[MOD] Faction War/Economy Enhancer v4.5

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

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

Rastuasi
Posts: 177
Joined: Mon, 1. Oct 18, 16:28
x4

Re: [MOD] Faction War/Economy Enhancer v4.31

Post by Rastuasi » Sun, 3. Nov 19, 20:54

CV issue?

Mysterial
Posts: 416
Joined: Wed, 6. Nov 02, 21:31
x4

Re: [MOD] Faction War/Economy Enhancer v4.31

Post by Mysterial » Sun, 3. Nov 19, 21:01

Some CVs don't have enough builder drones and whatever they did in HF1 made it matter. So the build times for station modules are wildly inconsistent. Sometimes it's like before, sometimes it's 2x or worse.

Kyle Baxter
Posts: 10
Joined: Sat, 22. Dec 18, 01:36
x4

Re: [MOD] Faction War/Economy Enhancer v4.31

Post by Kyle Baxter » Thu, 7. Nov 19, 22:03

Hey,

I'm using this mod with all 4 modules alongside Variety and Rebalance Overhaul. My problem is that my fresh 2.6 Universe with those two mods result in broken Kha'ak raiding fleets. I've got a system with a Station in it that spawns those raiding fleets. The ships don't move and i can't attack them or order my ships to attack those. When i try to shot one with my main weapons shoots through and it seems like they can't target the ship properly. Only one ship type is affected and the name is Raiding Party Forager. The system is full with unmoving ships of this type. I already asked the question in the the VRO thread, but i thought i should do it here too. What could cause this? Is there a conflict between the two mods? Did something change in 2.6 that broke the Kha'ak or does the War Module changes the Faction AI and breaks a part?

Mysterial
Posts: 416
Joined: Wed, 6. Nov 02, 21:31
x4

Re: [MOD] Faction War/Economy Enhancer v4.31

Post by Mysterial » Fri, 8. Nov 19, 16:47

I can't see how anything I've done could cause that, but in any case I loaded up a savegame from when I was testing the current version and checked the Kha'ak Installation/spawn zone and there weren't any ghost ships there. Sorry, I don't know what to tell you.

Kyle Baxter
Posts: 10
Joined: Sat, 22. Dec 18, 01:36
x4

Re: [MOD] Faction War/Economy Enhancer v4.31

Post by Kyle Baxter » Fri, 8. Nov 19, 18:33

That is odd, Shuulo the Author of VRO has the same problem with the raiding parties. So I'm at least not alone with my problem. :) He will check later if his mod is messing with something. Right now I'm just ignoring the Kha'ak. I just wanted to tell you both that maybe something is broken. Maybe even the Patch 2.6 is faulty who knows.

Edit: The culprit was found, it was the VRO mod. A line was commented out. By the way, i totally forgot to say thank you for this great mod!

Mr.Freud
Posts: 149
Joined: Sat, 16. Nov 13, 21:20
x4

Re: [MOD] Faction War/Economy Enhancer v4.32

Post by Mr.Freud » Sat, 16. Nov 19, 11:29

will you update for 3.0 Beta? its out

Rastuasi
Posts: 177
Joined: Mon, 1. Oct 18, 16:28
x4

Re: [MOD] Faction War/Economy Enhancer v4.32

Post by Rastuasi » Sat, 16. Nov 19, 14:39

I'm not the dev, but 3.0 is on version 1, there's a ton of bugs being reported. Most mod makers wait to see if the beta stabilizes and becomes almost prod ready. It's a battle of losses to adjust to 3.0 now.

Mysterial
Posts: 416
Joined: Wed, 6. Nov 02, 21:31
x4

Re: [MOD] Faction War/Economy Enhancer v4.32

Post by Mysterial » Sat, 16. Nov 19, 19:21

The current version mostly works on the current 3.0 beta, or at least isn't any more broken than the beta itself is. I don't expect to create a fully beta-capable version of the mod until December.

