[MOD] Faction War/Economy Enhancer v5.5

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Mr.Freud
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Re: [MOD] Faction War/Economy Enhancer v4.11

Post by Mr.Freud » Wed, 25. Sep 19, 15:24

Warnoise wrote:
Wed, 25. Sep 19, 14:28
wont 2.6 make most of the changes this mod brings obsolete?
he already posted 2.6 beta version, but I too think it will need some sort of rework. I personally would like to see factions being more aggressive. I still haven't seen one faction taking sectors from another. They usually destroy a couple of stations then get killed. But of course it's a game issue not the mods

Thecrippler
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Re: [MOD] Faction War/Economy Enhancer v4.11

Post by Thecrippler » Wed, 25. Sep 19, 22:01

Mr.Freud wrote:
Wed, 25. Sep 19, 15:24
Warnoise wrote:
Wed, 25. Sep 19, 14:28
wont 2.6 make most of the changes this mod brings obsolete?
he already posted 2.6 beta version, but I too think it will need some sort of rework. I personally would like to see factions being more aggressive. I still haven't seen one faction taking sectors from another. They usually destroy a couple of stations then get killed. But of course it's a game issue not the mods
i recently started a new game play guess what the xenon take over half off the sectors teladi got wiped out in 2-3 days game play after that the economy collapse :( i was not able to make money i was not able to build ships.

so i decided to start again and now everything runs normal ther is still xenon invasion but not as big as before so ya it is the game not the mods every time we start a new game play the game rotates randomly

Thecrippler
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Re: [MOD] Faction War/Economy Enhancer v4.11

Post by Thecrippler » Tue, 1. Oct 19, 01:08

OK did a fresh start + your mood and this happened https://steamcommunity.com/profiles/765 ... reenshots/ it seems something is wrong with the Paranid Shipyard

Ok i manage to force dock with the station and now they are coming in and out and the Paranid Shipyard is building ships but the problems still lies ther is to maniy ship coming in for trading

Scoob
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Re: [MOD] Faction War/Economy Enhancer v4.11

Post by Scoob » Fri, 4. Oct 19, 00:50

I'm currently testing 2.6 Beta - vanilla of course - and the faction wars are certainly more active. Argon and the two Paranid Factions are going at it, sometimes getting other races ships involved too, I assume due to shots hitting the wrong targets from time to time. The Xenon are a mixed bag, they appear to have lost a sector - it's gone neutral - due to Paranid action, so are less of a threat in that area. While another Xenon sector has spread into Teladi space, completely capturing one Sector and making another a hazard to visit. So, stuff is certainly going on though I'm not sure how it compares to FWEE yet.

Once we know the final balance 2.6 is going to have, I'm sure the author will tailor this mod to make things more exciting still. However, it is good to see the devs responding.

I guess for some modders, seeing their work / idea make it into the main game must give a degree of satisfaction.

Scoob.

Mysterial
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Re: [MOD] Faction War/Economy Enhancer v4.11

Post by Mysterial » Sat, 5. Oct 19, 03:14

I have updated the 2.6 beta version with fixes and improvements. DO NOT USE WITH 2.5

Download

Buzz2005
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Re: [MOD] Faction War/Economy Enhancer v4.11

Post by Buzz2005 » Sun, 6. Oct 19, 18:15

thanks and please what are the fixes and improvements?
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 v4.11

Post by Mysterial » Mon, 7. Oct 19, 02:17

I'll do a real changelist when it's official but for the most part it's just fixing bugs that were in the last beta release. I tweaked the war scaling a little and some other misc balance changes so early game should be a little more interesting.

cpoustie123
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Re: [MOD] Faction War/Economy Enhancer v4.11

Post by cpoustie123 » Tue, 8. Oct 19, 06:17

Hello Mysterial, just wondering if you accidentally left in some testing code with the latest small update you posted for the beta 4 pack? Now when I start a new game I get SETA automatically added to inventory and +20 reputation with most factions.

