[MOD] Faction War/Economy Enhancer v5.63

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Anthoam
Posts: 22
Joined: Mon, 6. Apr 20, 21:14
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Re: [MOD] Faction War/Economy Enhancer v5.1

Post by Anthoam »

Mysterial wrote: Thu, 25. Mar 21, 15:26 I would like to get to play the DLC blind without looking up everything in the files, so issues involving story missions aren't going to get resolved until I get there. Sorry.

Also, you should upload a save somewhere, because there's no guarantee it will even happen for me.
Yeah you might not get the same bug at the same time. There's someone else in the Technical Support and on the Steam page of the War module that had the same problem.
Baldamundo
Posts: 99
Joined: Sat, 21. Jun 08, 18:46
x4

Re: [MOD] Faction War/Economy Enhancer v5.1

Post by Baldamundo »

Which of these modules affects the Xenon most? Found they were a bit over-powered in my last game, and wondering if I ought to disable all or part of the mod.

And are any of the modules more performance/FPS demanding than the others?
monish_05m
Posts: 21
Joined: Wed, 10. Aug 05, 15:57
x3tc

Re: [MOD] Faction War/Economy Enhancer v5.2

Post by monish_05m »

Hello and thanks for the mod, please I have a request, please increase the radius option of protect position by atleast 3-5 times. Right now the radius is too small to even cover a decent area.
DragonEye501
Posts: 71
Joined: Sat, 27. Jan 18, 02:26
x3ap

Re: [MOD] Faction War/Economy Enhancer v5.2

Post by DragonEye501 »

"War intensity increases as the game continues"

How does this feature work exactly with the war module? Does this restrict the ai from taking over sectors in the first 10 hours of the game? Does this mean I won't see massive battles till 100 hours in my game?

I ask cause I have never really like the idea of artificially tethering factions from expanding when they have the resources to do so. :gruebel:
Mysterial
Posts: 666
Joined: Wed, 6. Nov 02, 20:31
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Re: [MOD] Faction War/Economy Enhancer v5.2

Post by Mysterial »

It restricts offensive fleet size somewhat. It does not restrict actions that can be taken. There are multiple reasons for this:
- The AI doesn't actually start with the economy to support the number of ships they start with, so without this they all get nuked in 5 hours and the AI spends 50 hours trying to get fleets again
- This forces early enemy composition (particularly Xenon) to be sized such that the player can actually take part when they can't have their own fleets yet instead of spectating
- The slower development of sector destruction and/or takeovers in the early game makes it easier for players to identify what's going on and the universe's trajectory

All scaling currently ends at ~48 hours game time.
DragonEye501
Posts: 71
Joined: Sat, 27. Jan 18, 02:26
x3ap

Re: [MOD] Faction War/Economy Enhancer v5.2

Post by DragonEye501 »

Mysterial wrote: Sun, 28. Mar 21, 21:35 It restricts offensive fleet size somewhat. It does not restrict actions that can be taken.
Ahhhhhh, I see. That's great that it doesn't restrict factions from warmongering. As for your points I think you've actually turned me around on the idea of this feature. Also, 48hrs seems like the perfect in game time for it to reach the apex of galactic warfare craziness. Thanks for the info! :mrgreen:
Knjaz136
Posts: 22
Joined: Thu, 11. Jun 20, 11:16

Re: [MOD] Faction War/Economy Enhancer v5.1

Post by Knjaz136 »

Anthoam wrote: Mon, 22. Mar 21, 00:08 Hello ! I come from the Steam page of the War Module (I also posted a comment because of a problem I have with the mod enabled).
I don't know why, but I have a freeze just after a
Spoiler
Show
Secret Service mission
Dal just calls and explain what's happening after the mission, then the freeze occurs. So I tried to disable any mod that might be related, and by disabling the War module the freeze didn't occur anymore. So I played a bit without it then I reactivated it. After some times (30 minutes I think, maybe less) the game freeze again.
Seconded. War Module freezes the game at the very end(?) of Covert Operations questline, if you
Spoiler
Show
decide to side with Protectorate. Right at the moment where you receive a call from Dal that explains what is going to change between factions.
Haven't tried other outcomes, no clue what happens there.

Disabling it, going through that in-game sequence, then re-enabling it again seems to lead to another freeze.


Update: Turned war module off, reloaded - 10 minutes on SETA, no freezes.
Saved, reloaded with WarMod - Freeze in ~10+ seconds on SETA.
Mysterial
Posts: 666
Joined: Wed, 6. Nov 02, 20:31
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Re: [MOD] Faction War/Economy Enhancer v5.2

Post by Mysterial »

Post the save somewhere please.
Mysterial
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Joined: Wed, 6. Nov 02, 20:31
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Re: [MOD] Faction War/Economy Enhancer v5.2

Post by Mysterial »

Bug found. Fix incoming. Thanks Knjaz136 for the save.

