[MOD] Faction War/Economy Enhancer v5.63

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BlackRain
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Re: [MOD] Faction War/Economy Enhancer v3.1

Post by BlackRain »

Mysterial, are you going to tackle rebuilding of certain unique stations? For example, shipyards, trading stations, etc? Once these get destroyed it doesn’t seem they get rebuilt. Also, if a faction loses a defense station in a sector and no enemy defense station was built, the sector becomes ownerless and the faction never takes the sector back. Do you plan to address this too?
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Shuulo
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Re: [MOD] Faction War/Economy Enhancer v3.1

Post by Shuulo »

Thecrippler wrote: Sat, 30. Mar 19, 06:57 i download a new version 3.1 and there is still planet of satellites all over the sectors
Remove all previous files, not just overwrite old version with new files.
Mysterial
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Re: [MOD] Faction War/Economy Enhancer v3.1

Post by Mysterial »

BlackRain wrote: Sat, 30. Mar 19, 15:27 Mysterial, are you going to tackle rebuilding of certain unique stations? For example, shipyards, trading stations, etc? Once these get destroyed it doesn’t seem they get rebuilt. Also, if a faction loses a defense station in a sector and no enemy defense station was built, the sector becomes ownerless and the faction never takes the sector back. Do you plan to address this too?
Rebuilding of equipment docks and trading stations will be in the next version (I'm waiting for 2.21 to release as it introduces compatibility issues)

Rebuilding of shipyards/wharfs is pending, since that generally also includes the need for full faction respawn.

Factions will retake ownerless sectors if the ownerless sector is adjacent to an enemy.
BlackRain
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Re: [MOD] Faction War/Economy Enhancer v3.1

Post by BlackRain »

Mysterial wrote: Sat, 30. Mar 19, 17:47
BlackRain wrote: Sat, 30. Mar 19, 15:27 Mysterial, are you going to tackle rebuilding of certain unique stations? For example, shipyards, trading stations, etc? Once these get destroyed it doesn’t seem they get rebuilt. Also, if a faction loses a defense station in a sector and no enemy defense station was built, the sector becomes ownerless and the faction never takes the sector back. Do you plan to address this too?
Rebuilding of equipment docks and trading stations will be in the next version (I'm waiting for 2.21 to release as it introduces compatibility issues)

Rebuilding of shipyards/wharfs is pending, since that generally also includes the need for full faction respawn.

Factions will retake ownerless sectors if the ownerless sector is adjacent to an enemy.
I know that, but they also lose defense stations which are not in sectors adjacent to an enemy sector, perfect example is memory of profit. Lots of xenon pass through there and destroy the defense station every time. Sector ends up owner less and they never retake it.

As for shipyards/wharfs, it doesn't need to be only for a full faction revive. If a faction loses a shipyard/wharf but doesn't lose the sector, they should be able to rebuild after a certain period of time passes. If they lose the sector, they shouldn't rebuild it until they take the sector back/
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Re: [MOD] Faction War/Economy Enhancer v3.1

Post by Mysterial »

BlackRain wrote: Sat, 30. Mar 19, 19:32 I know that, but they also lose defense stations which are not in sectors adjacent to an enemy sector, perfect example is memory of profit. Lots of xenon pass through there and destroy the defense station every time. Sector ends up owner less and they never retake it.
I think Xenon reaching there in those numbers is specific to your stuff ;)
Nevertheless, I'll see about improving the criteria. I just don't want factions trying to claim the traditionally ownerless sectors because it has minimal gameplay value and could annoy players who want to take one or more for themselves, but I don't want to hardcode those sectors as ignored because the AI should still come after the player if they are an enemy and also I want to be flexible for modded universe maps.
As for shipyards/wharfs, it doesn't need to be only for a full faction revive. If a faction loses a shipyard/wharf but doesn't lose the sector, they should be able to rebuild after a certain period of time passes. If they lose the sector, they shouldn't rebuild it until they take the sector back/
I know, but I don't want to do a half solution that I'll have to rework later, so I'd rather build it into one system. It will just take some more time.
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Re: [MOD] Faction War/Economy Enhancer v3.1

Post by BlackRain »

