[MOD] Faction War/Economy Enhancer v5.63

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Rastuasi
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Re: [MOD] Faction War/Economy Enhancer v3.21

Post by Rastuasi »

If we had 2.5 and this installed, due to it breaking, is it safe to uninstall? More, I have uninstalled it, but not sure if the game's permanently affected by it. Debating if I should just start a new start.
Mysterial
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Re: [MOD] Faction War/Economy Enhancer v3.21

Post by Mysterial »

If you remove it, defence bases might vanish but it should otherwise be fine.
Derp
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Re: [MOD] Faction War/Economy Enhancer v3.21

Post by Derp »

If I could add a suggestion: could you try reducing the size of hull parts and engine parts?

It seems to me that a lot of the hull/engine part shortages at shipyards are caused by the crappy profit margins in their trade runs. There are often wares available, they just aren't moved at nearly the rate they need to be to keep up with demand. The AI doesn't want to run it while there's better profit to be had, so the economy stagnates until everything else is stocked first by whatever trade ships exist at the time. If they were about half the size, ships could carry enough to bring them more in line with other shipbuilding goods and (I hope) they shouldn't have such chronic transport problems.
Mysterial
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Re: [MOD] Faction War/Economy Enhancer v3.21

Post by Mysterial »

The balance module does reduce the size of Engine Parts by a few units. Hull Parts are problematic early game especially because there's contention with station module building that the AI does to try to fix its... questionable... initial state, but even without player intervention it usually resolves itself over time. It's something I keep an eye on, but the goal isn't to have no shortages, it's just to make sure they get resolved frequently enough that ships continue to build at a reasonable rate.

Before I finish the 2.5-compliant version of the mod I'll do another new game test pass to make sure things are still proceeding as I expect.
graphicboy
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Re: [MOD] Faction War/Economy Enhancer v3.21

Post by graphicboy »

Just installed faction_fix and catchup... made $1 billion in 30 minutes due to everyone emptying my shipyard storage...

They're actually destroying enemy defense stations now... imagine that.

Beautiful. I'm anxious to see sectors changing color. 8)

Thank you for putting this together. I took a glance and ... yeah, I'm glad you did it and not me.
Mysterial
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Re: [MOD] Faction War/Economy Enhancer v3.21

Post by Mysterial »

Beta version no longer available
Last edited by Mysterial on Tue, 28. May 19, 18:11, edited 1 time in total.
o-papaya-o
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Re: [MOD] Faction War/Economy Enhancer v3.21

Post by o-papaya-o »

Hello, I do not remember how to open * .dat files to translate this mode into French.
Thank you
C’est en voyant un moustique se poser sur ses coui**** que l’on s’aperçoit qu’on ne peut pas régler tous les problèmes par la violence.
CptAWatts
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Re: [MOD] Faction War/Economy Enhancer v3.21

Post by CptAWatts »

Are factions supposed to build more than one defense station in a sector when invading? I have HOP invading Second Contact 2 Flashpoint but they have built 2 defense stations and they are now just patrolling the sector instead of trying to destroy the ANT defense station...
Mysterial
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Re: [MOD] Faction War/Economy Enhancer v3.21

Post by Mysterial »

They try to build two defence stations.

The force that patrols the sector/blockades the gates and the force that attacks enemy stations are different groups. The attack group might still be getting built. The game also doesn't really have any kind of strength evaluation for stations so they might be sending fighter groups that get killed or something. They'll get the job done eventually but it can take a while. It's something to improve on, but I'm not really in a rush to have things get blown up any faster right now.
CptAWatts
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Re: [MOD] Faction War/Economy Enhancer v3.21

Post by CptAWatts »

Ah ok. I guess its working as intended then lol.
monty87
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Re: [MOD] Faction War/Economy Enhancer v3.21

Post by monty87 »

Currently running v2.21 with mod version 3.21 (from steam workshop). In my game the Argon Prime wharf disappeared. (Not sure it got destroyed. No debris) Out of my 10 save game, only the earliest save game from few days back had the wharf. Will Argon rebuild it ? Or do I have to wait till patch 2.5 drops ? The shipyard is till there.
Mysterial
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Re: [MOD] Faction War/Economy Enhancer v3.21

Post by Mysterial »

Sorry, rebuilding the wharf isn't supported in that version. It will work when 2.5 and the corresponding version of this mod are updated (including retroactively rebuilding any that were previously destroyed)
monty87
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Re: [MOD] Faction War/Economy Enhancer v3.21

Post by monty87 »

Just did SETA for about 4 hours, and now the HOP wharf disappeared.
Buzz2005
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Re: [MOD] Faction War/Economy Enhancer v3.21

Post by Buzz2005 »

Mysterial wrote: Sat, 11. May 19, 23:22 Beta Version

BUILT ON GAME VERSION 2.5 BETA 4. MAY NOT WORK ON 2.5 FINAL!