Meme Turtle
Posts: 123
Joined: Thu, 27. Nov 14, 17:33

Re: [MOD] Faction War/Economy Enhancer v4.32

Post by Meme Turtle » Tue, 19. Nov 19, 22:27

Hi Mysterial,

I have a crash, which might be related to your mod. Could you, please, take a look at the debug log to see if any of the error messages are caused by your scripts?
viewtopic.php?f=180&t=420181

Mysterial
Posts: 416
Joined: Wed, 6. Nov 02, 21:31
x4

Re: [MOD] Faction War/Economy Enhancer v4.32

Post by Mysterial » Tue, 24. Dec 19, 20:48

Just in time for the holidays, here's a 3.0-friendly version. :)

Like the game version it needs, this mod version has some new features and should be considered a beta.

Download Link

Major changes:
  • Improved the behavior of M-class ships in low attention combat
    • M ships will more consistently apply front cannon damage to their primary target and turret damage to a random secondary target, more closely matching behavior when the player is present
  • Fixed a (vanilla) bug that sometimes prevents pirates from attacking NPCs that refuse to drop cargo
  • Added pirates that will try to steal cargo from mining ships
    • In a future version I will make a special ship variant for this but for now they are just flying their own mining ships
  • Added a new war behavior that factions may use from time to time
  • Added a pirate behavior where rarely they will band together to attack a lucrative station
    • In a future version they will attempt to extort protection money, but for now they just always attack
    • The odds of a specific station being targeted are based on its economic value
  • When pirates hack a station, there is now a chance the manager will eventually catch them and mark them as hostile
    • The time it takes for a manager to notice is roughly based on skill level
    • The manager must notice before the ship escapes out of radar range
    • For the player, a temporary relations notification will fire when a pirate got caught
  • Idle builder ships will no longer hang around inactive gates
  • Applied a workaround for the builder ship drone issue

Shuulo
Posts: 880
Joined: Mon, 14. Apr 08, 17:03
x4

Re: [MOD] Faction War/Economy Enhancer v4.32

Post by Shuulo » Wed, 25. Dec 19, 11:12

Thats a nice Christmas gift, thank you!

Buzz2005
Posts: 1277
Joined: Sat, 26. Feb 05, 02:47
x4

Re: [MOD] Faction War/Economy Enhancer v4.32

Post by Buzz2005 » Wed, 25. Dec 19, 19:37

is that new war behavior maybe par and teladi go to war? :lol:

bc I started and par is attacking every teladi ship it can find

Mysterial
Posts: 416
Joined: Wed, 6. Nov 02, 21:31
x4

Re: [MOD] Faction War/Economy Enhancer v4.32

Post by Mysterial » Wed, 25. Dec 19, 22:46

Buzz2005 wrote:
Wed, 25. Dec 19, 19:37
is that new war behavior maybe par and teladi go to war? :lol:

bc I started and par is attacking every teladi ship it can find
Shouldn't be and I haven't seen that, although some people in the beta forum have reported non-war factions attacking each other in vanilla beta, like Argon and Antigone. The assumption was that it was due to accidental shots making them angry at each other but I don't think the cause has been confirmed.

Mysterial
Posts: 416
Joined: Wed, 6. Nov 02, 21:31
x4

Re: [MOD] Faction War/Economy Enhancer v4.32

Post by Mysterial » Wed, 25. Dec 19, 22:47

Uploaded a quick fix to the beta to address an issue with the new M-class low attention script when they attack capital ships.

captainradish
Posts: 141
Joined: Sat, 30. Apr 05, 06:09
x4

Re: [MOD] Faction War/Economy Enhancer v4.32

Post by captainradish » Sat, 11. Jan 20, 00:53

Out of curiosity, how well does this mod work with the mod that randomizes the placement of Xenon gates? I like that mod quite a bit as I am never really sure where the Xenon are going to appear first.

Post Reply

Return to “X4: Foundations - Scripts and Modding”