X4: Foundations

X4: Foundations

Faction Enhancer - War Module
Menampilkan21-30 dari 52 kiriman
< 1  2  3  4  5  6 >
Pembaruan: 31 Mar 2021 @ 5:08pm

Fixed inactive factions potentially getting respawned

Pembaruan: 31 Mar 2021 @ 4:55pm

  • Fixed freeze after making a certain choice in a Terran expansion story mission
  • Improved faction invasion behavior to wait a little before creating the defence station plot so forces have time to engage
  • Improved force distribution for invasions between target areas
  • Improved defence response when a station is under attack and the victim has low ship availability

Pembaruan: 27 Mar 2021 @ 7:07am

  • Ships with 'protect position' orders will now consider responding to direct attacks while en route
  • Fixed Terran long distance attacks not being given enough time to engage

Pembaruan: 15 Mar 2021 @ 9:56am

  • Capital ships with attack orders that are completely disarmed and have no fighter cover will attempt to retreat for repairs
  • Fixed faction respawn not working if the mod is added after the faction has already been eliminated

Pembaruan: 11 Mar 2021 @ 1:47pm

Pembaruan: 4 Mar 2021 @ 6:58am

Pembaruan: 27 Jan 2021 @ 2:53pm

Pembaruan: 6 Des 2020 @ 6:29am

Pembaruan: 1 Agu 2020 @ 2:25pm

  • Added a redesigned scouting behavior that actually scouts and reports results to the faction AI
    • Scouts will flee from all enemies
    • After taking fire, they will try to report incomplete results; destroy scouts quickly to reduce enemy intel
    • This behavior is also available to the player (as the Recon default order)
    • After each cycle reports will be sent to the logbook (filter for 'recon')
    • This is not a replacement for Explore - only known POIs or thoroughfares will be checked
    • Can be used to level pilots, but most XP gain is linked to finding enemies so scout hostile areas for better results
  • NPC scouts may drop satellites near enemy formations
  • AI is more likely to target enemy satellites
  • AI factions take into account nearby station strength when attacking (if they have intel)
  • Improved S/M ship subsystem target selection when attacking capital ships or stations while the player is present (depending on skill)
  • Fixed S/M ships not targeting a subsystem at all for the first attack run
  • Capital ships no longer deal main cannon damage to multiple targets at once in low attention if there are multiple ships in the front quadrant
  • Improved AI allocation of ships for defence
  • AI will now leave some ships patrolling for distress response instead of redirecting them all to invasion-related attack or defence
  • When a station comes under attack, invasion defenders that were allocated to defend a different area may now be redirected if they are not under threat
  • Reduced force allocation to sectors that have been orphaned since the ships will probably not survive to reach the defence point
  • Factions planning an invasion will attempt to consider allied forces in the area, including player ships if the player is also hostile to the enemy faction
  • The free agent Xenon I will now consistently be deployed offensively after a certain amount of game time has passed
  • (Split Vendetta) Added guaranteed Xenon I formations to the shipyard sectors of the DLC
  • (Split Vendetta) Fixed a vanilla bug that caused a FRF trading station that could flip factions due to the story to be broken/nonfunctional after doing so (retroactive)

Pembaruan: 4 Jun 2020 @ 7:47am