[MOD] Faction War/Economy Enhancer v5.63

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SMoOoVEeR
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Re: [MOD] Faction Fix Pack 1.1

Post by SMoOoVEeR »

In my game wars start immediatly after gamestart.
For example: Antigone attacks HOP with 1-2 Destroyers and max a few fighters and HOP attacks ANT with a littlebit more. Especially HOP starts building a defenceplatform in ANT space right at the beginning of the invasion no matter if their attacking force is getting through or not which it mostly is not.
Same for ANT: after the initial fighting ANT starts building a defence platform right away sending builing ships into HOP space but barely send any attacking force in so everything gets destroyed pretty quickly.
Mysterial
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Re: [MOD] Faction Fix Pack 1.1

Post by Mysterial »

I don't think it's a big deal that early game invasions are light and don't succeed at all; it shows some fights without sector-changing effects before the player can even get set up to care about them. But I should probably make it skip the defence station for the first couple hours.
SMoOoVEeR
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Re: [MOD] Faction Fix Pack 1.1

Post by SMoOoVEeR »

Yeah, that would be great. I my understanding these defenceplatforms should be built after or while holding the military upper hand in a sector and not to start an invasion, i remember there were logic in factions to trigger defence stations on HoldSpace ? Maybe the Holdspace thingy is triggered way to early.
Mysterial
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Re: [MOD] Faction Fix Pack 1.1

Post by Mysterial »

The station is intentionally started at the same time they decide to enter the enemy sector. There's not really much harm in doing that. It's basically just allocating a plot and build storage, after all. If they lose the battle it gets cancelled.

The original code actually tried to start the station before the invasion even started for some reason and then again at the invasion start, so I just removed the first one. Hold Space is for after the sector is owned/contested - i.e. the first defence station is built.
Mysterial
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Re: [MOD] Faction Fix Pack 1.2

Post by Mysterial »

New update! Invaders that successfully get their defence base up are much better at moving on to the enemy stations now.
SMoOoVEeR
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Re: [MOD] Faction Fix Pack 1.2

Post by SMoOoVEeR »

worked quite well!
Just as an impression: HOP invaded ANT pretty successfully and after securing the gate and most of the sector by military means they built up a defence station and destroyed an enemy one. They even built a second defence station but the second ANT deff stays unharmed and a whole HOP fleet is patrolling the sector hunting down ships, sector stays contested. HOP took it even further and started an invasion force into Argon Prime which got blown up.

This is the furthest any conflict ever made it in my game *_*
The picture shows the situation. The fleet infront of the ANT deff is patrolling around that gate and is hunting ships.

Update: stayed like this even after running Seta for quite a while (IS & OOS tried both), intresting point: i switched to external view of that deff station and it got attecked by HOP immediatly, but after destroying the administration module they stopped again, sector still being contested and admin module bein repaired
Image
Mysterial
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Re: [MOD] Faction Fix Pack 1.2

Post by Mysterial »

Cool, that's getting there. I think the issue with them not finishing the job is probably because the attack order gets distracted by basically any ship that comes by and there's a lot of trader through traffic in there. The attack script doesn't have good options for that sort of thing right now - either the AI ignores all other enemies even when getting shot or they get distracted by every fly they see. It's an obstacle to writing combat missions, too. I haven't decided yet what I want to try to do about it.
zebai
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Re: [MOD] Faction Fix Pack 1.2

Post by zebai »

I've been having a bit of problem recently. Not sure if anything can be done about it. The Teladi seemed to have taken an interest in the Xenon sector with this mod and put up a defense station there, they are not exactly winning the fight. Bad part is the station has buy orders that are attracting all of my auto traders its getting a bit of a pain. I honestly don't want them to win the sector so I don't want to help but the xenon are just not destroying it.
Mr.Freud
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Re: [MOD] Faction Fix Pack 1.2

Post by Mr.Freud »

what happens when they destroy all ANT stations? will they build theirs?
Mr.Freud
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Re: [MOD] Faction Fix Pack 1.2

Post by Mr.Freud »

zebai wrote: Tue, 29. Jan 19, 08:01 I've been having a bit of problem recently. Not sure if anything can be done about it. The Teladi seemed to have taken an interest in the Xenon sector with this mod and put up a defense station there, they are not exactly winning the fight. Bad part is the station has buy orders that are attracting all of my auto traders its getting a bit of a pain. I honestly don't want them to win the sector so I don't want to help but the xenon are just not destroying it.
the only solution would be removing those recources from your ships trading list imo
another one would be using one of the trading mods that allows to exclude sectors from trading?
amox
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Re: [MOD] Faction Fix Pack 1.2

Post by amox »

Mr.Freud wrote: Tue, 29. Jan 19, 08:30
zebai wrote: Tue, 29. Jan 19, 08:01 I've been having a bit of problem recently. Not sure if anything can be done about it. The Teladi seemed to have taken an interest in the Xenon sector with this mod and put up a defense station there, they are not exactly winning the fight. Bad part is the station has buy orders that are attracting all of my auto traders its getting a bit of a pain. I honestly don't want them to win the sector so I don't want to help but the xenon are just not destroying it.
the only solution would be removing those recources from your ships trading list imo
another one would be using one of the trading mods that allows to exclude sectors from trading?
best solution use Tatertrader - there you can exclude sectors from trading .. everything else just dont works
Mr.Freud
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Re: [MOD] Faction Fix Pack 1.2