It was the builders of all things!
Mysterial
Posts: 666
Joined: Wed, 6. Nov 02, 20:31
x4

Re: [MOD] Faction War/Economy Enhancer v5.21

Post by Mysterial »

Fix uploaded.
user1679
Posts: 1090
Joined: Fri, 20. Jul 18, 23:20

Re: [MOD] Faction War/Economy Enhancer v5.21

Post by user1679 »

Normally I can find and suggest fixes for small bugs but this one's got me stumped:

x4 v4.0 hotfix 2
[=ERROR=] 0.00 AnarkFileIO::FileOpenCallback(): Failed to open the file: 'ui/addons/ego_targetmonitor/../../../extensions/faction_fix_pack_catchup/ui/catchup.lua??0?0?0?0' - error: 4
[General] 0.00 ======================================
[=ERROR=] 0.00 Addon::LoadLuaFile() - Failed to open specified filename: 'ui/addons/ego_targetmonitor/../../../extensions/faction_fix_pack_catchup/ui/catchup.lua??0?0?0?0' referenced in addon: 'ego_targetmonitor'
[General] 0.00 ======================================
I don't have any mod installed called "ego_targetmonitor". I have one by SirNukes called "sn_better_target_monitor" but the Id for that is "ws_2042920500". So I have no idea what this is referring to.
Mysterial
Posts: 666
Joined: Wed, 6. Nov 02, 20:31
x4

Re: [MOD] Faction War/Economy Enhancer v5.21

Post by Mysterial »

Do you have the Catchup module installed?
Knjaz136
Posts: 22
Joined: Thu, 11. Jun 20, 11:16

Re: [MOD] Faction War/Economy Enhancer v5.21

Post by Knjaz136 »

Is there a reason why Xenon would be so passive some 300 hours in?
https://puu.sh/HuNU8/54ba515018.png
Somewhere in first 100 hours I was fiercely protecting Fires of Defeat, as I wanted Split base of operations too, thinking Xenon would overrun the rest of the galaxy anyway.
Turns out, it's Xenon getting overrun instead. Scouted Teladi sectors, don't see that much activity either.

just RNG/Luck?

Guess, change of plans is in order and it's time to annex Antigone.
Mysterial
Posts: 666
Joined: Wed, 6. Nov 02, 20:31
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Re: [MOD] Faction War/Economy Enhancer v5.21

Post by Mysterial »

300 hours is 200 hours more than I've ever tested, so I have no idea. But even with infinite resources the Xenon can only build ships so fast and with a player assisted economy at that scale expecting them to keep up is probably unrealistic.

However, until the most recent mod update, the Savage Spur and Matrix 79B sector groups were basically broken (also busted in vanilla with the expansion installed) because the miners go to mine somewhere they can't get home. So that probably didn't help any.
Knjaz136
Posts: 22
Joined: Thu, 11. Jun 20, 11:16

Re: [MOD] Faction War/Economy Enhancer v5.21

Post by Knjaz136 »

Mysterial wrote: Fri, 2. Apr 21, 16:40 300 hours is 200 hours more than I've ever tested, so I have no idea. But even with infinite resources the Xenon can only build ships so fast and with a player assisted economy at that scale expecting them to keep up is probably unrealistic.

However, until the most recent mod update, the Savage Spur and Matrix 79B sector groups were basically broken (also busted in vanilla with the expansion installed) because the miners go to mine somewhere they can't get home. So that probably didn't help any.
I see, this explains.
Yeah, Savage Spur Xennons also got overrun really quick by Terrans in my vanilla game until I installed FWEE.
user1679
Posts: 1090
Joined: Fri, 20. Jul 18, 23:20

Re: [MOD] Faction War/Economy Enhancer v5.21

Post by user1679 »

Mysterial wrote: Fri, 2. Apr 21, 14:44 Do you have the Catchup module installed?
Yes, I have it installed but disabled. The only modules I use are:

faction_fix_pack
faction_fix_pack_econ_ai
faction_fix_pack_econ_bal
Mysterial
Posts: 666
Joined: Wed, 6. Nov 02, 20:31
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Re: [MOD] Faction War/Economy Enhancer v5.21

Post by Mysterial »

Then that error is harmless and expected.
sanas
Posts: 30
Joined: Fri, 1. Jan 21, 08:17
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Re: [MOD] Faction War/Economy Enhancer v5.21

Post by sanas »

I've always played with this mod and don't know how in vanilla. Can I have a more detailed description of what the mod does? compared to default?
user1679
Posts: 1090
Joined: Fri, 20. Jul 18, 23:20

Re: [MOD] Faction War/Economy Enhancer v5.21

Post by user1679 »

Mysterial wrote: Sat, 3. Apr 21, 14:52 Then that error is harmless and expected.
Thanks. I wasn't sure because I don't have many hours into the game to know if it would be a problem.
s1asher
Posts: 24
Joined: Sat, 19. Jan 19, 15:48
x4

Re: [MOD] Faction War/Economy Enhancer v5.21

Post by s1asher »

@Mysterial

Could you somehow disable enemy destroying player's satellites, cause i have wasted too much time to place a lot of them across different sectors. Plus i want to monitor that Xenon are OK and will not be wiped out and help them where it is needed:)

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