[MOD] Faction War/Economy Enhancer v4.32

The place to discuss scripting and game modifications for X4: Foundations.

Moderators: Scripting / Modding Moderators, Moderators for English X Forum

Buzz2005
Posts: 1200
Joined: Sat, 26. Feb 05, 02:47
x4

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

Post by Buzz2005 » Sat, 11. Jan 20, 01:27

its from the same author as this one so it should work great

Mysterial
Posts: 386
Joined: Wed, 6. Nov 02, 21:31
x4

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

Post by Mysterial » Sat, 11. Jan 20, 03:40

In fact, there are a couple extra gate placement options that are enabled if this mod is installed too, since it allows for the AI attacking neutral sectors under certain conditions.

captainradish
Posts: 134
Joined: Sat, 30. Apr 05, 06:09
x4

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

Post by captainradish » Sat, 11. Jan 20, 06:57

Well, that's groovy. I had no idea they were the same author. Nice!

Mysterial
Posts: 386
Joined: Wed, 6. Nov 02, 21:31
x4

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

Post by Mysterial » Wed, 15. Jan 20, 04:43

New beta version: Download Link

Mostly bugfixes. I also tweaked the catchup bonus and some war scaling.

Shuulo
Posts: 791
Joined: Mon, 14. Apr 08, 17:03
x4

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

Post by Shuulo » Wed, 15. Jan 20, 10:21

Mysterial wrote:
Wed, 15. Jan 20, 04:43
New beta version: Download Link

Mostly bugfixes. I also tweaked the catchup bonus and some war scaling.
Great! Does it include that Xenon slowdown thing that you mentioned?

Tarr3128
Posts: 6
Joined: Wed, 27. Nov 19, 12:14
x4

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

Post by Tarr3128 » Thu, 23. Jan 20, 23:37

I see a very different Xenon behaviour after Beta 5 and your latest Mod version (I used Beta 4 HF2 with your December 24st Beta before.). For some reason where there was only a few xenon before in waves of one P with two M or the like now there are hunter swarms of multiple P's that instantly switch target from whatever they attack the second I get close with my Nemesis. They also coordinate with a K very well that keeps trucking around with them. And seem to pull forces from neighboring sectors.

It would be very neat and challenging if not for the target switching. That is way too much, in my opinion. If it would be somewhat weighted and based on player actions, like getting attacked when trying to disable a capital ship by some of the forces it would better, maybe.

I tried with the base game only and that was like shooting at practice targets, they did no more coordinate with the K and also the attacks of the Ps have been much more spead out.

Some middle ground would be great.

EDIT: Added info about earlier mod version.

Tarr3128
Posts: 6
Joined: Wed, 27. Nov 19, 12:14
x4

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

Post by Tarr3128 » Sat, 25. Jan 20, 09:33

And it seems to be gone again, pretty weird. I updated to Beta5HF1 and the Xenon did not swarm me again with the savegame I kept to see what is happening when the update hits.

BlackRain
Moderator (Script&Mod)
Moderator (Script&Mod)
Posts: 6209
Joined: Mon, 15. Dec 03, 19:53
x4

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

Post by BlackRain » Wed, 12. Feb 20, 22:38

Few errors I noticed in debug, not sure if you are aware.

[General] 0.00 ======================================
[=ERROR=] 0.00 No matching node for path '//damage[@value='1000']/@value' in patch file 'extensions\faction_fix_pack\assets\fx\weaponfx\macros\bullet_xen_turret_l_laser_01_mk1_macro'. Skipping node.
[General] 0.00 ======================================

[General] 6534.49 ======================================
[=ERROR=] 6534.49 No matching node for path '//actions/do_else/do_elseif[contains(@value, 'not this.ship.jobexpired')]/debug_text' in patch file 'extensions\faction_fix_pack_econ_ai\aiscripts\order.trade.middleman.xml'. Skipping node.
[General] 6534.49 ======================================


[General] 6534.49 ======================================
[=ERROR=] 6534.49 Multiple matching nodes for path '//cue[@name='TransferFleetConversationNextSection']/actions/do_if/do_if/do_all[@exact='$FleetShips.count']' in patch file 'extensions\faction_fix_pack\md\rml_deliver_fleet.xml'. Skipping node.
[General] 6534.49 ======================================


[=ERROR=] 6536.06 Error in AI script fight.attack.object.medium on entity 0x1e9b0: Property lookup failed: $ProcessedAnyTarget
* Expression: if @$primarytarget.exists and $targets.indexof.{$primarytarget} gt 0 then $targets.{$i} == $primarytarget else not $ProcessedAnyTarget
* Action: <do_if>, line 22
[General] 6536.06 ======================================