Download Here

Since some people have been asking and the beta's taking a long time and apparently will have at least one more beta version, I'll put this here for anyone who wants to add to their beta testing with more beta testing :)

If you normally use Steam Workshop, make sure to disable from there first or bad stuff might happen.

New game testing in particular would be appreciated.

Tentative changelist:
  • Factions will rebuild wharfs that are destroyed (note that shipyard rebuilding - but not wharfs - was implemented by Egosoft in 2.5)
  • Factions that are completely eliminated may eventually respawn in an unowned sector
  • Kha'ak will sometimes warp in to take part in major battles
  • Slightly improved Kha'ak fighter AI
  • Ships that are fleeing and do not have lasertowers to drop may drop a mine instead
  • Fixed a case where invasion defenders might never stand down if the sector became completely empty of enemies
  • Slightly improved ability of pirates to actually hit the ship that refused to drop any cargo when out of sector
  • Factions that successfully take a sector have a high chance to build refineries for any raw resources in the sector regardless of economy state
  • Improved decision for when factions will invade the next adjacent sector to the one they took over
  • Slightly increased the chance that HOP and ANT will request pirates to steal from each other
  • Added a workaround for vanilla bug introduced in 2.21 that prevents the AI from properly reacting to shipbuilding shortages
  • Reduced Engine Part production speed from 150% of vanilla to 140%
does this still goes in beta 5,they did something to free traders?
Fixed ships getting spawned away from ship configuration menu at resupply ships from automatically getting deployables.
Mysterial
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Re: [MOD] Faction War/Economy Enhancer v3.21

Post by Mysterial »

It should still work with beta 5/6. The free trader change should improve the early and mid-game economy a little. The Xenon are still on the edge of OP but aside from that it should be a good experience, or at least as viable as vanilla and a lot more interesting events.
Mysterial
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Re: [MOD] Faction War/Economy Enhancer v4.0

Post by Mysterial »

Now updated for 2.5 release.
Rastuasi
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Re: [MOD] Faction War/Economy Enhancer v4.0

Post by Rastuasi »

Will we see issues with the upcoming 3.0 or will a beta version be provided like the 2.5 you did? As I'm on Linux, I'm on the beta channel. Didn't know if I should add to my existing game or hold off.
Mysterial
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Re: [MOD] Faction War/Economy Enhancer v4.0

Post by Mysterial »

There's no way for me to know until a beta of 3.0 is available. Odds are it will be fine - 2.5 was an exception. I'd be surprised if there is a beta available in the near future, anyway.
Buzz2005
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Re: [MOD] Faction War/Economy Enhancer v4.0

Post by Buzz2005 »

Mysterial wrote: Thu, 24. Jan 19, 19:27 [*](Econ AI) Fixed a vanilla bug introduced in 2.5 where in rare cases factions might try to expand their shipyard with a production module
Thats a bug :lol: why :? , I have a MIN shipyard that built 2 hull parts module and the whole time was thinking a nice feature of your mod

Oh yes wanted to ask does "remove encounters" have any negative aspects combined with your mod, like that new thing with Khaak warping to big battles?
Fixed ships getting spawned away from ship configuration menu at resupply ships from automatically getting deployables.
Mysterial
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Re: [MOD] Faction War/Economy Enhancer v4.0

Post by Mysterial »

Buzz2005 wrote: Wed, 29. May 19, 13:04 Thats a bug :lol: why :? , I have a MIN shipyard that built 2 hull parts module and the whole time was thinking a nice feature of your mod
It really messes up their storage ratios and they end up in even worse supply stalls than usual. If they want production they should build a factory. (And do, although the mod code doesn't take over until the vanilla AI does it first)
Buzz2005 wrote: Wed, 29. May 19, 13:04 Oh yes wanted to ask does "remove encounters" have any negative aspects combined with your mod, like that new thing with Khaak warping to big battles?
If it deletes the encounter ships from the universe instead of just disabling the teleporting it might also turn off the Kha'ak interference but otherwise it should be fine.

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