[MOD] Faction War/Economy Enhancer v5.63

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

Post by Newinger »

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

Post by Mysterial »

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

Post by Newinger »

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...
s1asher
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Joined: Sat, 19. Jan 19, 15:48
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Re: [MOD] Faction War/Economy Enhancer v4.32

Post by s1asher »

Should we wait for B7 update?
Ragemaster9999
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Re: [MOD] Faction War/Economy Enhancer v4.32

Post by Ragemaster9999 »

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

Post by Mysterial »

Ragemaster9999 wrote: 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.
4.48 is the latest version. The planetary ships are just freighters for supply, they don't get "free" combat ships directly no matter how bad the state is. If Argon Prime is blown up enough to have lost the shipyard/wharf, then they won't get anything. That really shouldn't be able to happen at all until very late game, although I have noticed that the Argon tend to have the hardest time with the latest 3.0 combat balance. I will do another pass of scaling soon, but since most beta testers are reporting the same experience for the Argon in vanilla 3.0 beta, I might need to wait to see what Egosoft does about it.
Ragemaster9999
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Re: [MOD] Faction War/Economy Enhancer v4.32

Post by Ragemaster9999 »

Mysterial wrote: Mon, 9. Mar 20, 22:51
Ragemaster9999 wrote: 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.
4.48 is the latest version. The planetary ships are just freighters for supply, they don't get "free" combat ships directly no matter how bad the state is. If Argon Prime is blown up enough to have lost the shipyard/wharf, then they won't get anything. That really shouldn't be able to happen at all until very late game, although I have noticed that the Argon tend to have the hardest time with the latest 3.0 combat balance. I will do another pass of scaling soon, but since most beta testers are reporting the same experience for the Argon in vanilla 3.0 beta, I might need to wait to see what Egosoft does about it.
They have their shipyard and wharf still though the wharf is at half hull after barely repulsing an I. I just wasnt sure if I had the right version because I have never actually seen a ship labelled planatary support dock at any of their shipyard or wharf. Wharf went hours ingame missing advanced components and likewise there was a shortage of drone components on the shipyard.
Mysterial
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Re: [MOD] Faction War/Economy Enhancer v4.32

Post by Mysterial »

In the next version I'm going to have nav beacons laid out along their route to help with identification (and interception when the player is the enemy) so maybe that will make it more visible. If you don't see any changes in a few more game hours, post up the save somewhere and I will investigate when I get time.
Motionblurr
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Re: [MOD] Faction War/Economy Enhancer v4.32

Post by Motionblurr »

Does this work with B8?
greymouser69
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Re: [MOD] Faction War/Economy Enhancer v4.32

Post by greymouser69 »

I have tracked down freeze/lock ups to this mod in the just released B10 just FYI.
DeadAirRT
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Re: [MOD] Faction War/Economy Enhancer v4.32

Post by DeadAirRT »

greymouser69 wrote: Fri, 27. Mar 20, 00:56 I have tracked down freeze/lock ups to this mod in the just released B10 just FYI.
I am running his beta version with no crashes.
greymouser69
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Re: [MOD] Faction War/Economy Enhancer v4.32

Post by greymouser69 »

DeadAirRT wrote: Fri, 27. Mar 20, 07:26
greymouser69 wrote: Fri, 27. Mar 20, 00:56 I have tracked down freeze/lock ups to this mod in the just released B10 just FYI.
I am running his beta version with no crashes.
Ok the problem may have been that I was most likely running an older version, I'm giving the one from this thread a shot.
greymouser69
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Re: [MOD] Faction War/Economy Enhancer v4.32

Post by greymouser69 »

greymouser69 wrote: Fri, 27. Mar 20, 13:26
DeadAirRT wrote: Fri, 27. Mar 20, 07:26
I am running his beta version with no crashes.
Ok the problem may have been that I was most likely running an older version, I'm giving the one from this thread a shot.
So it turns out that the war module for this mod was causing the lockups, I disabled that and it has been running smooth since.
Mysterial
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Re: [MOD] Faction War/Economy Enhancer v4.32

Post by Mysterial »

RC to ship simultaneous with 3.0:

Download Link

Notable changes:
  • Planetary supply trains (catchup logic) add temporary nav beacons along flight path to nearest shipyard
  • M class ships in low attention have a higher chance to hit surface elements against their primary target (3.0 vanilla overnerfed in this specific case)
  • Station traders never consider supply wares or habitation wares as critical (i.e. don't ignore primary resources because they are empty)
  • Station traders will temporarily give up on critical/shortage wares if there are no viable offers
  • Shipyard/wharf rebuilding will give up and pick a different site if an enemy completely owns the sector and no friendly ships can get in
  • Explore order has a chance to use long range scanner to find stations at extended range (based on crew skill, also the tier of long range scanner installed matters)
Buzz2005
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Re: [MOD] Faction War/Economy Enhancer v4.32

Post by Buzz2005 »

by supply wares you mean like wares for drones?
Fixed ships getting spawned away from ship configuration menu at resupply ships from automatically getting deployables.
Mysterial
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Re: [MOD] Faction War/Economy Enhancer v4.32

Post by Mysterial »

Yes.
Mysterial
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Re: [MOD] Faction War/Economy Enhancer v4.5

Post by Mysterial »

Main post/download updated for 3.0
Otas Elite
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Re: [MOD] Faction War/Economy Enhancer v4.5

Post by Otas Elite »

Is it compatible to the DLC?

I get an error for the Econ AI Module module.
In game I see a red exclamation mark in the extensions menu.

Code: Select all

<?xml version="1.0" encoding="utf-8"?>
<content error="53" id="ws_invalid" name="Faction Enhancer - Econ AI Module"></content>
Content of my extension folders:
ego_dlc_split faction_fix_pack faction_fix_pack_catchup faction_fix_pack_econ_ai faction_fix_pack_econ_bal NoSuperHighway vro
Mysterial
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Re: [MOD] Faction War/Economy Enhancer v4.5

Post by Mysterial »

That means it tried to sync it with Steam and something went wrong. You should delete the mod and reinstall.

There's nothing that should directly conflict with the DLC, but obviously I have not yet been able to verify that everything is fine since I get it at the same time you do.
LordDeTracy
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Re: [MOD] Faction War/Economy Enhancer v4.5

Post by LordDeTracy »

Thank you thank you

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