X4: Foundations

X4: Foundations

324 ratings
Reaction Force
5
2
6
4
2
   
Award
Favorite
Favorited
Unfavorite
File Size
Posted
Updated
198.374 KB
Apr 20, 2021 @ 9:02am
Apr 25, 2023 @ 9:00am
10 Change Notes ( view )

Subscribe to download
Reaction Force

Description
Originally created by Shibdib: https://steamcommunity.com/sharedfiles/filedetails/?id=2069655173
This is an enhanced version of the original script, published with Shibdib's permission.


Can be installed and uninstalled without starting a new game. Existing order upon mod removal will reset to 'Hold position'

What it does?
It adds a new default command for playr ships, that will automatically respond to ships in distress.

What's the difference between this and original
- You can select what ships do when they are not responding. There are a few options.
- Before responding, your AI captains will evaluate the expected threat and may not respond if the fight is a predicted loss. You can choose the threshold.
- This script controls subordinates diffrently. Not all of the subordinates will become a reaction force of their own. Details in instructions.
- Captains do send "resupply" signal to their subordinates.
- Plus a few more options to give you more control over what your captains can and can't do.

How to use it?
Instructions are here: https://steamcommunity.com/workshop/filedetails/discussion/2463118472/4679778856510205486/


Known bugs / limitations
- Reaction to Ally distress signals is NOT properly tested. It was updated to match the response script, that is used to help player ships in distress, but might not work properly.
- RF captains may sometimes chase enemy ships far away from their AoO. The reason behind this is how vanilla attack mechanics is working. Not yet sure about a solution. It only happens if the fight does NOT begin before the enemy starts running away. For example: When a pirate attacks and kills your trader and leaves the place before RF have a chance to arrive. They will chase this pirate until they catch 'im.
- Response might not be sent to Large (and maybe X-Large) ships, if the damage taken is neglegible. The reason for this is currently unknown.
- I would expect an incompatibility if you have this and the original script active at the same time
- Subordinates set to Defend the commander may glitch. Not that I've ever seen it, but I haven't properly test them yet.
Popular Discussions View All (5)
38
8
Dec 1, 2024 @ 10:46am
Manual
I.C.E.
2
Jul 20, 2024 @ 7:25am
possible fix?
Ishimuro
3
Mar 17, 2024 @ 10:16am
Reaction force on gog
e6o5
331 Comments
Questgamerable Apr 25 @ 7:08am 
They won't go to another sector to respond ship under attack, They activate but then its like the orders are removed
jkelley2 Apr 4 @ 1:32am 
second on update ... on 7.5 they acquire then instantly remove the attack order also mimic says "cant assist with commanders behavior"
Vladimir Bergholtz Mar 24 @ 8:23am 
Begging for update:steamthis:
Ellopuppet Mar 18 @ 1:01pm 
Is this mod still maintained
dmansail Mar 10 @ 8:18am 
This Version does not work on 7.5, please update....
I.C.E.  [author] Feb 2 @ 12:11am 
That would be great.
bidbihS  [author] Feb 1 @ 8:05pm 
I might circle back to updating the original (or this) for 7.5, have an X4 itch that needs to be scratched once the full update is out.
Land Jan 29 @ 5:23pm 
@I.C.E. the fixed version 2.0.8 is available on Nexus

https://www.nexusmods.com/x4foundations/mods/703
I.C.E.  [author] Jan 28 @ 8:06am 
If someone have it fixed, I totally wouldn't mind a reupload here on steam, from someone who's actually playing right now and able to update the mod as needed.
So far, noone contacted me about the fix.
Again, I won't mind a reupload with a fix.
Benoire Jan 27 @ 7:01pm 
As others have noted, the mod no longer appears to work as intended. Starts working then each unit indicates it cannot carry out the order, but then re-attempts with the same outcome adinfinitum. Would be great to fix as I can't run non-steam workshop mods on Geforce Now.