[MOD] Faction War/Economy Enhancer v4.8

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Snowfious
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Re: [MOD] Faction War/Economy Enhancer v4.72

Post by Snowfious » Wed, 27. May 20, 04:29

Mysterial wrote:
Wed, 27. May 20, 00:12
Latest beta should now be compatible with 3.2 Beta 2.
Just tested it out and can confirm that with 3.2 Beta 2, both issues have been fixed. Appreciate the timely efforts.

Darlandra
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Re: [MOD] Faction War/Economy Enhancer v4.72

Post by Darlandra » Thu, 28. May 20, 02:57

War module appears to cause a crash with the game. Music plays, but everything else comes to a standstill. have tested with everything disabled but it and it will still cause it.
Edit: Ok so it looks like you have a different version for download than what's on steam worship I'll try the download.
Edit2: Ok yea, looks like the steam version of of the war enhancer is causing what's effectively a crash, though i'm not waiting to see if i get a window crash window. Nothing is popping up under the game log for this. Downloaded the beta and it works fine though now.

Rastuasi
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Re: [MOD] Faction War/Economy Enhancer v4.72

Post by Rastuasi » Thu, 28. May 20, 06:11

Darlandra wrote:
Thu, 28. May 20, 02:57
War module appears to cause a crash with the game. Music plays, but everything else comes to a standstill. have tested with everything disabled but it and it will still cause it.
Edit: Ok so it looks like you have a different version for download than what's on steam worship I'll try the download.
Edit2: Ok yea, looks like the steam version of of the war enhancer is causing what's effectively a crash, though i'm not waiting to see if i get a window crash window. Nothing is popping up under the game log for this. Downloaded the beta and it works fine though now.
Always check the forums, the steam versions will rarely be compatible with the beta versions and so the devs will release a beta version of their mods for the beta of X4. This is especially true when it requires new things from the beta, thus is not backward compatible.

LEGO1001
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Re: [MOD] Faction War/Economy Enhancer v4.72

Post by LEGO1001 » Thu, 4. Jun 20, 03:21

Im sorry if i ask but does your mod make the xenon minnings ship kill them selfs by going in hostile space

Mysterial
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Re: [MOD] Faction War/Economy Enhancer v4.72

Post by Mysterial » Thu, 4. Jun 20, 05:37

They shouldn't go into hostile space to actually mine, but they need to supply their station in enemy territory, so you might see them in non-Xenon space. The AI has reserve miners that stay home so it shouldn't get broken by miners dying too much.

LEGO1001
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Re: [MOD] Faction War/Economy Enhancer v4.72

Post by LEGO1001 » Thu, 4. Jun 20, 19:24

Most of the xenon shipyards are out of /ore/siclon/ and not building anything anymore

RPINerd
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Re: [MOD] Faction War/Economy Enhancer v4.8

Post by RPINerd » Tue, 9. Jun 20, 23:04

Any reason in particular that you don't also offer an all-in-one version as well?

Shads404
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Re: [MOD] Faction War/Economy Enhancer v4.8

Post by Shads404 » Sun, 14. Jun 20, 06:33

RPINerd wrote:
Tue, 9. Jun 20, 23:04
Any reason in particular that you don't also offer an all-in-one version as well?
I don't think having all the modules as one is a good idea, mostly because they kind of do too good a job. I've run them for quite a few playthroughs now and the result has been mostly stable and boring universes unless I go out of my way to stir trouble. For some, that's great and I highly recommend all 4 for that.

My last game I turned off the catchup because I felt it was kicking in early for some factions that really didn't need it, and this game I'm about to start I'm just going with the primary module (and another of Mysterials that I only just found, random xenon gates) as it contains some stuff that the base game suffers without.

It would be amazing if we had more granular control over which parts to leave on though (which I guess allows the all-in-1 to exist), so we could choose to keep the bugfixes/qol that (eventually, hopefully) make their way into the game properly but let us tailor the game a little more to individual taste. Omniraiders: On. Block I's from early rampage: Off. Give CompanyRegard to the Xenon: On. (laughed when I saw that one), but that just takes away the time from working on the mod itself.

Rastuasi
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Re: [MOD] Faction War/Economy Enhancer v4.8

Post by Rastuasi » Sun, 14. Jun 20, 06:42

RPINerd wrote:
Tue, 9. Jun 20, 23:04
Any reason in particular that you don't also offer an all-in-one version as well?
I am guessing the largest reason is simply due to the fact that any release from Egosoft could break one portion, so having it split out means people can just uninstall the problem one till it can be fixed.

RPINerd
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Re: [MOD] Faction War/Economy Enhancer v4.8

Post by RPINerd » Fri, 19. Jun 20, 17:54

Rastuasi wrote:
Sun, 14. Jun 20, 06:42
I am guessing the largest reason is simply due to the fact that any release from Egosoft could break one portion, so having it split out means people can just uninstall the problem one till it can be fixed.
Shads404 wrote:
Sun, 14. Jun 20, 06:33
I don't think having all the modules as one is a good idea, mostly because they kind of do too good a job. I've run them for quite a few playthroughs now and the result has been mostly stable and boring universes unless I go out of my way to stir trouble. For some, that's great and I highly recommend all 4 for that.

My last game I turned off the catchup because I felt it was kicking in early for some factions that really didn't need it, and this game I'm about to start I'm just going with the primary module (and another of Mysterials that I only just found, random xenon gates) as it contains some stuff that the base game suffers without.

It would be amazing if we had more granular control over which parts to leave on though (which I guess allows the all-in-1 to exist), so we could choose to keep the bugfixes/qol that (eventually, hopefully) make their way into the game properly but let us tailor the game a little more to individual taste. Omniraiders: On. Block I's from early rampage: Off. Give CompanyRegard to the Xenon: On. (laughed when I saw that one), but that just takes away the time from working on the mod itself.
Ah both good points, but I was thinking more just from neatness lol. I personally just download them all and merge them into a single mod so it keeps my modlist and extension folder cleaner :mrgreen:

Mr.Freud
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Re: [MOD] Faction War/Economy Enhancer v4.8

Post by Mr.Freud » Thu, 25. Jun 20, 22:28

Which is the latest version - in main post or beta?

Mysterial
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Re: [MOD] Faction War/Economy Enhancer v4.8

Post by Mysterial » Thu, 25. Jun 20, 22:45

Main post. There are no plans for a beta version right now. The 3.3 beta should work fine.

Mr.Freud
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Re: [MOD] Faction War/Economy Enhancer v4.8

Post by Mr.Freud » Thu, 25. Jun 20, 22:47

Mysterial wrote:
Thu, 25. Jun 20, 22:45
Main post. There are no plans for a beta version right now. The 3.3 beta should work fine.
Thx!
Also - would it be possible to make new module to boost Xenon so that they are even tougher? For very hard game

Rastuasi
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Re: [MOD] Faction War/Economy Enhancer v4.8

Post by Rastuasi » Thu, 25. Jun 20, 23:07

Mysterial wrote:
Thu, 25. Jun 20, 22:45
Main post. There are no plans for a beta version right now. The 3.3 beta should work fine.
If we had the beta code from back during 3.2 beta, is it different from main?

Mysterial
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Re: [MOD] Faction War/Economy Enhancer v4.8

Post by Mysterial » Thu, 25. Jun 20, 23:31

Yes, but I don't track changes at that granularity.

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