[MOD] Faction War/Economy Enhancer v5.5

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Starman01
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Re: [MOD] Faction War/Economy Enhancer v5.48

Post by Starman01 » Sat, 29. Apr 23, 13:47

I'm looking for an explanation for a strange enemy behaviour, maybe it results from this mod ?

All your modules are active, including war module in my game. I have Xenon Capital ships warping in, then after taking a few hits, or after realizing they are doomed (due to strong gate defenses) they warp out after a few seconds, they don't even turn towards the gate, they just warp out with the same animation as when large ships using the gates (the jump effect like animation). I think this only happens when the enemy still in range of the gate, i never noticed one warping out mid system in a battle.

is this somewhere a part of the enhancer mods ? And if so, is there a way to disable it ? It ruins most of my battles.

Aranov
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Re: [MOD] Faction War/Economy Enhancer v5.48

Post by Aranov » Sun, 30. Apr 23, 02:27

Hey, two things to bring up.

First and most obvious, the much discussed Sanctuary of Darkness needs a blocker to stop factions from respawning in it.
Second, I've been checking the error log, fixing mods and cleaning up my game (Doubled FPS, Yay!) but there are two errors that can only be traced back to this mod so far.
Spoiler
Show
[=ERROR=] 68706.33 Error in MD cue md.FactionLogic.Get_Suitable_Jobs_Lib: Property lookup failed: $Definition_Size
* Expression: $AffordableDefinitions.count gt 1 and $JobsTable.{$AffordableDefinitions.{1}}.{$Definition_Size} == class.ship_xl
* Action: <do_if>, line 23

[=ERROR=] 68598.13 Error in MD cue md.FactionLogic.Get_Suitable_Jobs_Lib: Property lookup failed: $JobsTable
* Expression: $AffordableDefinitions.count gt 1 and $JobsTable.{$AffordableDefinitions.{1}}.{$Definition_Size} == class.ship_xl
* Action: <do_if>, line 23
Only two mods edit FactionLogic.xml other this one, FOCW that only touches the Xenon, and Orissian Raider only adding two new factions to the faction manager.
Could be a conflict, but I went through my list three times and not sure where else to look.
Anyone else see errors like this?

Artermus
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Re: [MOD] Faction War/Economy Enhancer v5.48

Post by Artermus » Sun, 30. Apr 23, 12:27

Does this work with Foundation of Conquest and War?

BlackRain
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Re: [MOD] Faction War/Economy Enhancer v5.48

Post by BlackRain » Sun, 30. Apr 23, 16:31

Aranov wrote:
Sun, 30. Apr 23, 02:27
Hey, two things to bring up.

First and most obvious, the much discussed Sanctuary of Darkness needs a blocker to stop factions from respawning in it.
Second, I've been checking the error log, fixing mods and cleaning up my game (Doubled FPS, Yay!) but there are two errors that can only be traced back to this mod so far.
Spoiler
Show
[=ERROR=] 68706.33 Error in MD cue md.FactionLogic.Get_Suitable_Jobs_Lib: Property lookup failed: $Definition_Size
* Expression: $AffordableDefinitions.count gt 1 and $JobsTable.{$AffordableDefinitions.{1}}.{$Definition_Size} == class.ship_xl
* Action: <do_if>, line 23

[=ERROR=] 68598.13 Error in MD cue md.FactionLogic.Get_Suitable_Jobs_Lib: Property lookup failed: $JobsTable
* Expression: $AffordableDefinitions.count gt 1 and $JobsTable.{$AffordableDefinitions.{1}}.{$Definition_Size} == class.ship_xl
* Action: <do_if>, line 23
Only two mods edit FactionLogic.xml other this one, FOCW that only touches the Xenon, and Orissian Raider only adding two new factions to the faction manager.
Could be a conflict, but I went through my list three times and not sure where else to look.
Anyone else see errors like this?
FOCW does not touch Faction logic so there should be no issues with the two. There shouldn't be any incompatibilities with FOCW and this mod.

Mysterial
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Re: [MOD] Faction War/Economy Enhancer v5.48

Post by Mysterial » Sun, 30. Apr 23, 20:16

Aranov wrote:
Sun, 30. Apr 23, 02:27
Second, I've been checking the error log, fixing mods and cleaning up my game (Doubled FPS, Yay!) but there are two errors that can only be traced back to this mod so far.
It seems like you don't have the latest version. That line was fixed and is different at latest.

Aranov
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Re: [MOD] Faction War/Economy Enhancer v5.48

Post by Aranov » Sun, 30. Apr 23, 23:34

Are you sure? Just reinstalled from the link here to be sure but I'm still getting that error.
Should I be using the Steam Workshop upload?
BlackRain wrote:
Sun, 30. Apr 23, 16:31
FOCW does not touch Faction logic so there should be no issues with the two. There shouldn't be any incompatibilities with FOCW and this mod.
Apologies if that's what I seemed to imply! In retrospect, I'm not even sure why I mentioned FOCW.


