[MOD] Faction War/Economy Enhancer v5.63
Moderators: Scripting / Modding Moderators, Moderators for English X Forum
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Re: [MOD] Faction War/Economy Enhancer v2.1
Updated with some fixes and improvements for invasions. Also now available on Steam Workshop.
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Re: [MOD] Faction War/Economy Enhancer v2.1
Is it safe to enable/disable mod with existing save?
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Re: [MOD] Faction War/Economy Enhancer v2.1
Enabling, of course.
For disabling it should be fine too, but defence stations built while the mod was active may disappear.
For disabling it should be fine too, but defence stations built while the mod was active may disappear.
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Re: [MOD] Faction War/Economy Enhancer v2.2
Again i just did one save unmodded , build whars and everything and feel universe slow , not building ships , not war , ocassional xenon build defence station
After enable this mod
Everything is change
For real Egosoft this mod need become default util you figure out or hiring mysterial with remote work to fix for you
Another thing need urgent fix is combat IA you stop by to watch figths? most time look stupid
Great mod Mysterial( i wish say mod but is more FIX)
After enable this mod
Everything is change
For real Egosoft this mod need become default util you figure out or hiring mysterial with remote work to fix for you
Another thing need urgent fix is combat IA you stop by to watch figths? most time look stupid
Great mod Mysterial( i wish say mod but is more FIX)
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Re: [MOD] Faction War/Economy Enhancer v2.2
will you update for 2.20 beta?
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Re: [MOD] Faction War/Economy Enhancer v2.3
Latest version is compatible with 2.2
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Re: [MOD] Faction War/Economy Enhancer v2.3
Thank you!
- I use Auto Trader Logic Adjustment mod - will it conflict with this fix?(Econ AI) Tweaked NPC autotrader cargo space and purchase price thresholds
- just today I was playing and noticed that Xenon became very weak in my game. Rarely see any Ks and no I's at all when they invading. They get dealt with very quickly. Especially by Argon and HOP. Paranind even took one of the Xenon sectors and building their stations there. From time to time I jump into their sectors to see waht they are up to and their defence fleets are very weak too.Slightly reduced Xenon aggressiveness/efficiency at game start and slightly increased it later on
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Re: [MOD] Faction War/Economy Enhancer v2.3
Probably won't have any issues, but I haven't checked.
I know. It happens in vanilla too, although more slowly. The Xenon send their miners to build defence stations and don't rebuild them fast enough. The changes I made should help and I'm keeping an eye on it.- just today I was playing and noticed that Xenon became very weak in my game. Rarely see any Ks and no I's at all when they invading. They get dealt with very quickly. Especially by Argon and HOP. Paranind even took one of the Xenon sectors and building their stations there. From time to time I jump into their sectors to see waht they are up to and their defence fleets are very weak too.
That said, HOP winning Faulty Logic I is expected. In theory, the ridiculous minefield should prevent them from getting further without serious time or help although since mines don't work OOS at the moment that only applies if you decide to go watch the fireworks.
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Re: [MOD] Faction War/Economy Enhancer v2.3
I just love this mod/fix so much! Thank you for making my gameplay experience better!
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Re: [MOD] Faction War/Economy Enhancer v2.3
ok can anyone tell me how's the performance in game 2.0 with this mod 2.3 

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Re: [MOD] Faction War/Economy Enhancer v2.3
hi in my game xeon are dead with out any help from me ,,the hop have lost there shipyards , and two sectors , I take it wen they lose the shipyards they are screwed,,,,
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Re: [MOD] Faction War/Economy Enhancer v2.3
game 2.20 this mod is good on my rig i7 9700 gpu rtx 2700 ,,,Thecrippler wrote: ↑Fri, 8. Mar 19, 20:58 ok can anyone tell me how's the performance in game 2.0 with this mod 2.3![]()
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Re: [MOD] Faction War/Economy Enhancer v2.3
Code: Select all
[General] 211144.15 ======================================
[=ERROR=] 211144.15 No matching node for path '//init/do_if[@value='not $targetspace']/@value' in patch file 'extensions\faction_fix_pack\aiscripts\order.move.recon.xml'. Skipping node.
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Re: [MOD] Faction War/Economy Enhancer v2.3
Yeah, that's because for 2.2 they fixed the bug themselves, so it's ok that the line doesn't do anything. I'll take it out once 2.2 is official. Thanks though 

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Re: [MOD] Faction War/Economy Enhancer v2.3
ok i download the mod and my game runs smooth
one question do you plan to add so other faction will start destroying freighters miners or buff up the pirate's or xenons to do more harassment against freighters miners
atm in notes a lot off freighters miners everywhere


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Re: [MOD] Faction War/Economy Enhancer v2.3
Yes, it's on my list. Especially pirates if for no other reason than I think the game lacks threats against the player's properties. Most of the time when I'm playing I don't even bother to put turrets on stations unless they're in a border sector.
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Re: [MOD] Faction War/Economy Enhancer v2.3
is it possible to make pirates there own faction with ship yards ect ,very hostile to player a bitt like phenon corp in x3
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Re: [MOD] Faction War/Economy Enhancer v2.3
It's possible, but outside the scope of this mod.
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Re: [MOD] Faction War/Economy Enhancer v2.3
why factions can't take over enemy sectors? for example: ANT invaded HOP (border sector) destroyied all HOP fleets there, build it's own defence platforms (2 of them) and basicly oonly hunt for HOP ships. They don't even try to destroy HOP defence platforms or stations
Also, could you please make another sub-mod that would increase rate at which workforce is gained?
Also, could you please make another sub-mod that would increase rate at which workforce is gained?