TER and ANT peace?

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Min
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TER and ANT peace?

Post by Min » Sun, 23. Apr 23, 23:45

So I did the TER secret service quest to the end and decided to destroy the data. Is this meant to make TER and ANT ARG neutral? For me they are still fighting one another

LameFox
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Re: TER and ANT peace?

Post by LameFox » Mon, 24. Apr 23, 05:24

What do you mean 'still'? They should not have been at war in the first place. This is the point at which you had the chance to trigger the war, not to end it.

It's possible some kind of accidental situation has escalated into fighting, often involving illegal wares and police. This usually sorts itself out after a while.
***modified***

Min
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Re: TER and ANT peace?

Post by Min » Mon, 24. Apr 23, 10:45

LameFox wrote:
Mon, 24. Apr 23, 05:24
What do you mean 'still'? They should not have been at war in the first place. This is the point at which you had the chance to trigger the war, not to end it.

It's possible some kind of accidental situation has escalated into fighting, often involving illegal wares and police. This usually sorts itself out after a while.
I don't know why but there are TER defense stations in the Void and the TER military ships and ANT ships constantly shoot at each other. The only mods I have installed are Faction War Enhancer but that shouldn't change their relationships with each other, should they?

LameFox
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Re: TER and ANT peace?

Post by LameFox » Mon, 24. Apr 23, 10:52

I have not used it for a long time so I'm not sure if it changes reputation or not.
***modified***

mp63
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Re: TER and ANT peace?

Post by mp63 » Mon, 24. Apr 23, 11:08

Min wrote:
Mon, 24. Apr 23, 10:45
LameFox wrote:
Mon, 24. Apr 23, 05:24
What do you mean 'still'? They should not have been at war in the first place. This is the point at which you had the chance to trigger the war, not to end it.

It's possible some kind of accidental situation has escalated into fighting, often involving illegal wares and police. This usually sorts itself out after a while.
I don't know why but there are TER defense stations in the Void and the TER military ships and ANT ships constantly shoot at each other. The only mods I have installed are Faction War Enhancer but that shouldn't change their relationships with each other, should they?
...what does the word ENHANCER mean to you :o

Normally an accidental destruction (i.e. getting between a station and a pirate shooting at each other etc.) of another factions ship will result in a slight decrease of reputation - 1 or 2 points if you don't shoot the escape pods :mrgreen:
If you have an enhancer running this will happen more often and reputation decreases quicker. The plot outcome is unpredicatble. Check your savegames if there is a point available BEFORE the factions went at total war and maybe you can help prevent it. Or live with it... it's "your" universe.

Min
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Re: TER and ANT peace?

Post by Min » Mon, 24. Apr 23, 12:51

https://steamcommunity.com/sharedfiles/ ... 1668457361 This is the mod I used but I actually use it to try and make Xenon more of a threat as I play my game trying to make peace with every faction in order to fight the Xenon.

Treycore
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Re: TER and ANT peace?

Post by Treycore » Tue, 25. Apr 23, 05:47

Min wrote:
Mon, 24. Apr 23, 12:51
https://steamcommunity.com/sharedfiles/ ... 1668457361 This is the mod I used but I actually use it to try and make Xenon more of a threat as I play my game trying to make peace with every faction in order to fight the Xenon.
I’m fairly certain the enhancer mods haven’t been updated for quite some time, could be something buggin out

Just upping the number of xenon jobs will make them stronger usually, they are only contained by the number of jobs they have, their economy is so efficient they can easily overproduce if they could

Min
Posts: 55
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Re: TER and ANT peace?

Post by Min » Tue, 25. Apr 23, 14:17

Treycore wrote:
Tue, 25. Apr 23, 05:47
Min wrote:
Mon, 24. Apr 23, 12:51
https://steamcommunity.com/sharedfiles/ ... 1668457361 This is the mod I used but I actually use it to try and make Xenon more of a threat as I play my game trying to make peace with every faction in order to fight the Xenon.
I’m fairly certain the enhancer mods haven’t been updated for quite some time, could be something buggin out

Just upping the number of xenon jobs will make them stronger usually, they are only contained by the number of jobs they have, their economy is so efficient they can easily overproduce if they could

Thanks for the advice. I reloaded a save before I installed the mods and went to the void, what is happening is that a TER and ANT defense stations were built close to each other and it seems that they were sending combat drones to each other, I even observed TER fighter patrols shooting up traders from ANT and ARG. Since the stations take ages to get destroyed the fighting continues. I used a cheat mod to delete the TER stations and set their diplomacy to be neutral to each other which seemed to have worked. When you said upping the number of Xenon jobs will make them stronger how do you mean? Is it possible to edit that is it easy to do? Thanks

Treycore
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Joined: Mon, 12. Apr 21, 12:42

Re: TER and ANT peace?

