X4: Foundations

X4: Foundations

Reactive Factions
95 Comments
MajorityOfTheInternet Apr 30 @ 5:02am 
Even after uninstalling this mod I still lose beyond -5 with SCA, how to fix?
Gaven Mar 4 @ 2:57pm 
Is this working with the new update?
shuulleech  [author] Jul 10, 2024 @ 8:35am 
Enjoy the modding :)
Zane Nightshade Jul 10, 2024 @ 4:46am 
<addressed to Shuulo>
Hello there ~
I've had a brief hiatus due to my master's degree and working in BI medical field lastly. I’m back to serious X4 modding. Health issues and a touch of burnout slowed me down but I think I'm here back for serious! And yeah, I'm here to say thank you for introducing me to X4 modding in 21'! Wah, the time runs so fast...
shuulleech  [author] Jul 2, 2024 @ 11:21am 
Not sure what you mean, this whole is about rep loss feature when you do things with enemies of the faction, there is nothing else. Just disable the mod.
NoOrdeR Jul 2, 2024 @ 11:13am 
is there a way to disable rep loss feature ?
shuulleech  [author] Jun 28, 2024 @ 6:04am 
this mod still works as designed, yes
BLACKcOPstRIPPa Jun 28, 2024 @ 6:03am 
Is this mod and dynamic wars still usable on steam?

Just asking, new to game found the new eco mod that came out and wanna play that, I saw your bithin page, awesome work but I am really interested in this and dynamic mod, but wanna use them via steam if these are updated etc, get all mods through 1 spot not some here some from GitHub etc.
Dovahkiin Dec 29, 2023 @ 10:10pm 
I was thinking that was the case. This mod and dynamic wars together makes this game so much more interesting. Choices of who you want to Buddy up with really matters. Thanks
shuulleech  [author] Dec 29, 2023 @ 1:11pm 
it checks relations on each run, so dynamic wars is taken into account
Dovahkiin Dec 29, 2023 @ 12:49pm 
For anyone who might know, does this mod base the reactions off of the predetermined fixed relations between different factions or off the actual current relations between different factions. For example if I'm using the dynamic mod that makes faction relations change over time and let's say the boron are now allies with the split, would raising my reputation with one affect the other negatively based on normal relationship or would it be favorable based on their actual in-game relations. Hope that makes sense.
Mombamambo May 12, 2023 @ 4:19pm 
Does this mod still work with Kingdoms End DLC + VRO? Also is it save game compatible?
Zane Nightshade Jul 12, 2021 @ 10:10am 
Hello there!
I've created new version of the Reactive Factions mod - it is available on Nexus [www.nexusmods.com] and Steam Workshop .
Check it out!

Special thanks to Shuul and DeadAir!



shuulleech  [author] Jul 10, 2021 @ 10:22am 
vZay, better discuss such things on Egosoft discord / modding section. Just ping me there.
Zane Nightshade Jul 10, 2021 @ 10:06am 
Due to credits and distribution rules from Nexus I have an question for permission to modify your mod.
I want to improve the mod by
1. Adding GUI to manage all important variables.
2. Serialization of all vars to fit the GUI schema.
3. Adding new variable making SCA rep lock optional.
4. Adding bonuses to reputation gain by factor defined by new variables.
5. Adding more wealth steps (9 total Raw is: Namless Privateer, Small Organization, Organization, Large Organization, Minor Faction, Faction, Major Faction, Minor Empire, Galactic Empire)