EDIT: Well this is bizarre. If the .cat file is packed, no error. Unpacked, there is the same two errors. Wiped the faction fix folder clean too, so no old files left over.

Mysterial
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Re: [MOD] Faction War/Economy Enhancer v5.48

Post by Mysterial » Mon, 1. May 23, 02:10

Aranov wrote:
Sun, 30. Apr 23, 23:34
EDIT: Well this is bizarre. If the .cat file is packed, no error. Unpacked, there is the same two errors. Wiped the faction fix folder clean too, so no old files left over.
If you unpack ALL the .cat/.dat you will include the backwards compatibility files for 5.x which would explain your issues.

Starman01
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Re: [MOD] Faction War/Economy Enhancer v5.48

Post by Starman01 » Mon, 1. May 23, 14:23

Starman01 wrote:
Sat, 29. Apr 23, 13:47
I'm looking for an explanation for a strange enemy behaviour, maybe it results from this mod ?

All your modules are active, including war module in my game. I have Xenon Capital ships warping in, then after taking a few hits, or after realizing they are doomed (due to strong gate defenses) they warp out after a few seconds, they don't even turn towards the gate, they just warp out with the same animation as when large ships using the gates (the jump effect like animation). I think this only happens when the enemy still in range of the gate, i never noticed one warping out mid system in a battle.

is this somewhere a part of the enhancer mods ? And if so, is there a way to disable it ? It ruins most of my battles.
@ Mysterial : Sorry for double posting, but i think the discussion pushed my comment back so maybe you didn't see it :) I would appreciate if you could maybe give me a note about this issue. It really seems to originate from the WAR-Module in this mod.

Rastuasi
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Re: [MOD] Faction War/Economy Enhancer v5.48

Post by Rastuasi » Mon, 1. May 23, 16:00

That behavior exists in stock for me. Nothing you can do to stop it, it's what Egosoft added so caps don't have to travel to back side of gate to go through

Starman01
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Re: [MOD] Faction War/Economy Enhancer v5.48

Post by Starman01 » Mon, 1. May 23, 18:45

Rastuasi wrote:
Mon, 1. May 23, 16:00
That behavior exists in stock for me. Nothing you can do to stop it, it's what Egosoft added so caps don't have to travel to back side of gate to go through
I know what you mean, that jump effect is "normal" for large ships, you can examine that at every gate.... But what I mean is that the xenon ship jumps in, and then emergency jump out after taking a few hits, usually after 2 to 5 seconds. Due to the damage dealt I could observe that the same ship will then do this multiple times in a row.... Entering the system, just to emergency jump out again, without even turning towards the gate. That's not ok IMO

Ashitaka-san
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Re: [MOD] Faction War/Economy Enhancer v5.48

Post by Ashitaka-san » Wed, 3. May 23, 08:49

Mysterial,

"FE mod cause lags, as it have been reported and tested by people in this chat. So not really recommended to use for long games, it can halve your fps over certain time."

This was mentioned on the VRO discord by another player. I can't verify it myself but I wanted to report it. They mentioned this has occurred since 6.0.

It would be a shame if your great mod causes fps lag as they are mentioning.

Mysterial
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Re: [MOD] Faction War/Economy Enhancer v5.48

Post by Mysterial » Wed, 3. May 23, 15:49

I am aware a couple people have said that. But I can't reproduce, there is basically always someone saying the performance is worse (every official beta version gets those reports in the beta forum too) and the game doesn't provide any way to analyze performance. So unless one of the affected wants to binary search the files for the problem area or it starts happening to me and becomes fruitful for me to do so, there's little I can do about it.

Mr.Freud
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Re: [MOD] Faction War/Economy Enhancer v5.48

Post by Mr.Freud » Wed, 3. May 23, 16:02

Any mod that adds jobs/ships/alters faction logic has impact on performance. And if you have bunch of them running together the impact is going to be even bigger. Especially if they alter the same things (for example OOS combat, Invasion logic etc)

user1679
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Re: [MOD] Faction War/Economy Enhancer v5.48

Post by user1679 » Wed, 3. May 23, 20:20

Mysterial wrote:
Wed, 3. May 23, 15:49
I am aware a couple people have said that. But I can't reproduce, there is basically always someone saying the performance is worse (every official beta version gets those reports in the beta forum too) and the game doesn't provide any way to analyze performance. So unless one of the affected wants to binary search the files for the problem area or it starts happening to me and becomes fruitful for me to do so, there's little I can do about it.
In my experience it's the jobs files. If I install Ossian Raider, XR Ship Pack, Navy Fleets, FOCW and Ship Variation Expansion, my FPS will tank to single digits very quickly. All the mods have jobs files that add fleets of ships right at the start. I edited some of them to disable certain fleets and make others start later and the lag shifted to later in the game.

I do wonder though if there's a difference between adding individual ships and adding fleets. For example, if a mod adds a carrier fleet with 5 escorts, in theory that would use far more AI / CPU cycles to manage the fleet behavior than spawning the 5 ships as single ships flying around instead of being escorts. Of course that defeats the purpose of the mod adding defense fleets.

