[MOD] Reactive Factions

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DeadAirRT
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Re: [MOD] Reactive Factions

Post by DeadAirRT » Mon, 9. Mar 20, 17:01

Check my dynamic war mod max. I recently implemented such a system.

Max Bain
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Re: [MOD] Reactive Factions

Post by Max Bain » Thu, 19. Mar 20, 14:24

I searched on Steam and Nexus and couldnt find a mod called Dynamic War. Where is it?
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

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Shuulo
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Re: [MOD] Reactive Factions

Post by Shuulo » Thu, 19. Mar 20, 14:32

Max Bain wrote:
Thu, 19. Mar 20, 14:24
I searched on Steam and Nexus and couldn't find a mod called Dynamic War. Where is it?
Its not yet released - find it here, I think he plans to release it with 3.0

Max Bain
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Re: [MOD] Reactive Factions

Post by Max Bain » Thu, 19. Mar 20, 14:39

Hm.. the description is a bit too short. I would like to know what this mod does in detail before I use it. I will wait until it is released and DeadAir will post a more detailed description.

Also when I read the events, I must admit, that I dont like it that much. When you can lose an allied with 5% chance and he istantly becomes an enemy with -30 relation thats too much without a warning and a progress with different levels where you can react to it.
I would prefer that my idea would be integrated into a separate or this mod :(.

Edit: DeadAir explained me more in detail how his mod works. Its more complicated than it is described and indeed offers some catchup mechanic that is a bit random. But still it can happen that some allied factions can become enemies from one moment to the other. So his mod works different than what I have suggested and I still think that there is place for suh a mod wven when I like his approach also and will try it out if it will be released in a final state.
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

Misunderstood Wookie
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Re: [MOD] Reactive Factions

Post by Misunderstood Wookie » Sun, 22. Mar 20, 04:59

Shuulo wrote:
Thu, 19. Mar 20, 14:32
Max Bain wrote:
Thu, 19. Mar 20, 14:24
I searched on Steam and Nexus and couldn't find a mod called Dynamic War. Where is it?
Its not yet released - find it here, I think he plans to release it with 3.0
DeadAir just does not like using multiple sources until release which I understand..
but hey with all of us at home now mostly we can play and test SPLIT without work in the way.
*modified*
*X3 LiteCube User*
MOD GemFX Real Space Shaders
MOD Variety and Rebalance Overhaul Icon Pack
I lost my Hans and should not be flying Solo.
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Falcrack
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Re: [MOD] Reactive Factions

Post by Falcrack » Tue, 24. Mar 20, 20:33

Could this also work with Immersive Corporations? As in, NPC owned corporations that only tend to do business with one faction or alliance of factions, and as they do so, lose rep with the enemies of those factions?

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Shuulo
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Re: [MOD] Reactive Factions

Post by Shuulo » Wed, 25. Mar 20, 16:38

it should
Its coded to be mostly faction-neutral, so should work with any number of added factions, only factions listed in the code are xenons, khaaks and few others that you should not be friends with anyway or if it will not make sense for them.

Godis
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Re: [MOD] Reactive Factions

Post by Godis » Tue, 31. Mar 20, 23:47

Shuulo wrote:
Wed, 25. Mar 20, 16:38
it should
Its coded to be mostly faction-neutral, so should work with any number of added factions, only factions listed in the code are xenons, khaaks and few others that you should not be friends with anyway or if it will not make sense for them.
Then the mod also works with the new DLC without an update?

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Shuulo
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Re: [MOD] Reactive Factions

Post by Shuulo » Tue, 31. Mar 20, 23:48

Godis wrote:
Tue, 31. Mar 20, 23:47
Shuulo wrote:
Wed, 25. Mar 20, 16:38
it should
Its coded to be mostly faction-neutral, so should work with any number of added factions, only factions listed in the code are xenons, khaaks and few others that you should not be friends with anyway or if it will not make sense for them.
Then the mod also works with the new DLC without an update?
correct

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StoneLegionYT
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Re: [MOD] Reactive Factions

Post by StoneLegionYT » Sat, 11. Apr 20, 11:53

Kind of debating on this and more on the war one. I love the concepts a lot. I feel like this one would punish the player a lot where the other one be more up and down. That being said I have a bad habbit of being friendly with factions from time to time and I kind of want to avoid that. For example Split hate Argon. I want to stay and be that way though I might slip up and do bad haha. I guess I need more self control.

But now the Dynamic War one sounds cool but maybe a bit too dynamic I saw it has a 5% chance to drastically do a 360 change. The good news there if I don't use this mod and my traders and miners keep dong what their doing it will not impact too much. But if I mix both mods then all hell can break lose too haha.

It's such a hard choice both of the mods have me excited but also a bit worried. I don't plan on doing massive overhaul or changes in this play through either though I find these to be minor but really unique concepts.

In a lot of ways I wish My starting Faction I pick would be a bit more at war with another faction that we both can sort of team up and conquer the universe rather then all the sudden me killing my starting factions allies.

Sorry I'm lost I guess I wanted to share my tired brain :) 6am lol

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Shuulo
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Re: [MOD] Reactive Factions

Post by Shuulo » Sat, 11. Apr 20, 17:59

The secret to success if you are using both this and dynamic war mod is to stay and support one selected faction, dynamic war also allows you to negotiation and pay money for factions to resolve their wars, so if you are reach you can actually make some of factions that you want to not fight that often

DeadAirRT
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Re: [MOD] Reactive Factions

Post by DeadAirRT » Sat, 11. Apr 20, 19:31

Kane Hart wrote:
Sat, 11. Apr 20, 11:53
Kind of debating on this and more on the war one. I love the concepts a lot. I feel like this one would punish the player a lot where the other one be more up and down. That being said I have a bad habbit of being friendly with factions from time to time and I kind of want to avoid that. For example Split hate Argon. I want to stay and be that way though I might slip up and do bad haha. I guess I need more self control.