I'll be glad to share it later on with you or on Nexus.
Kind Regards
shuulleech  [author] Jul 9, 2021 @ 9:24am 
I guess i could do that for one of future versions
Zane Nightshade Jul 9, 2021 @ 8:50am 
That would be great if there would be config.xml file with possibility to setup % converted as negative rep and credits values for each proximity. :krkrlucia2:
shuulleech  [author] Jul 8, 2021 @ 2:45pm 
you get rep loss with MIN because they are police faction and you are killing friendly to teladi ships, this has nothing to do with mod and works as intended.
djrygar [PL] Jul 8, 2021 @ 9:00am 
I think there is bit of problem with sectors that are protected by other faction (MIN/TEL etc). If I kill ship in teladi space, I get rep loss with MIN, but when i kill enemy of teladi, I only get TEL rep_+, this quickly leads to be enemy with MIN, no way of getting MIN up (except for grinding traffic at their stations).
潜行飘过 May 14, 2021 @ 2:52am 
没关系我已经自己改过了 我改到150亿为主要派系 效果从3亿资产开始有效果了 然后依次 20亿 75亿
潜行飘过 May 14, 2021 @ 2:43am 
太低了 当我资产12亿的时候我连船都还没法生产
shuulleech  [author] Apr 30, 2021 @ 1:50am 
no, has nothing to do with mod
check your fighters or trades respondig to pirates in TEL space, that is usally what leads to those unidentified kills, check reddit - thats vanilla issue
BoostHungry Apr 29, 2021 @ 9:18am 
I keep getting "Unauthorized Kill" notifications and I'm losing rep with factions because of it. Is that notification how this mod lowers rep? I'm getting a little bit up there in levels and I do a lot of business with Terrans so I expect to lose rep with Argon's, but I'm confused by the "Unauthorized Kill" notifications because I can't figure out where those kills could possibly be happening, I have very few combat ships and all my ships are generally deep in Terran territory. Does this mod broadcast that sort of event as part of lowering rep based on my trading activities with Terran?
shuulleech  [author] Apr 23, 2021 @ 1:58am 
thanks :)
Kreon91 [GER] Apr 22, 2021 @ 6:54am 
just wanna say thanks. Best "small but impactful mod". Average min-maxing Joe will likely never use it but still complain about boring endgame. But connoisseurs of great gameplay can appreciate it.
Anthoam Mar 24, 2021 @ 8:32am 
Here is the t folder with the french translation file : https://drive.google.com/drive/folders/1qdHLQ7PVcxvnyUdWwOo53pObFg6wXApv?usp=sharing
shuulleech  [author] Mar 24, 2021 @ 8:09am 
ill udpate it soon
@anthoam, yeah, send it to me via google drvie if you can, thanks!
Sj Mar 24, 2021 @ 7:36am 
Does mode work with 4.0 CoH?
Anthoam Mar 19, 2021 @ 3:21pm 
I've made a French translation of your mod, if you want to add it I can send you the t file :)
shuulleech  [author] Mar 11, 2021 @ 4:39pm 
@mitroll, yes, if you are at 200% negative rep (thats 1.2 billions, you are basically your own faction by now) then you will probably have only one ally. Also, in vanilla factions dont change relations with other factions, you will need a mod for this.
Mitroll Mar 11, 2021 @ 4:34pm 
Lets say I'm working for the argons. They're at war with faction A, B, and C. Working for the Argons will quickly make me hostile to A, B, and C at 200% neg rep, right? What happens when Argons suddenly make peace with A, B, and C, and make war with D, E, and F? Am I eventually just going to be at war with the whole universe except argons?
shuulleech  [author] Jan 3, 2021 @ 4:42pm 
thanks, will be fixed in next version
TopLain Jan 3, 2021 @ 4:38pm 
There's a typo in this mod's message about your "estiamated" worth (or something like that).
shuulleech  [author] Oct 24, 2020 @ 12:45pm 
but what you mean by broken loading screen?
its very weird as it should not really impact anything, its its own thing and does interact with anything else in the game or any other mod files, it can even be installed and removed at any time as it leaves no traces in game, its just a script that runs when you get some reputation, thats it
ahchoo4u Oct 24, 2020 @ 12:30pm 
Could it just not be "playing nice" with other mods then? The problem only appeared when I added your mod and disappeared when I removed the mod.
shuulleech  [author] Oct 24, 2020 @ 9:58am 
notw sure what you mean, but this mod is literally 2 text files, it cant really do anything to loading sceens
ahchoo4u Oct 24, 2020 @ 9:29am 
This mod seems to have broken the loading screen, btw.
shuulleech  [author] Sep 25, 2020 @ 3:17am 
minor update:
improved texts
added Japanese translation
Celonic Sep 2, 2020 @ 7:25am 
Thanks for the quick response Shuul.
shuulleech  [author] Sep 2, 2020 @ 12:52am 
yes, it can be safely turned off
Celonic Sep 1, 2020 @ 6:34pm 
Question, if a game is started with this mod, can the mod be turned off without problems, or could it break the save?
shuulleech  [author] May 13, 2020 @ 10:59am 
1.6:
- increased power levels to 175-350-700-1200 millions
- trader ships cost is now considered to be 50% for power calculation, miners - 35%, auxiliary - 50%
- non-shipyard/warf stations are 25% of their value (vanilla values are too high)
- shipyard/warf stations are 50% of their value (vanilla values are too high)
shuulleech  [author] May 1, 2020 @ 6:13am 
I personally dont have property in many faction regions. It jsut seems taht this mod is not in alignment with your playstyle, thats nothing I can fix.
I aslo mod Stellaris, so know exactly how its systems work, but Reactive Factions is a small mod with a small scope - make player choose sides at somepoint, and this will never change. If you dont like some aspects of it you can change it yourself, thats all i can suggest.
Dreamweaver May 1, 2020 @ 6:04am 
Bro.... It could have been the lack of catchup module, but that was the first two games. I know I had it going in the third. I will give it another shot and if the results are the same, I will let you know
Dreamweaver May 1, 2020 @ 5:44am 
If you haven't done this already, you can tweak the numbers and send it to me, or tell me how to do so myself. I can mess around with it in a playthrough
Dreamweaver May 1, 2020 @ 5:42am 
And this is with Deadair mods to help "cheat" my economy in to staying somewhat alive. Not using the Deadair-sectors though, this is on the vanilla map with a few added sectors (which remain unoccupied unless pirates or myself)
Dreamweaver May 1, 2020 @ 5:40am 
But X4 npcs can't keep up, even with mods. So OPEN WAR with everyone right off the bat is an economy-killer. The player needs to be able to "target" their enemy factions better, "Declare war" and then open conflict arises. It (sadly) needs to be more player controlled/influenced than npcs controlled/influenced.To this end, I refer you to the game Stellaris as an example of what I mean. In Stellaris, you can have whatever relation you want, but you need a declaration of war in some form or another in order to initiate open combat. Perhaps there is a mechanic within X4 that will allow a similar approach, but I doubt it. Whatever the workaround is for creating a healthy end-game economy, this mod helps to that end right up until you become a faction. Then it goes full Brutus on you, and leaves you bleeding out on the Senate floor.
Dreamweaver May 1, 2020 @ 5:36am 
Why your economy dies?

