[MOD] Faction War/Economy Enhancer v5.5

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oddible
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Re: [MOD] Faction War/Economy Enhancer v5.4

Post by oddible » Wed, 27. Oct 21, 16:49

Is there an easy way to adjust the Catchup mod? For instance some sort of control panel or instructions for editing the files? I'd like to remove the care package deliveries and lower the percentages a bit. While I like the concept of the catchup I want to reduce its strength.

Mysterial
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Re: [MOD] Faction War/Economy Enhancer v5.4

Post by Mysterial » Wed, 27. Oct 21, 17:21

You need to make a mod to adjust values, but I add values in parameters.xml for the supply drop logic. Currently the raw percentage bonus is not editable from there, though - you would have to mod the code xml directly.

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oddible
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Re: [MOD] Faction War/Economy Enhancer v5.4

Post by oddible » Thu, 28. Oct 21, 00:37

Mysterial wrote:
Wed, 27. Oct 21, 17:21
You need to make a mod to adjust values, but I add values in parameters.xml for the supply drop logic. Currently the raw percentage bonus is not editable from there, though - you would have to mod the code xml directly.
Thanks. Another question.

I heard FE disables selling ships to ai wharfs. I assume this is to prevent people from exploiting it. However, what about people who aren't exploiting it who just want to ditch a ship? For instance, I capture a Teladi mushroom and ain't no use for that - do I just pile them up in a distant corner of the universe? I'm not selling ships from my own wharf but I do occasionally need to get rid of a ship - any easy way to disable that in the mod? Which one is it in?

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Re: [MOD] Faction War/Economy Enhancer v5.4

Post by Mysterial » Thu, 28. Oct 21, 06:53

The selling restriction is only for ships you build with your own facilities. Captured and purchased ships can be sold like normal.

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Re: [MOD] Faction War/Economy Enhancer v5.4

Post by MrBubble » Mon, 8. Nov 21, 14:06

Are there any plans to improve the Xenon AI?
Defense behavior is terrible.
Factions are quietly building stations in xenon sectors, but instead of demolishing these stations, xenons simply send their capitals one by one to attack other sectors where they die on defense stations.

Grom Alith
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Re: [MOD] Faction War/Economy Enhancer v5.4

Post by Grom Alith » Thu, 18. Nov 21, 16:43

Good day !

I found a bug with the War Module, I see many Xenon mining ships with orders to patrol.
MrBubble wrote:
Mon, 8. Nov 21, 14:06
Factions are quietly building stations in xenon sectors, but instead of demolishing these stations, xenons simply send their capitals one by one to attack other sectors where they die on defense stations.
Same problem for me. The Xenons do not attack with a single ship, they just send capitals and other ships on patrol to distant sectors, even if there is no safe way to reach it.
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Mysterial
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Re: [MOD] Faction War/Economy Enhancer v5.4

Post by Mysterial » Thu, 18. Nov 21, 22:08

Grom Alith wrote:
Thu, 18. Nov 21, 16:43
I found a bug with the War Module, I see many Xenon mining ships with orders to patrol.
If you have a save that doesn't have any content mods in it, I can try to take a look at it. Screenshots won't help.
Same problem for me. The Xenons do not attack with a single ship, they just send capitals and other ships on patrol to distant sectors, even if there is no safe way to reach it.
This is not a bug. Not all Xenon ships are allocated to a war action. There are some ships that are built just to run around and be disruptive.

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Re: [MOD] Faction War/Economy Enhancer v5.4

Post by Grom Alith » Fri, 19. Nov 21, 19:07

Mysterial wrote:
Thu, 18. Nov 21, 22:08
If you have a save that doesn't have any content mods in it, I can try to take a look at it. Screenshots won't help.
I am terribly sorry, I found out that this bug with mining ships was caused by another mod, FE.

8igdave
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Re: [MOD] Faction War/Economy Enhancer v5.4

Post by 8igdave » Sat, 4. Dec 21, 17:19

Is it intended that the AI will aggressively expand into unowned sectors in the first few minutes of the game? Nops, heretics end etc all building defence stations. Basically breaks the game for me since I wanted to do some piracy and they are the only safe places to do it really. Tried restarting a few times and it's clear that with FE installed it happens and when I restart without FE everything runs fine. Real shame, this wasn't the case when I played with FE a year ago.

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Re: [MOD] Faction War/Economy Enhancer v5.4

Post by Mysterial » Sun, 5. Dec 21, 04:26

No, I haven't heard of that ever happening.

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Re: [MOD] Faction War/Economy Enhancer v5.4

Post by grapedog » Tue, 7. Dec 21, 09:01

Is this the mod responsible for my satellites getting constantly destroyed? I'll place satellites way above and below the ecliptic, and they still get taken out. I've seen a lone K fly 40km out of its way to blow up a satellite.