Post by Treycore » Tue, 25. Apr 23, 20:57

Min wrote:
Tue, 25. Apr 23, 14:17
Treycore wrote:
Tue, 25. Apr 23, 05:47
Min wrote:
Mon, 24. Apr 23, 12:51
https://steamcommunity.com/sharedfiles/ ... 1668457361 This is the mod I used but I actually use it to try and make Xenon more of a threat as I play my game trying to make peace with every faction in order to fight the Xenon.
I’m fairly certain the enhancer mods haven’t been updated for quite some time, could be something buggin out

Just upping the number of xenon jobs will make them stronger usually, they are only contained by the number of jobs they have, their economy is so efficient they can easily overproduce if they could

Thanks for the advice. I reloaded a save before I installed the mods and went to the void, what is happening is that a TER and ANT defense stations were built close to each other and it seems that they were sending combat drones to each other, I even observed TER fighter patrols shooting up traders from ANT and ARG. Since the stations take ages to get destroyed the fighting continues. I used a cheat mod to delete the TER stations and set their diplomacy to be neutral to each other which seemed to have worked. When you said upping the number of Xenon jobs will make them stronger how do you mean? Is it possible to edit that is it easy to do? Thanks
Its super simple, go to your X4 file then extensions, create a folder, add a content XML File and add the following, this is just a template I use or just copy/paste the one from the other DLCS and change the names around and whatever and snip the dlcs out that you dont have, the dependencies are there so they load before your mod

Code: Select all

<?xml version="1.0" encoding="utf-8"?>
<content id="" name="More Home Brew" description="Test" author="Treybor" version="101" save="false" date="2023-03-30" lastupdate="1617097531">
  <dependency version="600"></dependency>
  <dependency id="ego_dlc_split" version="100" name="Split Vendetta"></dependency>
  <dependency id="ego_dlc_terran" version="100" name="Cradle of Humanity"></dependency>
  <dependency id="ego_dlc_pirate" version="100" name="Tides of Avarice"></dependency>
  <dependency id="ego_dlc_boron" version="100" name="Kingdom End"></dependency>
</content>
Make a "libraries" folder and an XML file called "jobs" and add the following, this for a replace on an existing job quota

Code: Select all

<?xml version="1.0" encoding="utf-8"?>
<diff>
	<replace sel="//jobs/job[@id='xenon_carrier_patrol_xl_border_cluster']/quota">
		<quota galaxy="4" maxgalaxy="4" sector="1"/>
	</replace>
</diff>
Previously Xenon were entitled to only 1 of these jobs, now they may build up to 4 with only 1 job active max per sector

Code: Select all

  <add sel="//jobs">
  
    <job id="xenon_carrier_patrol_xl_border_cluster_squad_HB" name="{20204,3801}" comment="one border cluster">
    <modifiers commandeerable="true"/>
    <orders>
      <order order="Patrol" default="true">
        <param name="range" value="class.zone"/>
      </order>
    </orders>
    <category faction="xenon" tags="[factionlogic, military, carrier]" size="ship_xl"/>
    <quota galaxy="1" maxgalaxy="1"/>
    <location class="galaxy" macro="xu_ep2_universe_macro" faction="xenon" relation="self" comparison="exact" matchextension="false"/>
    <environment buildatshipyard="true"/>
    <ship>
      <select faction="xenon" tags="[military, carrier]" size="ship_xl"/>
      <owner exact="xenon" overridenpc="true"/>
    </ship>
    <subordinates>
      <subordinate job="xenon_destroyer_escort_xl"/>
      <subordinate job="xenon_destroyer_escort_xl"/>
      <subordinate job="xenon_destroyer_escort_xl"/>
    </subordinates>
  </job>
    </add>
  
This creates an entirely new job of an I with 6 K destroyers as an escort, (matchextension="false" is super important, I always forget to leave this tag in)

But its that easy, you can just copy paste stuff around and use it as a template, just dont forget matchextension="false"

These should work mid save too, just will take some time for the AI to adjust to the new jobs available

Min
Posts: 55
Joined: Sat, 23. Feb 19, 17:24
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Re: TER and ANT peace?

Post by Min » Tue, 25. Apr 23, 23:44

Thanks so much! I will try it out.

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