Mysterial
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Re: [MOD] Faction War/Economy Enhancer v4.11

Post by Mysterial » Tue, 8. Oct 19, 15:26

Oh FFS I did that again. I'm sorry. I fixed the code, but the stuff won't go away... hope you followed the beta instructions about backups :/

Buzz2005
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Re: [MOD] Faction War/Economy Enhancer v4.11

Post by Buzz2005 » Tue, 8. Oct 19, 15:43

what does that code do on existing 30 hour save?? :D
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 v4.11

Post by Mysterial » Tue, 8. Oct 19, 15:47

Pretty much the same thing as a new game. The debug code is designed to let me AFK on SETA overnight and observe the universe state when the player doesn't do anything.

Mysterial
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Re: [MOD] Faction War/Economy Enhancer v4.2

Post by Mysterial » Thu, 17. Oct 19, 16:40

Now officially updated for 2.6 compatibility (as well as other improvements)

ObsidianOne
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Re: [MOD] Faction War/Economy Enhancer v4.2

Post by ObsidianOne » Fri, 18. Oct 19, 20:36

Thanks for the update. :)

Mysterial
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Re: [MOD] Faction War/Economy Enhancer v4.31

Post by Mysterial » Sun, 3. Nov 19, 16:03

Some minor updates but also a fix for the CV issue introduced in 2.6 HF1 if you can't wait for Egosoft to get to it ;)

Rastuasi
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Re: [MOD] Faction War/Economy Enhancer v4.31

Post by Rastuasi » Sun, 3. Nov 19, 19:54

CV issue?

Mysterial
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Re: [MOD] Faction War/Economy Enhancer v4.31

Post by Mysterial » Sun, 3. Nov 19, 20:01

Some CVs don't have enough builder drones and whatever they did in HF1 made it matter. So the build times for station modules are wildly inconsistent. Sometimes it's like before, sometimes it's 2x or worse.

Kyle Baxter
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Re: [MOD] Faction War/Economy Enhancer v4.31

Post by Kyle Baxter » Thu, 7. Nov 19, 21:03

Hey,

I'm using this mod with all 4 modules alongside Variety and Rebalance Overhaul. My problem is that my fresh 2.6 Universe with those two mods result in broken Kha'ak raiding fleets. I've got a system with a Station in it that spawns those raiding fleets. The ships don't move and i can't attack them or order my ships to attack those. When i try to shot one with my main weapons shoots through and it seems like they can't target the ship properly. Only one ship type is affected and the name is Raiding Party Forager. The system is full with unmoving ships of this type. I already asked the question in the the VRO thread, but i thought i should do it here too. What could cause this? Is there a conflict between the two mods? Did something change in 2.6 that broke the Kha'ak or does the War Module changes the Faction AI and breaks a part?

Mysterial
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Re: [MOD] Faction War/Economy Enhancer v4.31

Post by Mysterial » Fri, 8. Nov 19, 15:47

I can't see how anything I've done could cause that, but in any case I loaded up a savegame from when I was testing the current version and checked the Kha'ak Installation/spawn zone and there weren't any ghost ships there. Sorry, I don't know what to tell you.

Kyle Baxter
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Re: [MOD] Faction War/Economy Enhancer v4.31

Post by Kyle Baxter » Fri, 8. Nov 19, 17:33

That is odd, Shuulo the Author of VRO has the same problem with the raiding parties. So I'm at least not alone with my problem. :) He will check later if his mod is messing with something. Right now I'm just ignoring the Kha'ak. I just wanted to tell you both that maybe something is broken. Maybe even the Patch 2.6 is faulty who knows.

Edit: The culprit was found, it was the VRO mod. A line was commented out. By the way, i totally forgot to say thank you for this great mod!

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

Post by Mr.Freud » Sat, 16. Nov 19, 10:29

will you update for 3.0 Beta? its out

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