If it is FE, which module is it, so I can uninstall it. It's super annoying having to go and replace my satellites CONSTANTLY....

Like I don't have enough to constantly monitor already...

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Re: [MOD] Faction War/Economy Enhancer v5.4

Post by Szynszyl » Tue, 7. Dec 21, 16:40

Hello,
Anyone know how work Faction Enhancer - War Module mod with 4.20 beta? In beta xenons are stronger, but i want to know how this mod work for other races? Im asking cuz other races don't claim free sectors near them in my game (whitout this mod of course). Anyone use this mod with beta?

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Re: [MOD] Faction War/Economy Enhancer v5.4

Post by Mysterial » Tue, 7. Dec 21, 17:45

grapedog wrote:
Tue, 7. Dec 21, 09:01
Is this the mod responsible for my satellites getting constantly destroyed? I'll place satellites way above and below the ecliptic, and they still get taken out. I've seen a lone K fly 40km out of its way to blow up a satellite.

If it is FE, which module is it, so I can uninstall it. It's super annoying having to go and replace my satellites CONSTANTLY....
Yes, this mod enables the AI to target satellites. They don't have any magic knowledge of them; if a satellite shows up in their radar range (40km) then they may target it.

It's the War module, but that's also the one that does most of what people associate this mod with, so...

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Re: [MOD] Faction War/Economy Enhancer v5.41

Post by s1asher » Mon, 13. Dec 21, 21:19

1. is it compatible with 4.2?
2. Any chances that this mod will not trigger AI to destroy satellites?

Mysterial
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Re: [MOD] Faction War/Economy Enhancer v5.41

Post by Mysterial » Tue, 14. Dec 21, 15:20

1. Yes
2. No

jas_9711
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Re: [MOD] Faction War/Economy Enhancer v5.4

Post by jas_9711 » Wed, 19. Jan 22, 15:36

8igdave wrote:
Sat, 4. Dec 21, 17:19
Is it intended that the AI will aggressively expand into un-owned sectors in the first few minutes of the game? Nops, heretics end etc all building defence stations. Basically breaks the game for me since I wanted to do some piracy and they are the only safe places to do it really. Tried restarting a few times and it's clear that with FE installed it happens and when I restart without FE everything runs fine. Real shame, this wasn't the case when I played with FE a year ago.
Came here to find out why this is happening in my latest new game. Not sure if it's this mod on my end, as I have not tested without it (and I have a very heavily modded setup with A LOT of new neutral sectors from both the X Universe + and XPANed Sectors mods). Anyhow, is this a random thing that sometimes happens? ARG/HOP/TEL/etc. are aggressively taking over any/all neutral sectors incredibly fast, even some of the new mod added ones. When you restart it happens every time? This is new behavior I have never seen before... sort of a problem for my plans also, but I may just press on and see how it all plays out.

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Re: [MOD] Faction War/Economy Enhancer v5.41

Post by shovelmonkey » Fri, 21. Jan 22, 14:37

In my latest game using your mods and custom start with all plots complete, went unification route for paranid. A little while into my gave HOP respawned in Silent Witness IX. Just boom, full setup, wharf, shipyard, multiple factories. As I said they just spawned, no build storages just there.

While I think it's pretty cool, is this supposed to happen and possibly related your catchup module maybe? Another interesting note is I'm using DeadAir's dynamics wars, and their is no trace of the in that diplomacy screen, though they do appear in the standard vanilla player relations screen.
“Not even once has life or the weather complained about a human being.”
― Mokokoma Mokhonoana

Mysterial
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Re: [MOD] Faction War/Economy Enhancer v5.41

Post by Mysterial » Fri, 21. Jan 22, 15:03

That's a bug. They're not supposed to respawn if they're inactive. Sorry, I'll fix it when I have a moment.

shovelmonkey
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Re: [MOD] Faction War/Economy Enhancer v5.41

Post by shovelmonkey » Fri, 21. Jan 22, 15:40

Mysterial wrote:
Fri, 21. Jan 22, 15:03
That's a bug. They're not supposed to respawn if they're inactive. Sorry, I'll fix it when I have a moment.
No need for apologies. Your mods are must haves, and it's actually thrown a pretty fun curveball into my game. :lol:
“Not even once has life or the weather complained about a human being.”
― Mokokoma Mokhonoana

Aranov
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Re: [MOD] Faction War/Economy Enhancer v5.42

Post by Aranov » Sat, 22. Jan 22, 19:42

Just had the same thing happen with Cabel of Curbs after the split plot where I sided with Zyarth. They respawned in an unowned sector.

I was under the impression that they "lost" the war and would just be a pirate faction, like SCA or Fallen Familes, if that much.
Instead they popped up in the same sector I had a Adv. Electronics Fab.

I am using the newest version.

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