Mysterial wrote: Sat, 30. Mar 19, 22:21
BlackRain wrote: Sat, 30. Mar 19, 19:32 I know that, but they also lose defense stations which are not in sectors adjacent to an enemy sector, perfect example is memory of profit. Lots of xenon pass through there and destroy the defense station every time. Sector ends up owner less and they never retake it.
I think Xenon reaching there in those numbers is specific to your stuff ;)
Nevertheless, I'll see about improving the criteria. I just don't want factions trying to claim the traditionally ownerless sectors because it has minimal gameplay value and could annoy players who want to take one or more for themselves, but I don't want to hardcode those sectors as ignored because the AI should still come after the player if they are an enemy and also I want to be flexible for modded universe maps.
As for shipyards/wharfs, it doesn't need to be only for a full faction revive. If a faction loses a shipyard/wharf but doesn't lose the sector, they should be able to rebuild after a certain period of time passes. If they lose the sector, they shouldn't rebuild it until they take the sector back/
I know, but I don't want to do a half solution that I'll have to rework later, so I'd rather build it into one system. It will just take some more time.
Heh, it is possible for it to happen by chance in vanilla :) I only mentioned it to you because you were already handling station building, etc. Otherwise I would have to do it. Should be possible to set exceptions for specific sectors (or just make it so that if the original sectors under their control end up ownerless, they will retake.) You should be able to filter by sector.
Thecrippler
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Re: [MOD] Faction War/Economy Enhancer v3.1

Post by Thecrippler »

Shuulo wrote: Sat, 30. Mar 19, 16:54
Thecrippler wrote: Sat, 30. Mar 19, 06:57 i download a new version 3.1 and there is still planet of satellites all over the sectors
Remove all previous files, not just overwrite old version with new files.
i did but they still appear in the game
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Re: [MOD] Faction War/Economy Enhancer v3.1

Post by Mysterial »

The version that followed had a patch to remove the satellites if the game was saved with the bugged version active. If you removed/disabled the mod and saved in between then there's nothing to be done, unfortunately.
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Re: [MOD] Faction War/Economy Enhancer v3.1

Post by Thecrippler »

Mysterial wrote: Sun, 31. Mar 19, 07:55 The version that followed had a patch to remove the satellites if the game was saved with the bugged version active. If you removed/disabled the mod and saved in between then there's nothing to be done, unfortunately.
a ok np i will you blow them up
Buzz2005
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Re: [MOD] Faction War/Economy Enhancer v3.2

Post by Buzz2005 »

I actually liked that satellites are not destroyed bc I can monitor how xenon is doing hehehe

You are doing such a good job with this mod, thank you very much
Fixed ships getting spawned away from ship configuration menu at resupply ships from automatically getting deployables.
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Re: [MOD] Faction War/Economy Enhancer v3.2

Post by Mysterial »

So, apparently something went wrong with my website and it ended up back at 3.1 for a bit. I fixed it, but if you get it from here instead of Steam you should probably redownload to be sure. (Check the version number of the war module in game)

Sorry about that.
DeadAirRT
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Re: [MOD] Faction War/Economy Enhancer v3.2

Post by DeadAirRT »

Thanks for the update!

I added a show_help to the notifications of wars and it helps out immensely. I found that it was too easy to miss invasions etc starting even with hardly any notifications firing.
For those that are curious on how to do,
factiongoal_invade_space
add: Near line 278 with show_notification and write_to_logbook

Code: Select all

<show_help duration="15s" custom="$message"/>
factionsubgoal_build_station
add: Near lines 47, 56, 62 with show_notification and write_to_logbook

Code: Select all

<show_help duration="15s" custom="$message"/>
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Tanvaras
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Re: [MOD] Faction War/Economy Enhancer v3.21

Post by Tanvaras »

Thanks for continued work on this mod, coupled with FOCW mod these 2 mods make X4 so much more enjoyable.
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Mr.Freud
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Re: [MOD] Faction War/Economy Enhancer v3.21

Post by Mr.Freud »

is it safe to use the mod with 2.5 beta?
Mysterial
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Re: [MOD] Faction War/Economy Enhancer v3.21

Post by Mysterial »

No, it will require fixes to be compatible with 2.5
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Re: [MOD] Faction War/Economy Enhancer v3.21

Post by Mr.Freud »

are you planing to update for beta? or only release version?
Mysterial
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Re: [MOD] Faction War/Economy Enhancer v3.21

Post by Mysterial »

If the beta goes really long I might change my process but the current plan is to release a new version the same day 2.5 is officially released.
taintedxodus
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Re: [MOD] Faction War/Economy Enhancer v3.21

Post by taintedxodus »

Nevermind this one.
Last edited by taintedxodus on Sat, 13. Apr 19, 17:36, edited 1 time in total.
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Re: [MOD] Faction War/Economy Enhancer v3.21

Post by Mysterial »

That's not even the same error formatting I've ever seen from the game's log output, so you're going to need to give some more details. What game version are you running? What other mods are installed?
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Re: [MOD] Faction War/Economy Enhancer v3.21

Post by taintedxodus »

Im on 2.21. Ive been using x4 customizer to test mods, none of these are showing up in the debuglog.txt so they can be ignored.

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