[MOD] Faction War/Economy Enhancer v5.63

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

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

Misunderstood Wookie
Posts: 377
Joined: Mon, 15. Mar 04, 08:07
x4

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

Post by Misunderstood Wookie »

Mysterial wrote: Fri, 21. Feb 20, 02:01 Here's a B6 friendly version. Only lightly tested, so please report any issues. I'll probably do overnights this weekend to evaluate long term balance, since I don't expect further major changes from Egosoft.

Download Link
Legend, go grab a beer and take the week off mate :P
*modified*
*X3 LiteCube User*
MOD GemFX Real Space Shaders
MOD Variety and Rebalance Overhaul Icon Pack
I lost my Hans and should not be flying Solo.
Image
DeadAirRT
Posts: 1124
Joined: Fri, 25. Jan 19, 03:26
x4

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

Post by DeadAirRT »

Mysterial wrote: Fri, 21. Feb 20, 02:01 Here's a B6 friendly version. Only lightly tested, so please report any issues. I'll probably do overnights this weekend to evaluate long term balance, since I don't expect further major changes from Egosoft.

Download Link
The best in the business, did neutral sector expansion stay or get cut?
Mysterial
Posts: 660
Joined: Wed, 6. Nov 02, 20:31
x4

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

Post by Mysterial »

It should do what Egosoft set it to. I don't exactly have a problem with them being slightly *more* aggressive than I was.
Ragemaster9999
Posts: 240
Joined: Mon, 17. May 10, 08:53
x4

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

Post by Ragemaster9999 »

My version says 4.48 when I downloaded the beta 6 zip and installed it. I think steam workshop maybe overwriting it possibly? Mod is shown in red and in order to enable it i have to enable workshop downloads which it immediately downloads something.

I am seeing xenon not doing much in my game. They seem to be very passive.
Misunderstood Wookie
Posts: 377
Joined: Mon, 15. Mar 04, 08:07
x4

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

Post by Misunderstood Wookie »

Ragemaster9999 wrote: Fri, 28. Feb 20, 19:12 My version says 4.48 when I downloaded the beta 6 zip and installed it. I think the steam workshop maybe overwriting it possibly? Mod is shown in red and in order to enable it i have to enable workshop downloads which it immediately downloads something.

I am seeing xenon not doing much in my game. They seem to be very passive.
I have noticed that when you install a mod which has the workshop ID in the content.xml steam will sub the mod on launch if exists in the workshop database on steam.
I had this same problem and first figured this out using this very mod, If you believe they were overwritten delete them from extension folder then before starting the game go into Steam Workshop for X4 and un-sub from all the mods related to faction fixes, then open your extension folder in X4 Foundations and copy a fresh set of faction fixes from the beta 6 download you got from here. Once you have done this go into each of the faction fixes mod folders and open 'content.xml' with any text editor I suggest Notepad++ or VSCode or ATOM, Sublime Text, e.t.c (probably best not to use notepad it might save funny)

Once you have the content.xml open scroll along to the right and where it says "sync=true" change that to false if it is not already set like that, then start X4 Foundations.
*modified*
*X3 LiteCube User*
MOD GemFX Real Space Shaders
MOD Variety and Rebalance Overhaul Icon Pack
I lost my Hans and should not be flying Solo.
Image
Newinger
Posts: 279
Joined: Mon, 11. Mar 19, 11:18
x4

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

Post by Newinger »

A question regarding two items from the change log in the first post:
Xenon I will not be deployed to Hatikvah's Choice I during early game since it tends to annihilate everything
Xenon will use slightly less force for their initial attacks
What does "early game" mean? I use the beta version of this mod, in X4 B6 HF1.

After about one day, a Xenon I with I think 2 or 3 escorts was slowly taking over Hatikvah's Choice I.

As I was way too weak at this time (due to my deliberately slow play style), I think the sector was saved only due to additional faction forces I added with the Foundation of Conquest & War 4.0 mod (I configured FOCW 4.0 in a way that only the factions get support, but NOT the Xenon).

I can imagine that either my understanding of "during early game" differs ("early" means for me ... well, 2 to 3 weeks in-game time, but this may really just be me) or that I have some mod incompatiblities in my mod list? Besides some visual stuff and some new ships, I use:

- beta of Faction War / Economy Enhancer
- beta of VRO
- FOCW (added when I noticed the sectors getting attacked early by overwhelming Xenon forces).
Mysterial
Posts: 660
Joined: Wed, 6. Nov 02, 20:31
x4

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

Post by Mysterial »

I generally consider "early game" to end at ~20 ingame hours. The invasion strength is also partially relative to defence strength, so if you apply a mod that adds more defenders it might use stronger attacks earlier in the game.
Newinger
Posts: 279
Joined: Mon, 11. Mar 19, 11:18
x4

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

Post by Newinger »

Mysterial wrote: Sun, 1. Mar 20, 15:27 I generally consider "early game" to end at ~20 ingame hours. The invasion strength is also partially relative to defence strength, so if you apply a mod that adds more defenders it might use stronger attacks earlier in the game.
Oh.

So I might even make the issues worse when adding more fleets to Argon, Teladi, etc...

