[MOD] Faction War/Economy Enhancer v5.5

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Mysterial
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Re: [MOD] Faction War/Economy Enhancer v3.2

Post by Mysterial » Tue, 2. Apr 19, 17:58

So, apparently something went wrong with my website and it ended up back at 3.1 for a bit. I fixed it, but if you get it from here instead of Steam you should probably redownload to be sure. (Check the version number of the war module in game)

Sorry about that.

DeadAirRT
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Re: [MOD] Faction War/Economy Enhancer v3.2

Post by DeadAirRT » Tue, 2. Apr 19, 21:06

Thanks for the update!

I added a show_help to the notifications of wars and it helps out immensely. I found that it was too easy to miss invasions etc starting even with hardly any notifications firing.
For those that are curious on how to do,
factiongoal_invade_space
add: Near line 278 with show_notification and write_to_logbook

Code: Select all

<show_help duration="15s" custom="$message"/>
factionsubgoal_build_station
add: Near lines 47, 56, 62 with show_notification and write_to_logbook

Code: Select all

<show_help duration="15s" custom="$message"/>

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Tanvaras
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Re: [MOD] Faction War/Economy Enhancer v3.21

Post by Tanvaras » Tue, 9. Apr 19, 00:33

Thanks for continued work on this mod, coupled with FOCW mod these 2 mods make X4 so much more enjoyable.
“We don't make mistakes, just happy little accidents.”
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Mr.Freud
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Re: [MOD] Faction War/Economy Enhancer v3.21

Post by Mr.Freud » Fri, 12. Apr 19, 20:27

is it safe to use the mod with 2.5 beta?

Mysterial
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Re: [MOD] Faction War/Economy Enhancer v3.21

Post by Mysterial » Fri, 12. Apr 19, 21:04

No, it will require fixes to be compatible with 2.5

Mr.Freud
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Re: [MOD] Faction War/Economy Enhancer v3.21

Post by Mr.Freud » Fri, 12. Apr 19, 21:13

are you planing to update for beta? or only release version?

Mysterial
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Re: [MOD] Faction War/Economy Enhancer v3.21

Post by Mysterial » Fri, 12. Apr 19, 22:31

If the beta goes really long I might change my process but the current plan is to release a new version the same day 2.5 is officially released.

taintedxodus
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Re: [MOD] Faction War/Economy Enhancer v3.21

Post by taintedxodus » Sat, 13. Apr 19, 08:39

Nevermind this one.
Last edited by taintedxodus on Sat, 13. Apr 19, 17:36, edited 1 time in total.

Mysterial
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Re: [MOD] Faction War/Economy Enhancer v3.21

Post by Mysterial » Sat, 13. Apr 19, 15:31

That's not even the same error formatting I've ever seen from the game's log output, so you're going to need to give some more details. What game version are you running? What other mods are installed?

taintedxodus
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Re: [MOD] Faction War/Economy Enhancer v3.21

Post by taintedxodus » Sat, 13. Apr 19, 17:06

Im on 2.21. Ive been using x4 customizer to test mods, none of these are showing up in the debuglog.txt so they can be ignored.

Rastuasi
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Re: [MOD] Faction War/Economy Enhancer v3.21

Post by Rastuasi » Mon, 6. May 19, 03:10

If we had 2.5 and this installed, due to it breaking, is it safe to uninstall? More, I have uninstalled it, but not sure if the game's permanently affected by it. Debating if I should just start a new start.

Mysterial
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Re: [MOD] Faction War/Economy Enhancer v3.21

Post by Mysterial » Mon, 6. May 19, 15:36

If you remove it, defence bases might vanish but it should otherwise be fine.

Derp
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Re: [MOD] Faction War/Economy Enhancer v3.21

Post by Derp » Tue, 7. May 19, 21:47

If I could add a suggestion: could you try reducing the size of hull parts and engine parts?

It seems to me that a lot of the hull/engine part shortages at shipyards are caused by the crappy profit margins in their trade runs. There are often wares available, they just aren't moved at nearly the rate they need to be to keep up with demand. The AI doesn't want to run it while there's better profit to be had, so the economy stagnates until everything else is stocked first by whatever trade ships exist at the time. If they were about half the size, ships could carry enough to bring them more in line with other shipbuilding goods and (I hope) they shouldn't have such chronic transport problems.

Mysterial
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Re: [MOD] Faction War/Economy Enhancer v3.21

Post by Mysterial » Thu, 9. May 19, 01:15

The balance module does reduce the size of Engine Parts by a few units. Hull Parts are problematic early game especially because there's contention with station module building that the AI does to try to fix its... questionable... initial state, but even without player intervention it usually resolves itself over time. It's something I keep an eye on, but the goal isn't to have no shortages, it's just to make sure they get resolved frequently enough that ships continue to build at a reasonable rate.

Before I finish the 2.5-compliant version of the mod I'll do another new game test pass to make sure things are still proceeding as I expect.

graphicboy
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Re: [MOD] Faction War/Economy Enhancer v3.21

Post by graphicboy » Sat, 11. May 19, 22:28

Just installed faction_fix and catchup... made $1 billion in 30 minutes due to everyone emptying my shipyard storage...

They're actually destroying enemy defense stations now... imagine that.

Beautiful. I'm anxious to see sectors changing color. 8)

Thank you for putting this together. I took a glance and ... yeah, I'm glad you did it and not me.

Mysterial
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Re: [MOD] Faction War/Economy Enhancer v3.21

Post by Mysterial » Sat, 11. May 19, 23:22

Beta version no longer available
Last edited by Mysterial on Tue, 28. May 19, 18:11, edited 1 time in total.

o-papaya-o
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Re: [MOD] Faction War/Economy Enhancer v3.21

Post by o-papaya-o » Sun, 12. May 19, 11:37

Hello, I do not remember how to open * .dat files to translate this mode into French.
Thank you
C’est en voyant un moustique se poser sur ses coui**** que l’on s’aperçoit qu’on ne peut pas régler tous les problèmes par la violence.

CptAWatts
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Re: [MOD] Faction War/Economy Enhancer v3.21

Post by CptAWatts » Thu, 16. May 19, 19:04

Are factions supposed to build more than one defense station in a sector when invading? I have HOP invading Second Contact 2 Flashpoint but they have built 2 defense stations and they are now just patrolling the sector instead of trying to destroy the ANT defense station...

Mysterial
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Re: [MOD] Faction War/Economy Enhancer v3.21

Post by Mysterial » Thu, 16. May 19, 19:49

They try to build two defence stations.

The force that patrols the sector/blockades the gates and the force that attacks enemy stations are different groups. The attack group might still be getting built. The game also doesn't really have any kind of strength evaluation for stations so they might be sending fighter groups that get killed or something. They'll get the job done eventually but it can take a while. It's something to improve on, but I'm not really in a rush to have things get blown up any faster right now.

CptAWatts
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Re: [MOD] Faction War/Economy Enhancer v3.21

Post by CptAWatts » Thu, 16. May 19, 19:55

Ah ok. I guess its working as intended then lol.

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