from main?

Mysterial
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Re: [MOD] Faction War/Economy Enhancer v4.8

Post by Mysterial » Thu, 25. Jun 20, 23:31

Yes, but I don't track changes at that granularity.

Rastuasi
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Re: [MOD] Faction War/Economy Enhancer v4.8

Post by Rastuasi » Fri, 26. Jun 20, 00:10

Ah okay, I wasn't aware that additional changes came out to release version that weren't in the beta. I'll update to the release (main) version then, at least until you decide to provide a new beta :).

z1ppeh
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Re: [MOD] Faction War/Economy Enhancer v4.8

Post by z1ppeh » Fri, 26. Jun 20, 08:45

Mr.Freud wrote:
Thu, 25. Jun 20, 22:47
Mysterial wrote:
Thu, 25. Jun 20, 22:45
Main post. There are no plans for a beta version right now. The 3.3 beta should work fine.
Thx!
Also - would it be possible to make new module to boost Xenon so that they are even tougher? For very hard game
Use FOCW - viewtopic.php?t=403357 - make sure you read the posts and edit the configs appropriately. The added jobs can make them obscenely powerful (it does change the naming scheme of things but its wholly worth it)

Mr.Freud
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Re: [MOD] Faction War/Economy Enhancer v4.8

Post by Mr.Freud » Fri, 26. Jun 20, 22:49

z1ppeh wrote:
Fri, 26. Jun 20, 08:45
Mr.Freud wrote:
Thu, 25. Jun 20, 22:47
Mysterial wrote:
Thu, 25. Jun 20, 22:45
Main post. There are no plans for a beta version right now. The 3.3 beta should work fine.
Thx!
Also - would it be possible to make new module to boost Xenon so that they are even tougher? For very hard game
Use FOCW - viewtopic.php?t=403357 - make sure you read the posts and edit the configs appropriately. The added jobs can make them obscenely powerful (it does change the naming scheme of things but its wholly worth it)
Thx, will give it a try! Is it ok to use it alongside FE and VRO?

Rastuasi
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Re: [MOD] Faction War/Economy Enhancer v4.8

Post by Rastuasi » Fri, 26. Jun 20, 23:13

Mr.Freud wrote:
Fri, 26. Jun 20, 22:49
z1ppeh wrote:
Fri, 26. Jun 20, 08:45
Mr.Freud wrote:
Thu, 25. Jun 20, 22:47


Thx!
Also - would it be possible to make new module to boost Xenon so that they are even tougher? For very hard game
Use FOCW - viewtopic.php?t=403357 - make sure you read the posts and edit the configs appropriately. The added jobs can make them obscenely powerful (it does change the naming scheme of things but its wholly worth it)
Thx, will give it a try! Is it ok to use it alongside FE and VRO?
It does entirely different things than those and both devs recommend it when people want to make things harder.

Max Bain
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Re: [MOD] Faction War/Economy Enhancer v4.8

Post by Max Bain » Fri, 24. Jul 20, 08:45

Hi, I have some kind of bug and I am trying to figure out what is causing this bug.

After many hours I noticed many stations are beeing under construction but without any construction ship around and it never really starts to built even when many construction ships are flying around. I am using several mods but I think none is changing the faction economy logic except these (catchup, war, eco).
I am playing in 3.2 so far.

Does anyone else notice this behaviour? Is it even a bug (even after 10 hours of observation the building did not continue) or is it vanilla behaviour and I just havent noticed it so far?

Also one question: How does the "player can get paid for helping invasions" work? Is it some kind of mission offer or how does it work exactly?
XR Ship Pack (adds several ships from XR) Link
Weapon Pack (adds several new weapons) Link
Economy Overhaul (expands the X4 economy with many new buildings) Link
X4 Editor (view stats of objects and make your own mod within a few clicks) Link

Scoob
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Re: [MOD] Faction War/Economy Enhancer v4.8

Post by Scoob » Fri, 24. Jul 20, 12:18

Max Bain wrote:
Fri, 24. Jul 20, 08:45
Hi, I have some kind of bug and I am trying to figure out what is causing this bug.

After many hours I noticed many stations are beeing under construction but without any construction ship around and it never really starts to built even when many construction ships are flying around. I am using several mods but I think none is changing the faction economy logic except these (catchup, war, eco).
I am playing in 3.2 so far.

Does anyone else notice this behaviour? Is it even a bug (even after 10 hours of observation the building did not continue) or is it vanilla behaviour and I just havent noticed it so far?

Also one question: How does the "player can get paid for helping invasions" work? Is it some kind of mission offer or how does it work exactly?
Hi,

I'm on the v3.3 Beta currently, but that's a relatively recent change for me, game was started in v3.2 so by far the bulk of my time was on that version. Interestingly, I've been surprised how quickly other Factions are building stations compared to me. Sure, the Construction vessel can take a while to turn up at times, but stations builds seem to be fed VERY quickly - far more quickly than my own stations in the same area. So, Faction station building appears to be working well in my current game.

I'd love to know how to get paid for that too! I've freed numerous sectors from the Xenon, allowing another Faction to claim it - hence my seeing lots of station building - yet I get nothing for it. Additionally, I'm constantly defending these sectors from further incursions as the local forces just aren't up to it. As there are no Faction stations near the Gates I'm guarding, I get zero recognition despite many hundreds of Xenon kills. For these sort of efforts to go unrewarded is really something the vanilla game should address, but if a mod can handle it, that's fine by me.

Scoob.