BlackRain
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Re: [MOD] Faction War/Economy Enhancer v5.48

Post by BlackRain » Thu, 4. May 23, 02:44

user1679 wrote:
Wed, 3. May 23, 20:20
Mysterial wrote:
Wed, 3. May 23, 15:49
I am aware a couple people have said that. But I can't reproduce, there is basically always someone saying the performance is worse (every official beta version gets those reports in the beta forum too) and the game doesn't provide any way to analyze performance. So unless one of the affected wants to binary search the files for the problem area or it starts happening to me and becomes fruitful for me to do so, there's little I can do about it.
In my experience it's the jobs files. If I install Ossian Raider, XR Ship Pack, Navy Fleets, FOCW and Ship Variation Expansion, my FPS will tank to single digits very quickly. All the mods have jobs files that add fleets of ships right at the start. I edited some of them to disable certain fleets and make others start later and the lag shifted to later in the game.

I do wonder though if there's a difference between adding individual ships and adding fleets. For example, if a mod adds a carrier fleet with 5 escorts, in theory that would use far more AI / CPU cycles to manage the fleet behavior than spawning the 5 ships as single ships flying around instead of being escorts. Of course that defeats the purpose of the mod adding defense fleets.
Just to be clear, FOCW does not add any ships at start, unless you want it to. Only options which are turned on will get built and only if you start a new game with those options on will there be fleets at game start. If you start a new game with all options off and then turn them on, those fleets/ships will only be built over a long period of time. So, my mod only has performance issues depending on what you add in or how powerful your pc is, etc. It is entirely up to how you configure it. Also, I have never experienced any major performance issues until I myself start building/buying lots of ships. Once I have a few super stations and probably a couple hundred miners/traders/military ships then I notice some performance issues but usually only in my own sectors where there are so many ships and stations.

Ashitaka-san
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Re: [MOD] Faction War/Economy Enhancer v5.48

Post by Ashitaka-san » Thu, 4. May 23, 05:07

Mysterial wrote:
Wed, 3. May 23, 15:49
I am aware a couple people have said that. But I can't reproduce, there is basically always someone saying the performance is worse (every official beta version gets those reports in the beta forum too) and the game doesn't provide any way to analyze performance. So unless one of the affected wants to binary search the files for the problem area or it starts happening to me and becomes fruitful for me to do so, there's little I can do about it.
Ok, not a problem then. I just wanted to bring it to your attention in case you weren't aware.

I never had any major issue using your faction enhancers in the past. It could also be, as suggested, that it's another mod(s) that players are using that causes it.

jkelley2
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Re: [MOD] Faction War/Economy Enhancer v5.48

Post by jkelley2 » Sat, 6. May 23, 09:57

Mysterial wrote:
Wed, 3. May 23, 15:49
I am aware a couple people have said that. But I can't reproduce, there is basically always someone saying the performance is worse (every official beta version gets those reports in the beta forum too) and the game doesn't provide any way to analyze performance. So unless one of the affected wants to binary search the files for the problem area or it starts happening to me and becomes fruitful for me to do so, there's little I can do about it.
just a touch of info ... something in the order.restock.subordinates.recurse and order.restock.subordinates is whats drastically dropping fps ive found ... without those 2 specific scripts i gain like 30fps back

T04STER
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Re: [MOD] Faction War/Economy Enhancer v5.48

Post by T04STER » Mon, 8. May 23, 21:31

I just started a modded playthrough with the econ_ai module amongst other extensions (no other FE modules tho) and I observed a realy strange behaviour.
Suddenly I could not change my graphics settings (fsr on or off, msaa4x/8x, windows/fullscreen/borderless) it would always reset to its default. I was like wtf is going on.
After a lot of trial and error it turned out that having the "econ_ai module" enabled causes that behaviour. I tried it with a new profile and as the only extension installed and still same behaviour.

Mysterial
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Re: [MOD] Faction War/Economy Enhancer v5.48

Post by Mysterial » Tue, 9. May 23, 04:38

T04STER wrote:
Mon, 8. May 23, 21:31
I just started a modded playthrough with the econ_ai module amongst other extensions (no other FE modules tho) and I observed a realy strange behaviour.
Suddenly I could not change my graphics settings (fsr on or off, msaa4x/8x, windows/fullscreen/borderless) it would always reset to its default. I was like wtf is going on.
After a lot of trial and error it turned out that having the "econ_ai module" enabled causes that behaviour. I tried it with a new profile and as the only extension installed and still same behaviour.
Someone else reported that but I tested it and it worked. I don't see anything in the code that would be related at all, so I don't really know.

Bozz11
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Re: [MOD] Faction War/Economy Enhancer v5.48

Post by Bozz11 » Tue, 9. May 23, 13:31

This mod causes massive performance issues for me, I have 130 FPS without this mod and I get down to 30 FPS with this mod, no idea why... Disabling the mod brings me back to 130 FPS.
Even only enabling this mod dropps my FPS immediatly.

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