Post by Mr.Freud »

I've been playing for 5 hours so far. Ant reppeled HOp once and starting to send ships into HOP space now. Godrealm also send fleets from time to time. But one thing I notice - Xenon are pretty much silent for now. Almost don't see any Xenon ships. And not a single invasion.
Also construction ships still try to build Def platforms in enemy space without any friendly fleets supporting them
p.s. it's new game with 1.6 and I also use Weapons and Shield rebalance mod. I use the version without engine parts fix
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Baconnaise
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Re: [MOD] Faction Fix Pack 1.2

Post by Baconnaise »

Mr.Freud wrote: Tue, 29. Jan 19, 11:38 p.s. it's new game with 1.6 and I also use Weapons and Shield rebalance mod. I use the version without engine parts fix
I wonder if the version without the engine parts fix was updated. Hard to tell since it's not up on Nexus where it lists the upload dates.
Mr.Freud
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Re: [MOD] Faction Fix Pack 1.2

Post by Mr.Freud »

Baconnaise wrote: Tue, 29. Jan 19, 14:12
Mr.Freud wrote: Tue, 29. Jan 19, 11:38 p.s. it's new game with 1.6 and I also use Weapons and Shield rebalance mod. I use the version without engine parts fix
I wonder if the version without the engine parts fix was updated. Hard to tell since it's not up on Nexus where it lists the upload dates.
I think so. In the description (extensions in options menu) it says 1.2
Mysterial
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Re: [MOD] Faction Fix Pack 1.2

Post by Mysterial »

Mr.Freud wrote: Tue, 29. Jan 19, 11:38 I've been playing for 5 hours so far. Ant reppeled HOp once and starting to send ships into HOP space now. Godrealm also send fleets from time to time. But one thing I notice - Xenon are pretty much silent for now. Almost don't see any Xenon ships. And not a single invasion.
Hmm, have you checked Hatikvah's Faith I? That's usually the best place to see Xenon attacks, since the Argon don't defend it until somebody sends a distress call. I don't know if the rebalance mod you're talking about adjusts the Xenon strength, but at vanilla level the normal factions will usually push into most Xenon territory pretty easily, so their forces might be distracted trying not to lose their own sectors.
Mr.Freud
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Re: [MOD] Faction Fix Pack 1.2

Post by Mr.Freud »

Mysterial wrote: Tue, 29. Jan 19, 16:54
Mr.Freud wrote: Tue, 29. Jan 19, 11:38 I've been playing for 5 hours so far. Ant reppeled HOp once and starting to send ships into HOP space now. Godrealm also send fleets from time to time. But one thing I notice - Xenon are pretty much silent for now. Almost don't see any Xenon ships. And not a single invasion.
Hmm, have you checked Hatikvah's Faith I? That's usually the best place to see Xenon attacks, since the Argon don't defend it until somebody sends a distress call. I don't know if the rebalance mod you're talking about adjusts the Xenon strength, but at vanilla level the normal factions will usually push into most Xenon territory pretty easily, so their forces might be distracted trying not to lose their own sectors.
yes, even placed sattelite near the gate.
DeadAirRT
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Re: [MOD] Faction Fix Pack 1.2

Post by DeadAirRT »

I have the same rebalance mod and the xenon are absolutely destroying teladi. Check company regard and ianamus zura (sp). The zenon have cleared all company regard stations and killed the original teladi faction hq.

I am noticing with the latest update and removal of aggressive ai that xenon like to mostly attack defense stations. Once they are gone they camp near the build storage of any planned defense stations instead of clearing sector.
Mysterial
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Re: [MOD] Faction Fix Pack 1.2

Post by Mysterial »

DeadAirRT wrote: Tue, 29. Jan 19, 18:14 I am noticing with the latest update and removal of aggressive ai that xenon like to mostly attack defense stations. Once they are gone they camp near the build storage of any planned defense stations instead of clearing sector.
There's two parts here:
1) the attack station order is currently on a 30 minute timer and doesn't detect when the station is killed, so it has to time out before they will move on. It's on my list to make that better.
2) the game by default does not clean up build storage reliably and the AI will sometimes target it even though it's invincible. You can address this by saving and reloading. I put in code to clean up the orphaned build storage but it's a performance intensive search (have to scan all build storage in the galaxy) so I didn't want to put it while stuff was going on.
DeadAirRT
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Re: [MOD] Faction Fix Pack 1.2

Post by DeadAirRT »

1) Makes sense, is there separate behavior for xenon and factions? I feel xenon should be focused more on pure destruction than the other factions.
2) Yeah, I just got done adding in a lot invuln/indestructable protections into the targeting so I'll test to see if it helps the ai move on to destroy more stuff. I also made it so that ANT/ARG are at war with TEL/MIN to help out HOP a little. It's quite fun having 8 war fronts but the economy was the first casualty lol.
Mysterial
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Re: [MOD] Faction Fix Pack 1.2

Post by Mysterial »

DeadAirRT wrote: Tue, 29. Jan 19, 20:26 1) Makes sense, is there separate behavior for xenon and factions? I feel xenon should be focused more on pure destruction than the other factions.
It's not intended to be that way for anyone, it's just a matter that currently the attack station logic is a hack inside the "Defend Area" subgoal which only ends by time limit. Unfortunately just making a new subgoal is not trivial due to the way the faction logic is set up.

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