[Query] Do any of these mods adjust Workforce?

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Scoob
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Joined: Thu, 27. Feb 03, 22:28
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[Query] Do any of these mods adjust Workforce?

Post by Scoob »

Hey all,

I'm having a problem in my Modified game where Workforce is partially broken. I don't get ANY Workforce efficiency bonus until I'm way over the "Optimal" Workforce level. Indeed, Workforce shows as ZERO percent until I'm over this level. I posted about it here trying to understand how it's supposed to work - I know it was quite buggy during the 4.0 Beta - where it's been suggested it's one of my Mods, but I can't think which one.

Here's my complete mod list, as far as I'm aware none of these touch Workforce.

Better Kill Credit
Better Piracy
FOCW Corporations
FOCW
Mules, Supply and Warehouses Extended
Scaleplate Use All
TaterTrader
True Capture Vanilla
VRO
X4 Fire and Smoke
XR ShipPack
XR ShipPack VRO

As I mentioned in my other thread, I could easily have missed this - Workforce did eventually start working - so I may not be the only one affected by this, just one who noticed it first. If anyone care to comment, it'd be nice to understand what's going on here. We know Egosoft, and I can't blame them, won't touch a Modified game when it comes to issues.

Cheers,

Scoob.
Max Bain
Posts: 1463
Joined: Wed, 27. Jun 18, 19:05
x3ap

Re: [Query] Do any of these mods adjust Workforce?

Post by Max Bain »

I can only speak for my mods and they don't touch workforce logic. Last time I played with vro and better kill credits and I got workforce bonus.
XR Ship Pack (adds several ships from XR) Link
Weapon Pack (adds several new weapons) Link
Economy Overhaul (expands the X4 economy with many new buildings) Link
X4 Editor (view stats of objects and make your own mod within a few clicks) Link
Scoob
Posts: 11170
Joined: Thu, 27. Feb 03, 22:28
x4

Re: [Query] Do any of these mods adjust Workforce?

Post by Scoob »

Max Bain wrote: Fri, 9. Apr 21, 00:19 I can only speak for my mods and they don't touch workforce logic. Last time I played with vro and better kill credits and I got workforce bonus.
Thanks. I'm sorta hoping modders here, like you, will pop in, examine the list and comment based on their work / experience. My mod list hasn't really changed much, just been updated as they become available. The only different mod vs. my old v3.3 game is FOCW and FOCW Corporations, but I'd be surprised if that affected Workforce.

As mentioned, it would be easy to miss this bug, if you're not watching the Build like I was.

Scoob.
Mr.Freud
Posts: 325
Joined: Sat, 16. Nov 13, 20:20
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Re: [Query] Do any of these mods adjust Workforce?

Post by Mr.Freud »

Every sector has workforce gain bonus. Maybe you building somewhere where there's no such gain?
BlackRain
Moderator (Script&Mod)
Moderator (Script&Mod)
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Joined: Mon, 15. Dec 03, 18:53
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Re: [Query] Do any of these mods adjust Workforce?

Post by BlackRain »

There should be no issue with FOCW mods. I use them just fine, and VRO.
Scoob
Posts: 11170
Joined: Thu, 27. Feb 03, 22:28
x4

Re: [Query] Do any of these mods adjust Workforce?

Post by Scoob »

Thanks. I think it's just a random glitch. I built a second station, added Habitats and everything proceeded as I'd expect with Workforce growing along with the efficiency bonus. Nothing like the prior station.

My mods haven't changed between adding Habitats to each of these stations, so I don't know what was going on.

Scoob.

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