X4: Foundations

X4: Foundations

Faction Enhancer - War Module
Viser 31-40 af 52 forekomster
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Opdatering: 4. juni 2020 kl. 7:11

  • Changed low attention surface element targeting so S/M ships will not "stick" to surface elements that are actually the ship's main shields
  • Fixed capital ships in low attention losing track of what module on a station they were hitting if there are other enemies
  • Fixed capital ship movement in low attention (no more spinning ships)
  • Fixed station defences in low attention targeting previous attackers that are still alive but are no longer in range (or possibly even in the same sector!)
  • Player-owned ships that resupply will no longer delete items previously placed by the player
  • Fixed an edge case that could still cause ships to get stuck in the vicinity of the invincible Kha'ak Installation
  • Workaround for the (vanilla) bug that sometimes prevented subordinates set to "defend" from actually doing so in low attention
  • (Split Vendetta) Fixed a (vanilla) bug that prevented FRF pirate ships from doing anything
  • Pirate ships in general will now switch sectors if they fail to find any marks in their job zone for a long time (but they will still sell their loot to their home zone if possible)
  • Fixed some more cases that resulted in dumb turret selection on stations
  • Fixed a (vanilla) bug that prevented modules that area result of factory expansion from being equipped with turrets at all
  • Improved invasion selection for factions that gained a new Wharf in the DLC
  • Increased the probability that Xenon will build capital ships for military actions, especially later in the game
  • Fixed (vanilla) bug that caused Xenon defence stations built after game start to usually have nearly empty turret loadouts
  • Improved decision for whether ships built for invasion attack/defence should try to build wingmen first
  • Fixed a bug where ships restocking subordinates could get stuck waiting for an inordinate amount of time
  • Improved ability of higher skill fighter pilots to chase enemies that engage boost or travel mode
  • Boost used to flee will use shields in low attention
    • For technical reasons, the shield will be consumed at the end of the movement, not while it is moving
  • Stations will resend their distress call after a while even if no new enemies appear, in case local security was unable to respond the first time
  • Workaround for a rare (vanilla) bug when the player is present for capital ship combat where an AI ship fails to fire because it points slightly off the target
  • Fixed a (vanilla) bug causing lower than original loadout for rebuilt wharf/shipyard
  • Invasion defense groups will no longer select a defence point near stations of another faction that are not hostile to the enemy
  • Pirates that are trying to flee but cannot shake pursuit will eventually give up and engage unless the enemy is bigger than them
  • Removed notification and log message about drone destruction
  • Added notification and log message about station destruction
  • (Split Vendetta) Some time after the Hall of Judgement is captured, it will be decommissioned, partially because it makes more sense and partially to eliminate some inconvenient game state possibilities

Opdatering: 28. apr. 2020 kl. 16:18

Opdatering: 20. apr. 2020 kl. 21:24

Opdatering: 20. apr. 2020 kl. 16:00

  • Fixed a case where faction logic ships responding to a distress call might chase the assailant across sectors
  • Improved turret variation on NPC factories
    • In an existing save, will only apply to newly created or upgraded factories

Opdatering: 16. apr. 2020 kl. 9:42

  • Capital ships participating in boarding will fire on the target (if ordered) even with turrets set to Defend if the ship is not being attacked
  • Fixed a (vanilla) bug causing a resupply loop when a ship is full on one type of missile or drone but needs others
  • Improved capital ship movement when the previous action was to fly directly away from the target
  • Fixed a case where if a capital ship is rotating to fire and the enemy ship moves out of the view arc during that, the firing ship would give up and reposition instead of adjusting its aim direction
  • Fixed some (vanilla) bugs in player autopilot causing it to cut out unnecessarily or get stuck on highways
  • Fixed a (vanilla) bug where pirates that attack a ship because it didn't drop cargo and destroy it wouln't reliably pick up the resulting loot
  • Factions will now prioritize ownerless sectors for invasion when low on resources
  • The pirate group behavior added in mod v4.5 can no longer target Xenon power plants
  • Fixed a (vanilla) bug where the ownerless mines for certain missions would count as a kill for every single kill mission you have

Opdatering: 16. apr. 2020 kl. 9:38

Opdatering: 31. mar. 2020 kl. 7:33

  • 3.0 compatibility
  • Improved fighters chasing targets in low attention
  • Improved M ship behavior in low attention to better match their usage when the player is present
  • Improved capital ship combat movement
  • High skill station managers will eventually detect storage hackers and mark them hostile
  • Fixed (vanilla) bug of pirates collecting hacked/dropped wares not always going for all the crates that are valuable to them
  • Fixed (vaniila) bug of contracted pirates not consistently turning in their loot after acquiring it
  • Fixed (vanilla) bug of pirates repeatedly going back to the same station for more in certain situations
  • Added a pirate M ship variant that has universal cargo space and will try to steal from miners
  • Improved the behavior of the roaming Xenon raiding parties so that they end up spread out through more of the galaxy
  • The Explore order now periodically uses the long range scanner to check for stations based on crew skill (long range scanner tier equipped also matters)
  • Factions that use multiple attack squads in contested sectors are more likely to try to attack two enemy stations simultaneously instead of sending two attack squads to the same station
  • Improved early game war balancing
  • Added a new war AI behavior
  • Added a new pirate group behavior (prioritizes large/wealthy stations, beware!)
  • 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
  • Reduced "[Faction] mounting defence in [Sector]" news item spam
  • Fixed (vanilla) issue of Xenon miners not reliably supplying defence stations on the front lines

Opdatering: 3. nov. 2019 kl. 6:57

Fixed sector ownership change message being awkward if the sector was previously unowned

Opdatering: 3. nov. 2019 kl. 6:41

  • Fixed ships sometimes not resupplying properly from stations when they only need consumables
  • Added a War Update notification/log message when sectors change hands

Opdatering: 17. okt. 2019 kl. 7:12

  • Updated to work with game version 2.6
  • In combination with game version 2.6 enhancements, significantly improved the allocation of faction forces for attack and defense
  • Surface element restore time from wrecked state is now affected by crew skill
  • Fixed an issue where capital ships and stations in 1v1 combat would still hit enemy surface elements with excessive accuracy
  • Capital ships that detect enemies hiding in their gravity well will now attempt to call for help
  • Fixed a case where some faction attack forces could get distracted and end up engaging the enemy early when they were supposed to be gathering
  • Additional improvements to wing leaders ordering their subordinates
  • Added some AI detection of player invasion tactics
  • Fixed a rare issue where an invasion that failed because the defence station was destroyed could stall endlessly in an incomplete state
  • Fixed cases where war update messages involving defence stations were not sent
  • Added a war update message when factions deploy a notable attack force to engage an enemy position in a sector they already contest or control