[MOD] Faction War/Economy Enhancer v5.0

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

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

Scoob
Posts: 7752
Joined: Thu, 27. Feb 03, 23:28
x4

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

Post by Scoob » Thu, 8. Aug 19, 23:46

Hey all,

Just wanted to say that I'm impressed by how quickly the Xenon respond to threats - i.e. ME!

I'm trying to take out a Xenon Defence Platform and whatever I send in generates a larger and larger response. I had to run away in my Odysseus + fighter escort from a large groups of Xenon fighters and P's. I return with an even larger fleet - added a load of Corvettes and a Frigate - and they're now sending a pair of K's at me! Time to run away again lol.

Note that I'm also using VRO, which enhances the combat side of things drastically.

Scoob.

Mr.Freud
Posts: 211
Joined: Sat, 16. Nov 13, 21:20
x4

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

Post by Mr.Freud » Fri, 13. Sep 19, 17:59

PLEEEEASE update for 2.6 beta! :) it seems to bring a lot of fixes and performance improvements!

Mysterial
Posts: 529
Joined: Wed, 6. Nov 02, 21:31
x4

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

Post by Mysterial » Mon, 16. Sep 19, 19:45

Here is a 2.6 compatible version. DO NOT USE WITH 2.5

Download

Mr.Freud
Posts: 211
Joined: Sat, 16. Nov 13, 21:20
x4

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

Post by Mr.Freud » Tue, 17. Sep 19, 11:38

Thank you!!

ObsidianOne
Posts: 23
Joined: Sun, 23. Dec 18, 11:16

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

Post by ObsidianOne » Thu, 19. Sep 19, 14:00

Mysterial wrote:
Mon, 16. Sep 19, 19:45
Here is a 2.6 compatible version. DO NOT USE WITH 2.5

Download
Thanks a lot , you should add to the OP as well.

Wonsz
Posts: 65
Joined: Tue, 11. Dec 18, 00:51
x4

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

Post by Wonsz » Fri, 20. Sep 19, 08:06

Thanks for the update :)

I have one question related to the mod - in my game there are lots of unowned sectors. Something big invades, before I notice it and react, defence station is destroyed and sector becomes no man's land. Hours are passing, sector is perfectly safe (guarded by my fleet) and noone claims it. Is this how it's supposed to work? At the moment I'm trying to repopulate the universe with base building mission - but I'm not sure if "build defence station" mission will transfer sector ownership to the faction that gave me the mission.

Mysterial
Posts: 529
Joined: Wed, 6. Nov 02, 21:31
x4

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

Post by Mysterial » Fri, 20. Sep 19, 16:00

You'll have to be more specific about what sectors are unowned or how they got that way. Factions invading without at least attempting their own defence stations should only happen in the first few hours of the game and at that time they shouldn't be using enough force to actually win.

The rules for retaking unowned sectors are a) the unowned sector is adjacent to an enemy, or b) the faction already has other stations in the sector.

Mr.Freud
Posts: 211
Joined: Sat, 16. Nov 13, 21:20
x4

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

Post by Mr.Freud » Sun, 22. Sep 19, 14:01

could you please make it so that station traders and auto-trades trade in illegal wares? I just started weed production and found out that my station traders dont even try to sell it at lowest price possible. I know its a game issue but would be cool to if you can fix it

Buzz2005
Posts: 1499
Joined: Sat, 26. Feb 05, 02:47
x4

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

Post by Buzz2005 » Sun, 22. Sep 19, 14:04

who buys weed and fuel anyway? only one I know is if you unlock black market guy via missions
Fixed credits not being able to claim abandoned ships sometimes getting stuck when boarding operation sometimes getting some owner other than the player builds a station module or surface element.

Mr.Freud
Posts: 211
Joined: Sat, 16. Nov 13, 21:20
x4

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

Post by Mr.Freud » Sun, 22. Sep 19, 14:15

Buzz2005 wrote:
Sun, 22. Sep 19, 14:04
who buys weed and fuel anyway? only one I know is if you unlock black market guy via missions
PAR and HOP traders come to buy when set to lowest price. and they have max demand possible at their Trade stations in nearby sectors. Also Pirate station have max demand
How does black market work? will they come to my station or will I have to do it manually?

Buzz2005
Posts: 1499
Joined: Sat, 26. Feb 05, 02:47
x4

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

Post by Buzz2005 » Sun, 22. Sep 19, 15:09

when you scan around stations you can get missions via that sparkle, usually they want some illegal goods and when you complete the mission that station should have trade orders for weed and stuff

so its for your ships only I guess, never did that so dont know details
Fixed credits not being able to claim abandoned ships sometimes getting stuck when boarding operation sometimes getting some owner other than the player builds a station module or surface element.

Mysterial
Posts: 529
Joined: Wed, 6. Nov 02, 21:31
x4

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

Post by Mysterial » Sun, 22. Sep 19, 17:15

Mr.Freud wrote:
Sun, 22. Sep 19, 14:01
could you please make it so that station traders and auto-trades trade in illegal wares? I just started weed production and found out that my station traders dont even try to sell it at lowest price possible. I know its a game issue but would be cool to if you can fix it
You should report that in the beta forum - they made changes to how illegal wares are considered and it may be an unintentional side effect of 2.6

Buzz2005
Posts: 1499
Joined: Sat, 26. Feb 05, 02:47
x4

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

Post by Buzz2005 » Sun, 22. Sep 19, 20:06

Did you leave the attack intensity progression as in 2.5?

bc the numbers of ships xenon attack is always very low
Fixed credits not being able to claim abandoned ships sometimes getting stuck when boarding operation sometimes getting some owner other than the player builds a station module or surface element.

Mysterial
Posts: 529
Joined: Wed, 6. Nov 02, 21:31
x4

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

Post by Mysterial » Sun, 22. Sep 19, 21:09

I didn't change it (yet) - what game time are we talking about?

Buzz2005
Posts: 1499
Joined: Sat, 26. Feb 05, 02:47
x4

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

Post by Buzz2005 » Sun, 22. Sep 19, 21:35

17 hours, you can remove all limits if they don't change anything for stable, factions dont have a problem with xenon anymore
Fixed credits not being able to claim abandoned ships sometimes getting stuck when boarding operation sometimes getting some owner other than the player builds a station module or surface element.

Post Reply

Return to “X4: Foundations - Scripts and Modding”