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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...
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.
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!
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
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
@anthoam, yeah, send it to me via google drvie if you can, thanks!
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
improved texts
added Japanese translation
- 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)
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.
^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.
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.
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.