*Sigh* Guess I'll have to live with the fact that the universe is at war and I can't just relax for hours in my Argon Elite sightseeing and leave my fleet unattended...
s1asher
Posts: 24
Joined: Sat, 19. Jan 19, 15:48
x4

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

Post by s1asher »

Should we wait for B7 update?
Ragemaster9999
Posts: 240
Joined: Mon, 17. May 10, 08:53
x4

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

Post by Ragemaster9999 »

I have the latest mod patch (for beta 6) and I notice there aren't any orbital reinforcement ships. Argon prime is totally screwed in my game and im trying to save argon from complete xenon destruction. I am not sure what is going on! Also is 4.48 the latest version of the mod? thats the one i installed from the dropbox linked a page back.
Mysterial
Posts: 660
Joined: Wed, 6. Nov 02, 20:31
x4

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

Post by Mysterial »

Ragemaster9999 wrote: Mon, 9. Mar 20, 18:13 I have the latest mod patch (for beta 6) and I notice there aren't any orbital reinforcement ships. Argon prime is totally screwed in my game and im trying to save argon from complete xenon destruction. I am not sure what is going on! Also is 4.48 the latest version of the mod? thats the one i installed from the dropbox linked a page back.
4.48 is the latest version. The planetary ships are just freighters for supply, they don't get "free" combat ships directly no matter how bad the state is. If Argon Prime is blown up enough to have lost the shipyard/wharf, then they won't get anything. That really shouldn't be able to happen at all until very late game, although I have noticed that the Argon tend to have the hardest time with the latest 3.0 combat balance. I will do another pass of scaling soon, but since most beta testers are reporting the same experience for the Argon in vanilla 3.0 beta, I might need to wait to see what Egosoft does about it.
Ragemaster9999
Posts: 240
Joined: Mon, 17. May 10, 08:53
x4

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

Post by Ragemaster9999 »

Mysterial wrote: Mon, 9. Mar 20, 22:51
Ragemaster9999 wrote: Mon, 9. Mar 20, 18:13 I have the latest mod patch (for beta 6) and I notice there aren't any orbital reinforcement ships. Argon prime is totally screwed in my game and im trying to save argon from complete xenon destruction. I am not sure what is going on! Also is 4.48 the latest version of the mod? thats the one i installed from the dropbox linked a page back.
4.48 is the latest version. The planetary ships are just freighters for supply, they don't get "free" combat ships directly no matter how bad the state is. If Argon Prime is blown up enough to have lost the shipyard/wharf, then they won't get anything. That really shouldn't be able to happen at all until very late game, although I have noticed that the Argon tend to have the hardest time with the latest 3.0 combat balance. I will do another pass of scaling soon, but since most beta testers are reporting the same experience for the Argon in vanilla 3.0 beta, I might need to wait to see what Egosoft does about it.
They have their shipyard and wharf still though the wharf is at half hull after barely repulsing an I. I just wasnt sure if I had the right version because I have never actually seen a ship labelled planatary support dock at any of their shipyard or wharf. Wharf went hours ingame missing advanced components and likewise there was a shortage of drone components on the shipyard.
Mysterial
Posts: 660
Joined: Wed, 6. Nov 02, 20:31
x4

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

Post by Mysterial »

In the next version I'm going to have nav beacons laid out along their route to help with identification (and interception when the player is the enemy) so maybe that will make it more visible. If you don't see any changes in a few more game hours, post up the save somewhere and I will investigate when I get time.
Motionblurr
Posts: 20
Joined: Thu, 19. Mar 15, 05:03
x4

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

Post by Motionblurr »

Does this work with B8?
greymouser69
Posts: 33
Joined: Wed, 18. Jan 12, 00:27
x3tc

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

Post by greymouser69 »

I have tracked down freeze/lock ups to this mod in the just released B10 just FYI.
DeadAirRT
Posts: 1124
Joined: Fri, 25. Jan 19, 03:26
x4

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

Post by DeadAirRT »

greymouser69 wrote: Fri, 27. Mar 20, 00:56 I have tracked down freeze/lock ups to this mod in the just released B10 just FYI.
I am running his beta version with no crashes.
greymouser69
Posts: 33
Joined: Wed, 18. Jan 12, 00:27
x3tc

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

Post by greymouser69 »

DeadAirRT wrote: Fri, 27. Mar 20, 07:26
greymouser69 wrote: Fri, 27. Mar 20, 00:56 I have tracked down freeze/lock ups to this mod in the just released B10 just FYI.
I am running his beta version with no crashes.
Ok the problem may have been that I was most likely running an older version, I'm giving the one from this thread a shot.
greymouser69
Posts: 33
Joined: Wed, 18. Jan 12, 00:27
x3tc

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

Post by greymouser69 »

greymouser69 wrote: Fri, 27. Mar 20, 13:26
DeadAirRT wrote: Fri, 27. Mar 20, 07:26
I am running his beta version with no crashes.
Ok the problem may have been that I was most likely running an older version, I'm giving the one from this thread a shot.
So it turns out that the war module for this mod was causing the lockups, I disabled that and it has been running smooth since.
Mysterial
Posts: 660
Joined: Wed, 6. Nov 02, 20:31
x4

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

Post by Mysterial »

RC to ship simultaneous with 3.0:

Download Link

Notable changes:
  • Planetary supply trains (catchup logic) add temporary nav beacons along flight path to nearest shipyard
  • M class ships in low attention have a higher chance to hit surface elements against their primary target (3.0 vanilla overnerfed in this specific case)
  • Station traders never consider supply wares or habitation wares as critical (i.e. don't ignore primary resources because they are empty)
  • Station traders will temporarily give up on critical/shortage wares if there are no viable offers
  • Shipyard/wharf rebuilding will give up and pick a different site if an enemy completely owns the sector and no friendly ships can get in
  • Explore order has a chance to use long range scanner to find stations at extended range (based on crew skill, also the tier of long range scanner installed matters)
Buzz2005
Posts: 2294
Joined: Sat, 26. Feb 05, 01:47
x4

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

Post by Buzz2005 »

by supply wares you mean like wares for drones?
Fixed ships getting spawned away from ship configuration menu at resupply ships from automatically getting deployables.

Return to “X4: Foundations - Scripts and Modding”