But now the Dynamic War one sounds cool but maybe a bit too dynamic I saw it has a 5% chance to drastically do a 360 change. The good news there if I don't use this mod and my traders and miners keep dong what their doing it will not impact too much. But if I mix both mods then all hell can break lose too haha.

It's such a hard choice both of the mods have me excited but also a bit worried. I don't plan on doing massive overhaul or changes in this play through either though I find these to be minor but really unique concepts.

In a lot of ways I wish My starting Faction I pick would be a bit more at war with another faction that we both can sort of team up and conquer the universe rather then all the sudden me killing my starting factions allies.

Sorry I'm lost I guess I wanted to share my tired brain :) 6am lol
You could always edit the weight portion on dynamic for besties and nemesis to 0 to stop them from happening

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Shuulo
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Re: [MOD] Reactive Factions

Post by Shuulo » Tue, 14. Apr 20, 01:12

1.4 released:
- fixed some bugs
- improved assets total value calculation

Phiolin
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Re: [MOD] Reactive Factions

Post by Phiolin » Sat, 18. Apr 20, 08:26

Is this save to install mid-game or does it require a new game to be started? How about uninstalling mid-game? :)

DeadAirRT
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Re: [MOD] Reactive Factions

Post by DeadAirRT » Sat, 18. Apr 20, 19:18

Phiolin wrote:
Sat, 18. Apr 20, 08:26
Is this save to install mid-game or does it require a new game to be started? How about uninstalling mid-game? :)
you can add or remove mid game

note that if you remove, it will stay at the current relations and will not revert changes that occured

Phiolin
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Re: [MOD] Reactive Factions

Post by Phiolin » Sat, 18. Apr 20, 20:01

Ok, thanks.
I guess that's not a huge issue here as you'd just have to work your way up again through the ranks. :)

MutantDwarf
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Re: [MOD] Reactive Factions

Post by MutantDwarf » Sun, 19. Apr 20, 04:59

Question: Does this mod make it so Scale Plate reputation can change? Or is that some other mod that's doing that?

At the moment, Scale Plate has ways to lose reputation but as far as I can tell you can't ever gain it back, so the HAT plot can become impossible to finish.

DeadAirRT
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Re: [MOD] Reactive Factions

Post by DeadAirRT » Sun, 19. Apr 20, 06:30

MutantDwarf wrote:
Sun, 19. Apr 20, 04:59
Question: Does this mod make it so Scale Plate reputation can change? Or is that some other mod that's doing that?

At the moment, Scale Plate has ways to lose reputation but as far as I can tell you can't ever gain it back, so the HAT plot can become impossible to finish.
This unlocks it. You can kill xenon for example near sca stuff to get reputation back.

MutantDwarf
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Re: [MOD] Reactive Factions

Post by MutantDwarf » Sun, 19. Apr 20, 11:25

DeadAirRT wrote:
Sun, 19. Apr 20, 06:30
MutantDwarf wrote:
Sun, 19. Apr 20, 04:59
Question: Does this mod make it so Scale Plate reputation can change? Or is that some other mod that's doing that?

At the moment, Scale Plate has ways to lose reputation but as far as I can tell you can't ever gain it back, so the HAT plot can become impossible to finish.
This unlocks it. You can kill xenon for example near sca stuff to get reputation back.
Ah, yep - see that in the description now. Looked through it and just completely missed it.

Still, I tried killing Xenon around SCA stations - and nothing. There's no increase in faction standing. Same with doing missions.

Maybe I just didn't do *enough* killing/missions - I was down around -18 and only ever saw negative movement (and this without ever actually interacting with the SCA prior to my attempt to bring my rep higher so I could do the HAT plot). Maybe the problem was all my trade transactions with non-SCA groups were countering my attempts to build positive reputation with the SCA.

DeadAirRT
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Re: [MOD] Reactive Factions

Post by DeadAirRT » Sun, 19. Apr 20, 15:23

MutantDwarf wrote:
Sun, 19. Apr 20, 11:25
DeadAirRT wrote:
Sun, 19. Apr 20, 06:30
MutantDwarf wrote:
Sun, 19. Apr 20, 04:59
Question: Does this mod make it so Scale Plate reputation can change? Or is that some other mod that's doing that?

At the moment, Scale Plate has ways to lose reputation but as far as I can tell you can't ever gain it back, so the HAT plot can become impossible to finish.
This unlocks it. You can kill xenon for example near sca stuff to get reputation back.
Ah, yep - see that in the description now. Looked through it and just completely missed it.

Still, I tried killing Xenon around SCA stations - and nothing. There's no increase in faction standing. Same with doing missions.

Maybe I just didn't do *enough* killing/missions - I was down around -18 and only ever saw negative movement (and this without ever actually interacting with the SCA prior to my attempt to bring my rep higher so I could do the HAT plot). Maybe the problem was all my trade transactions with non-SCA groups were countering my attempts to build positive reputation with the SCA.
Hmmm are you running dynamic also? Or a custom game start that has sca relations lower than usual with other ai factions? This mod won't cause you to go further negative than the AI factions are between eachother. Iirc sca is usually only negative five.

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