[MOD] Faction War/Economy Enhancer v5.5

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DragonEye501
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x3ap

Re: [MOD] Faction War/Economy Enhancer v5.2

Post by DragonEye501 » Mon, 29. Mar 21, 18:08

Mysterial wrote:
Sun, 28. Mar 21, 21:35
It restricts offensive fleet size somewhat. It does not restrict actions that can be taken.
Ahhhhhh, I see. That's great that it doesn't restrict factions from warmongering. As for your points I think you've actually turned me around on the idea of this feature. Also, 48hrs seems like the perfect in game time for it to reach the apex of galactic warfare craziness. Thanks for the info! :mrgreen:

Knjaz136
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Re: [MOD] Faction War/Economy Enhancer v5.1

Post by Knjaz136 » Tue, 30. Mar 21, 04:20

Anthoam wrote:
Mon, 22. Mar 21, 00:08
Hello ! I come from the Steam page of the War Module (I also posted a comment because of a problem I have with the mod enabled).
I don't know why, but I have a freeze just after a
Spoiler
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Secret Service mission
Dal just calls and explain what's happening after the mission, then the freeze occurs. So I tried to disable any mod that might be related, and by disabling the War module the freeze didn't occur anymore. So I played a bit without it then I reactivated it. After some times (30 minutes I think, maybe less) the game freeze again.
Seconded. War Module freezes the game at the very end(?) of Covert Operations questline, if you
Spoiler
Show
decide to side with Protectorate. Right at the moment where you receive a call from Dal that explains what is going to change between factions.
Haven't tried other outcomes, no clue what happens there.

Disabling it, going through that in-game sequence, then re-enabling it again seems to lead to another freeze.


Update: Turned war module off, reloaded - 10 minutes on SETA, no freezes.
Saved, reloaded with WarMod - Freeze in ~10+ seconds on SETA.

Mysterial
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Re: [MOD] Faction War/Economy Enhancer v5.2

Post by Mysterial » Tue, 30. Mar 21, 17:22

Post the save somewhere please.

Mysterial
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Re: [MOD] Faction War/Economy Enhancer v5.2

Post by Mysterial » Wed, 31. Mar 21, 15:24

Bug found. Fix incoming. Thanks Knjaz136 for the save.

It was the builders of all things!

Mysterial
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Re: [MOD] Faction War/Economy Enhancer v5.21

Post by Mysterial » Thu, 1. Apr 21, 02:04

Fix uploaded.

user1679
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Re: [MOD] Faction War/Economy Enhancer v5.21

Post by user1679 » Fri, 2. Apr 21, 05:38

Normally I can find and suggest fixes for small bugs but this one's got me stumped:

x4 v4.0 hotfix 2
[=ERROR=] 0.00 AnarkFileIO::FileOpenCallback(): Failed to open the file: 'ui/addons/ego_targetmonitor/../../../extensions/faction_fix_pack_catchup/ui/catchup.lua??0?0?0?0' - error: 4
[General] 0.00 ======================================
[=ERROR=] 0.00 Addon::LoadLuaFile() - Failed to open specified filename: 'ui/addons/ego_targetmonitor/../../../extensions/faction_fix_pack_catchup/ui/catchup.lua??0?0?0?0' referenced in addon: 'ego_targetmonitor'
[General] 0.00 ======================================
I don't have any mod installed called "ego_targetmonitor". I have one by SirNukes called "sn_better_target_monitor" but the Id for that is "ws_2042920500". So I have no idea what this is referring to.

Mysterial
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Re: [MOD] Faction War/Economy Enhancer v5.21

Post by Mysterial » Fri, 2. Apr 21, 14:44

Do you have the Catchup module installed?

Knjaz136
Posts: 22
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Re: [MOD] Faction War/Economy Enhancer v5.21

Post by Knjaz136 » Fri, 2. Apr 21, 15:58

Is there a reason why Xenon would be so passive some 300 hours in?
https://puu.sh/HuNU8/54ba515018.png
Somewhere in first 100 hours I was fiercely protecting Fires of Defeat, as I wanted Split base of operations too, thinking Xenon would overrun the rest of the galaxy anyway.
Turns out, it's Xenon getting overrun instead. Scouted Teladi sectors, don't see that much activity either.

just RNG/Luck?

Guess, change of plans is in order and it's time to annex Antigone.

Mysterial
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Re: [MOD] Faction War/Economy Enhancer v5.21

Post by Mysterial » Fri, 2. Apr 21, 16:40

300 hours is 200 hours more than I've ever tested, so I have no idea. But even with infinite resources the Xenon can only build ships so fast and with a player assisted economy at that scale expecting them to keep up is probably unrealistic.

However, until the most recent mod update, the Savage Spur and Matrix 79B sector groups were basically broken (also busted in vanilla with the expansion installed) because the miners go to mine somewhere they can't get home. So that probably didn't help any.