Max Bain
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Re: [MOD] Faction War/Economy Enhancer v4.8

Post by Max Bain » Fri, 24. Jul 20, 12:29

Scoob wrote:
Fri, 24. Jul 20, 12:18
Hi,

I'm on the v3.3 Beta currently, but that's a relatively recent change for me, game was started in v3.2 so by far the bulk of my time was on that version. Interestingly, I've been surprised how quickly other Factions are building stations compared to me. Sure, the Construction vessel can take a while to turn up at times, but stations builds seem to be fed VERY quickly - far more quickly than my own stations in the same area. So, Faction station building appears to be working well in my current game.

I'd love to know how to get paid for that too! I've freed numerous sectors from the Xenon, allowing another Faction to claim it - hence my seeing lots of station building - yet I get nothing for it. Additionally, I'm constantly defending these sectors from further incursions as the local forces just aren't up to it. As there are no Faction stations near the Gates I'm guarding, I get zero recognition despite many hundreds of Xenon kills. For these sort of efforts to go unrewarded is really something the vanilla game should address, but if a mod can handle it, that's fine by me.

Scoob.
Actually I started a test game with 3.3 beta 4 and disabled the Faction Enhancer Eco module (catchup and war are still active). So far I havent seen any station in construction forever without any buildership assigned. So maybe its a 3.3 beta fix or the Eco module that caused the bug (or I need to let seta run longer and check more).

Anyway I will let seta run some more hours (ig time is nearly 20h so far) and will report my result if its really not happening anymore.
XR Ship Pack (adds several ships from XR) Link
Weapon Pack (adds several new weapons) Link
Economy Overhaul (expands the X4 economy with many new buildings) Link
X4 Editor (view stats of objects and make your own mod within a few clicks) Link

Mysterial
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Re: [MOD] Faction War/Economy Enhancer v4.8

Post by Mysterial » Fri, 24. Jul 20, 14:58

Even if a build storage has all the resources, about half the builder ships in the universe are tagged for the player's use only by default, so you unfortunately cannot use idle build ships as an indicator that there is a bug. There may simply be insufficient builders available that the AI is actually allowed to use.

As for the invasion payment mechanic, it only applies during active invasion of an enemy sector, prior to being contested. Once it is contested you can get money as in vanilla by killing enemies near the defence station. It would be nice if there were an instance of the patrol mission that could show up in the war subscriptions too - I'll have to look into how difficult a change that would be.

BlackRain
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Re: [MOD] Faction War/Economy Enhancer v4.8

Post by BlackRain » Fri, 24. Jul 20, 18:56

Max Bain wrote:
Fri, 24. Jul 20, 12:29
Scoob wrote:
Fri, 24. Jul 20, 12:18
Hi,

I'm on the v3.3 Beta currently, but that's a relatively recent change for me, game was started in v3.2 so by far the bulk of my time was on that version. Interestingly, I've been surprised how quickly other Factions are building stations compared to me. Sure, the Construction vessel can take a while to turn up at times, but stations builds seem to be fed VERY quickly - far more quickly than my own stations in the same area. So, Faction station building appears to be working well in my current game.

I'd love to know how to get paid for that too! I've freed numerous sectors from the Xenon, allowing another Faction to claim it - hence my seeing lots of station building - yet I get nothing for it. Additionally, I'm constantly defending these sectors from further incursions as the local forces just aren't up to it. As there are no Faction stations near the Gates I'm guarding, I get zero recognition despite many hundreds of Xenon kills. For these sort of efforts to go unrewarded is really something the vanilla game should address, but if a mod can handle it, that's fine by me.

Scoob.
Actually I started a test game with 3.3 beta 4 and disabled the Faction Enhancer Eco module (catchup and war are still active). So far I havent seen any station in construction forever without any buildership assigned. So maybe its a 3.3 beta fix or the Eco module that caused the bug (or I need to let seta run longer and check more).

Anyway I will let seta run some more hours (ig time is nearly 20h so far) and will report my result if its really not happening anymore.
I have been doing some testing in this regard actually as I am testing things for my corporations mod. I was also trying to see if stations would be built with the vanilla factionlogic_economy script and some other things I was looking into. Even after letting the game run on seta for several hours, it appeared that no new factory was constructed. Defense stations and such were still being constructed, but not new factories. The recent test, I did see one new hatikvah factory under construction but not any other faction. It may be that new construction of stations is something which does not happen often at all. I know it is based on shortages and such, but I am still looking into it and testing. I know for a fact though, that if it detects serious shortages, it will start to build stations or at least it was. Of course, this was when it detected no stations at all for the main factions. It is hard to explain and something I still don't fully understand yet as I explore more.

Max Bain
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Re: [MOD] Faction War/Economy Enhancer v4.8

Post by Max Bain » Fri, 24. Jul 20, 20:47

Ok, after 60 in game hours with seta there are still some stations (but less than in my first test) that are under construction forever (even 20 hours after I have seen them the first time) without any construction vessel.

So its not related to your mod as I have deactivated it in my test. I guess its some vanilla thing and happens just randomly. Maybe you are right that there are not enough construction vessels. At least most of the stations will be built without a problem.
XR Ship Pack (adds several ships from XR) Link
Weapon Pack (adds several new weapons) Link
Economy Overhaul (expands the X4 economy with many new buildings) Link
X4 Editor (view stats of objects and make your own mod within a few clicks) Link

BlackRain
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Re: [MOD] Faction War/Economy Enhancer v4.8

Post by BlackRain » Fri, 24. Jul 20, 23:32

Max Bain wrote:
Fri, 24. Jul 20, 20:47
Ok, after 60 in game hours with seta there are still some stations (but less than in my first test) that are under construction forever (even 20 hours after I have seen them the first time) without any construction vessel.

So its not related to your mod as I have deactivated it in my test. I guess its some vanilla thing and happens just randomly. Maybe you are right that there are not enough construction vessels. At least most of the stations will be built without a problem.
Check if they need resources to build by looking at trade offers for the build storage.

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