[MOD] Faction War/Economy Enhancer v5.5

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Mysterial
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Re: [MOD] Faction War/Economy Enhancer v4.32

Post by Mysterial » Fri, 14. Feb 20, 22:41

Here's a new beta version:

Download Link

Main changes:
  • Fixed Xenon small raiding parties to not get distracted by the first thing they see so often, so they filter through the sectors and cause more harassment throughout space
  • Improved capital ship movement
  • Fixed issues with pirate behavior
  • Fixed starter factories after sector takeover always being in roughly the same position
  • Improved force allocation for factions with multiple fronts (i.e. HOP)
  • Tweaks to invasion AI when the faction can't build ships fast enough
  • Reduced "[Faction] mounting defence in [Sector]" news message spam (still a bit too much, but not a flood anymore)
  • Catchup module: New feature where factions that are losing badly for several hours but still own their home sector can receive a resource drop from their home planet.
    • Ships are 'spawned' but far from the sector center and must make it to the shipyard or wharf, so they can be intercepted by enemies or pirates
    • Ships are tagged 'Planetary Support' so they can be recognized
    • After the ships deliver, they are recycled
    • Only resources in critical need are delivered, so in some cases this actually increases opportunity for player money making instead of the opposite
    • Hopefully this is a good compromise between cheating and maintaining universe logic. Feedback would be appreciated.

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Re: [MOD] Faction War/Economy Enhancer v4.32

Post by Misunderstood Wookie » Sat, 15. Feb 20, 02:34

WOO HOO I love you, have my small child made of fur haha
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Re: [MOD] Faction War/Economy Enhancer v4.32

Post by s1asher » Sun, 16. Feb 20, 12:23

Mysterial,
After installation, I see that extension in the game is from 14.01 and version is 4.47 (previous version), but you posted new beta on 15.02. Are you sure that link is correct?

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020779
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Re: [MOD] Faction War/Economy Enhancer v4.32

Post by 020779 » Sun, 16. Feb 20, 13:42

s1asher wrote:
Sun, 16. Feb 20, 12:23
extension in the game is from 14.01 and version is 4.47 (previous version), but you posted new beta on 15.02
I got the same

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Re: [MOD] Faction War/Economy Enhancer v4.32

Post by Misunderstood Wookie » Sun, 16. Feb 20, 13:59

That would be caused by just not updating the content.xml to reflect a version change, funny thing about those I figured out if going from a newer to older version it won't load the save game every time it depends on the mod sometimes it will grey it out, as is the case with my mod which only touches icons nothing mechanically about the game sim.
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Re: [MOD] Faction War/Economy Enhancer v4.32

Post by Mysterial » Sun, 16. Feb 20, 15:36

Sorry, I just forgot to update the version number and date in the header.

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Re: [MOD] Faction War/Economy Enhancer v4.32

Post by Misunderstood Wookie » Sun, 16. Feb 20, 15:56

Does not bother me, I know its a new version.
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Re: [MOD] Faction War/Economy Enhancer v4.32

Post by BlackRain » Wed, 19. Feb 20, 18:39

In case you haven't checked yet, there are several nodes (perhaps more) which no longer match with the new 3.0 beta 6, so the mod won't work properly.

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Re: [MOD] Faction War/Economy Enhancer v4.32

Post by Misunderstood Wookie » Thu, 20. Feb 20, 13:20

BlackRain wrote:
Wed, 19. Feb 20, 18:39
In case you haven't checked yet, there are several nodes (perhaps more) which no longer match with the new 3.0 beta 6, so the mod won't work properly.
What are the nodes he said he'd maybe fix it tomorrow but I need it to test other mods so maybe I'll have to fix it myself temporarily
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Re: [MOD] Faction War/Economy Enhancer v4.32

Post by Mysterial » Fri, 21. Feb 20, 02:01

Here's a B6 friendly version. Only lightly tested, so please report any issues. I'll probably do overnights this weekend to evaluate long term balance, since I don't expect further major changes from Egosoft.

Download Link

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Re: [MOD] Faction War/Economy Enhancer v4.32

Post by Misunderstood Wookie » Fri, 21. Feb 20, 03:02

Mysterial wrote:
Fri, 21. Feb 20, 02:01
Here's a B6 friendly version. Only lightly tested, so please report any issues. I'll probably do overnights this weekend to evaluate long term balance, since I don't expect further major changes from Egosoft.

Download Link
Legend, go grab a beer and take the week off mate :P
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Re: [MOD] Faction War/Economy Enhancer v4.32

Post by DeadAirRT » Fri, 21. Feb 20, 04:23

Mysterial wrote:
Fri, 21. Feb 20, 02:01
Here's a B6 friendly version. Only lightly tested, so please report any issues. I'll probably do overnights this weekend to evaluate long term balance, since I don't expect further major changes from Egosoft.