^Sorry I didn't see this one, but I think I already answered it. In short, the economy dies because factions follow this logic

become enemy
attack enemy
prioritize player???
-Whether the npcs prioritize player or not, usually player will have some property in their sectors, which is a target for attack, which leads to
UNAUTHORIZED ATTACK -rep
-At this point, any hope of recovering reputation is gone, unless you are willing to turn on the faction's natural rival (HOP<->PAR for example)
-Of course, if you do attack their natural rival, you are destroying their economy too, which would be fine if X4-building/npc scripts could keep up.
Dreamweaver May 1, 2020 @ 5:31am 
I am trying to solve the X4/Vanilla specific issue of a stagnant end-game economy, and to do so, it needs a healthy war economy, not an 'all-in' by all other factions as soon as a new one arises. The rep shift is too quick, from -9 to -25ish, but most importantly, the mod does not achieve desired results (result being defined as a healthy war economy that more or less looks like the early-game economy. That is to say, (seemingly) healthy.

It's like if I were playing StarCraft, saw that an enemy had as much resources as I did, and then committed everything I had to one single attack. It is only a valid strategy sometimes. It would be foolish to attempt to employ it in every single case. Since X4 can't really simulate strategic warfare, I would settle with a faction 'not' deciding to go all-in on the player as soon as they have additional pylonss.
Dreamweaver May 1, 2020 @ 5:28am 
I think it should never equate to, if I am a major faction, and I hit +1 rep with Argon, it results in -2 rep with Zyarth. That will completely invalidate anyone's Swizerland approach, which is more or less fine, but then the economy thing, that is what prevents me from using this mod again =/
Maybe 1:1.25 would be sufficient, but I'm completely unaware of the extent to which you tested the numbers. I do, however, assume that it was reasonably extensive. I do love your mod - up until the point where I hit minor/major faction level. Then all balance and stability is thrown out the window.