Knjaz136
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Re: [MOD] Faction War/Economy Enhancer v5.21

Post by Knjaz136 » Fri, 2. Apr 21, 16:42

Mysterial wrote:
Fri, 2. Apr 21, 16:40
300 hours is 200 hours more than I've ever tested, so I have no idea. But even with infinite resources the Xenon can only build ships so fast and with a player assisted economy at that scale expecting them to keep up is probably unrealistic.

However, until the most recent mod update, the Savage Spur and Matrix 79B sector groups were basically broken (also busted in vanilla with the expansion installed) because the miners go to mine somewhere they can't get home. So that probably didn't help any.
I see, this explains.
Yeah, Savage Spur Xennons also got overrun really quick by Terrans in my vanilla game until I installed FWEE.

user1679
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Re: [MOD] Faction War/Economy Enhancer v5.21

Post by user1679 » Sat, 3. Apr 21, 05:26

Mysterial wrote:
Fri, 2. Apr 21, 14:44
Do you have the Catchup module installed?
Yes, I have it installed but disabled. The only modules I use are:

faction_fix_pack
faction_fix_pack_econ_ai
faction_fix_pack_econ_bal

Mysterial
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Re: [MOD] Faction War/Economy Enhancer v5.21

Post by Mysterial » Sat, 3. Apr 21, 14:52

Then that error is harmless and expected.

sanas
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Re: [MOD] Faction War/Economy Enhancer v5.21

Post by sanas » Sat, 3. Apr 21, 17:49

I've always played with this mod and don't know how in vanilla. Can I have a more detailed description of what the mod does? compared to default?

user1679
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Re: [MOD] Faction War/Economy Enhancer v5.21

Post by user1679 » Sun, 4. Apr 21, 04:53

Mysterial wrote:
Sat, 3. Apr 21, 14:52
Then that error is harmless and expected.
Thanks. I wasn't sure because I don't have many hours into the game to know if it would be a problem.

s1asher
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Re: [MOD] Faction War/Economy Enhancer v5.21

Post by s1asher » Sun, 4. Apr 21, 13:41

@Mysterial

Could you somehow disable enemy destroying player's satellites, cause i have wasted too much time to place a lot of them across different sectors. Plus i want to monitor that Xenon are OK and will not be wiped out and help them where it is needed:)

user1679
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Re: [MOD] Faction War/Economy Enhancer v5.21

Post by user1679 » Mon, 5. Apr 21, 00:15

s1asher wrote:
Sun, 4. Apr 21, 13:41
@Mysterial

Could you somehow disable enemy destroying player's satellites, cause i have wasted too much time to place a lot of them across different sectors. Plus i want to monitor that Xenon are OK and will not be wiped out and help them where it is needed:)
I actually like this feature so I hope this would be made optional.

Having satellites being destroyed makes you have to consider placing a fleet to guard them or being more strategic where they are placed.

Rastuasi
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Re: [MOD] Faction War/Economy Enhancer v5.21

Post by Rastuasi » Mon, 5. Apr 21, 03:32

s1asher wrote:
Sun, 4. Apr 21, 13:41
@Mysterial

Could you somehow disable enemy destroying player's satellites, cause i have wasted too much time to place a lot of them across different sectors. Plus i want to monitor that Xenon are OK and will not be wiped out and help them where it is needed:)
That's why I place them inside the nooks and grooves of stations, so that there's not an easy way to just shoot it down and they then generally aggro the station. It has caused some funny wars to start when they try to attack my one satellite.

Mysterial
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Re: [MOD] Faction War/Economy Enhancer v5.21

Post by Mysterial » Mon, 5. Apr 21, 07:00

I'm not changing the anti-satellite behavior. There are mods to make satellites have huge range if you want to cheat it.

s1asher
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Re: [MOD] Faction War/Economy Enhancer v5.21

Post by s1asher » Mon, 5. Apr 21, 07:52

Mysterial wrote:
Mon, 5. Apr 21, 07:00
I'm not changing the anti-satellite behavior. There are mods to make satellites have huge range if you want to cheat it.
it not a cheat, its vanilla functionality that satellites stay untouched:( Maybe some optional functionality to make them work as vanilla intended?

Mod you are talking about probably this: https://www.nexusmods.com/x4foundations/mods/4
But description is saying "this mod was to just increase the range of satellites, but that didn't always work correctly", so i don't want to use mod which is not working correctly:)

Rastuasi
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Re: [MOD] Faction War/Economy Enhancer v5.21

Post by Rastuasi » Mon, 5. Apr 21, 16:23

s1asher wrote:
Mon, 5. Apr 21, 07:52
Mysterial wrote:
Mon, 5. Apr 21, 07:00
I'm not changing the anti-satellite behavior. There are mods to make satellites have huge range if you want to cheat it.
it not a cheat, its vanilla functionality that satellites stay untouched:( Maybe some optional functionality to make them work as vanilla intended?

Mod you are talking about probably this: https://www.nexusmods.com/x4foundations/mods/4
But description is saying "this mod was to just increase the range of satellites, but that didn't always work correctly", so i don't want to use mod which is not working correctly:)
I've used this mod, it has worked just fine since 2.4, no issues.

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