Download Link
The best in the business, did neutral sector expansion stay or get cut?

Mysterial
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Re: [MOD] Faction War/Economy Enhancer v4.32

Post by Mysterial » Fri, 21. Feb 20, 06:13

It should do what Egosoft set it to. I don't exactly have a problem with them being slightly *more* aggressive than I was.

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Re: [MOD] Faction War/Economy Enhancer v4.32

Post by Ragemaster9999 » Fri, 28. Feb 20, 19:12

My version says 4.48 when I downloaded the beta 6 zip and installed it. I think steam workshop maybe overwriting it possibly? Mod is shown in red and in order to enable it i have to enable workshop downloads which it immediately downloads something.

I am seeing xenon not doing much in my game. They seem to be very passive.

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Re: [MOD] Faction War/Economy Enhancer v4.32

Post by Misunderstood Wookie » Sat, 29. Feb 20, 18:31

Ragemaster9999 wrote:
Fri, 28. Feb 20, 19:12
My version says 4.48 when I downloaded the beta 6 zip and installed it. I think the steam workshop maybe overwriting it possibly? Mod is shown in red and in order to enable it i have to enable workshop downloads which it immediately downloads something.

I am seeing xenon not doing much in my game. They seem to be very passive.
I have noticed that when you install a mod which has the workshop ID in the content.xml steam will sub the mod on launch if exists in the workshop database on steam.
I had this same problem and first figured this out using this very mod, If you believe they were overwritten delete them from extension folder then before starting the game go into Steam Workshop for X4 and un-sub from all the mods related to faction fixes, then open your extension folder in X4 Foundations and copy a fresh set of faction fixes from the beta 6 download you got from here. Once you have done this go into each of the faction fixes mod folders and open 'content.xml' with any text editor I suggest Notepad++ or VSCode or ATOM, Sublime Text, e.t.c (probably best not to use notepad it might save funny)

Once you have the content.xml open scroll along to the right and where it says "sync=true" change that to false if it is not already set like that, then start X4 Foundations.
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Re: [MOD] Faction War/Economy Enhancer v4.32

Post by Newinger » Sun, 1. Mar 20, 09:58

A question regarding two items from the change log in the first post:
Xenon I will not be deployed to Hatikvah's Choice I during early game since it tends to annihilate everything
Xenon will use slightly less force for their initial attacks
What does "early game" mean? I use the beta version of this mod, in X4 B6 HF1.

After about one day, a Xenon I with I think 2 or 3 escorts was slowly taking over Hatikvah's Choice I.

As I was way too weak at this time (due to my deliberately slow play style), I think the sector was saved only due to additional faction forces I added with the Foundation of Conquest & War 4.0 mod (I configured FOCW 4.0 in a way that only the factions get support, but NOT the Xenon).

I can imagine that either my understanding of "during early game" differs ("early" means for me ... well, 2 to 3 weeks in-game time, but this may really just be me) or that I have some mod incompatiblities in my mod list? Besides some visual stuff and some new ships, I use:

- beta of Faction War / Economy Enhancer
- beta of VRO
- FOCW (added when I noticed the sectors getting attacked early by overwhelming Xenon forces).

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Re: [MOD] Faction War/Economy Enhancer v4.32

Post by Mysterial » Sun, 1. Mar 20, 15:27

I generally consider "early game" to end at ~20 ingame hours. The invasion strength is also partially relative to defence strength, so if you apply a mod that adds more defenders it might use stronger attacks earlier in the game.

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Re: [MOD] Faction War/Economy Enhancer v4.32

Post by Newinger » Sun, 1. Mar 20, 17:02

Mysterial wrote:
Sun, 1. Mar 20, 15:27
I generally consider "early game" to end at ~20 ingame hours. The invasion strength is also partially relative to defence strength, so if you apply a mod that adds more defenders it might use stronger attacks earlier in the game.
Oh.

So I might even make the issues worse when adding more fleets to Argon, Teladi, etc...

*Sigh* Guess I'll have to live with the fact that the universe is at war and I can't just relax for hours in my Argon Elite sightseeing and leave my fleet unattended...

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Re: [MOD] Faction War/Economy Enhancer v4.32

Post by s1asher » Sun, 8. Mar 20, 09:31

Should we wait for B7 update?

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Re: [MOD] Faction War/Economy Enhancer v4.32

Post by Ragemaster9999 » Mon, 9. Mar 20, 18:13

I have the latest mod patch (for beta 6) and I notice there aren't any orbital reinforcement ships. Argon prime is totally screwed in my game and im trying to save argon from complete xenon destruction. I am not sure what is going on! Also is 4.48 the latest version of the mod? thats the one i installed from the dropbox linked a page back.

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