[General] 6538.70 ======================================
[=ERROR=] 6538.70 Error in AI script order.fight.attack.object on entity 0x1d56d: Property lookup failed: this.ship.distanceto.{component.{0x1d505L}}
* this.ship == component.{0x1d56aL} (name='KHK Raiding Party Queen's Guard', class=ship_m)
* Expression: not @$target or this.attention ge attention.visible or this.ship.distanceto.{@$target} gt this.ship.maxcombatrange.all
* Action: <apply_attackstrength>, line 518
[General] 6538.70 ======================================


[General] 6539.71 ======================================
[=ERROR=] 6539.71 Error in AI script order.fight.attack.object on entity 0x1d56d: Property lookup failed: this.ship.distanceto.{component.{0x1d505L}}
* this.ship == component.{0x1d56aL} (name='KHK Raiding Party Queen's Guard', class=ship_m)
* Expression: not @$target or this.attention ge attention.visible or this.ship.distanceto.{@$target} gt this.ship.maxcombatrange.all
* Action: <apply_attackstrength>, line 518
[General] 6539.71 ======================================

BlackRain
Moderator (Script&Mod)
Moderator (Script&Mod)
Posts: 6209
Joined: Mon, 15. Dec 03, 19:53
x4

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

Post by BlackRain » Thu, 13. Feb 20, 00:06

By the way Mysterial, I am trying to do something with adding corporation factions and having them owning factories and such. In your mod, you have factions build stations but it seems the way you set it up it comes under ownership of a primary faction (government faction). Which file do you have it determining who will own the newly built factories? Or could you point me to the code or perhaps provide a way to make it compatible?

Mysterial
Posts: 386
Joined: Wed, 6. Nov 02, 21:31
x4

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

Post by Mysterial » Thu, 13. Feb 20, 02:06

Factories created as a result of the "add some stuff to my near-empty sector" logic is in FactionGoal_Hold_Space. The owner is the faction for which the faction logic is running. I think all cases of actual factories - not equipment docks and trading stations which are also handled there - route to FactionSubgoal_BuildFactory (mod file, not part of vanilla)

BlackRain
Moderator (Script&Mod)
Moderator (Script&Mod)
Posts: 6209
Joined: Mon, 15. Dec 03, 19:53
x4

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

Post by BlackRain » Thu, 13. Feb 20, 02:08

Mysterial wrote:
Thu, 13. Feb 20, 02:06
Factories created as a result of the "add some stuff to my near-empty sector" logic is in FactionGoal_Hold_Space. The owner is the faction for which the faction logic is running.
Hmm, I see, but the sector is not empty lol, it has a ton of stations in it but still built a new one. Did you edit FactionGoal_Hold_Space ?

Mysterial
Posts: 386
Joined: Wed, 6. Nov 02, 21:31
x4

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

Post by Mysterial » Thu, 13. Feb 20, 02:11

Factories created in non-empty sectors are just the economic logic (FactionLogic_Economy) doing its thing. This is vanilla behavior. (Well, technically I trigger it via custom analysis, but it's still the vanilla factory creation that runs)

BlackRain
Moderator (Script&Mod)
Moderator (Script&Mod)
Posts: 6209
Joined: Mon, 15. Dec 03, 19:53
x4

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

Post by BlackRain » Thu, 13. Feb 20, 02:12

Mysterial wrote:
Thu, 13. Feb 20, 02:11
Factories created in non-empty sectors are just the economic logic (FactionLogic_Economy) doing its thing. This is vanilla behavior. (Well, technically I trigger it via custom analysis, but it's still the vanilla factory creation that runs)
I see, so I need to take a look at the vanilla script then, is it Factionlogic_economy? need to see if I can find a way to make it so the factions are correct

XTC0R
Posts: 298
Joined: Sat, 1. Dec 18, 20:58
x4

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

Post by XTC0R » Thu, 13. Feb 20, 10:30

BlackRain wrote:
Thu, 13. Feb 20, 00:06
By the way Mysterial, I am trying to do something with adding corporation factions and having them owning factories and such. In your mod, you have factions build stations but it seems the way you set it up it comes under ownership of a primary faction (government faction). Which file do you have it determining who will own the newly built factories? Or could you point me to the code or perhaps provide a way to make it compatible?
Could the Split Vendetta DLC have the logic to deal with smaller groups/clans/corporations since the Split will not behave like the big factions and more like clans?

DeadAirRT
Posts: 135
Joined: Fri, 25. Jan 19, 04:26
x4

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

Post by DeadAirRT » Fri, 14. Feb 20, 00:12

They will be on the same faction logic most likely. It already can handle smaller groups/factions.

Post Reply

Return to “X4: Foundations - Scripts and Modding”