X4: Foundations

X4: Foundations

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Faction Enhancer - Catchup Module
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Mar 17, 2019 @ 4:06pm
Sep 10 @ 8:59am
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Faction Enhancer - Catchup Module

In 1 collection by Mysterial
Faction War/Economy Enhancer
4 items
Description
The Faction War/Economy Enhancer is a collection of (currently 4) extensions that significantly improve faction war and economy behavior, making the universe generally proceed at a faster and more interesting pace. The goal is to improve and expand vanilla behavior, not redesign the game, so in cases where Egosoft directly addresses an issue or topic, this mod won't mess with that.

This is the catchup module. It implements what in games is often known as "catchup logic" or "rubber banding" - factions that are losing their respective war(s) will gain a bonus to production to help them recover. For the normal factions, the bonus works exactly like workforce and stacks additively. If you have enough scanning to view production modules, you can see the faction's current bonus displayed in the map's production interface (see preview image)

For the Xenon, each of their sector groups is treated separately for calculations. Since they work in raw materials directly and don't have workforce, their bonus is to receive a discount on ships.

Currently, the maximum bonus value is +40%.

Factions that remain badly losing for a long time can also receive a support convoy from their home planet that will provide a temporary supply surge for ship building. The convoy can be intercepted by enemies.


The other modules are available here:
War Module
Economy AI Module
Economy Balance Module
206 Comments
Eldahmyr Sep 19 @ 1:54pm 
Thanks ;-)
Mysterial  [author] Sep 19 @ 1:30pm 
The catchup bonus is based on their economic and military strength relative to adjacent enemies, so it should work for added factions as long as they meet the criteria. This includes the DLC factions.
Eldahmyr Sep 19 @ 1:19pm 
Does your mod also help the new added factions or those existing ones modified by other mods?
Mysterial  [author] Sep 19 @ 1:07pm 
The vanilla AI will definitely attempt to build new shipyards/wharves but it has been a persistent complaint that the decision for where is not great. I haven't really looked at changing that but I can put it on the list to investigate for a future version. I'll also put on the list having the catchup support convoy be able to target shipyard/wharf build sites instead of just operational stations.
jusjac Sep 18 @ 7:36pm 
Seems like a faction is just doomed if they lose their warfs and shipyards. HOP lost theirs, has had plenty of time to rebuild but seems to refuse to do so. Is there a mod that helps them in this way? As this mod only helps a losing faction if they still have their shipyards.

note that in my current campaign HOP still has 4 full safe systems, they just have no shipyards.
Mysterial  [author] Aug 23 @ 12:39pm 
AFAIK yes, but you should confirm with the VRO devs.
humongousyeet Aug 23 @ 7:26am 
hello, does the mod work with vro? also added to a vro save game?
SCARRIOR Jun 29 @ 3:32am 
Cheers
Mysterial  [author] Jun 28 @ 8:01pm 
The satellite targeting is in move.seekenemies.xml
SCARRIOR Jun 28 @ 7:42am 
I know you don't answer comments on the war module anymore, but I don't blame you, considering you made the mod for free and with your time, only for complainers to brew in the hellpits of the comment section lol.

But, I really like the war mod, but I really really don't like how enemies will destroy your satellites, and I was wondering, I was looking at the code, and if I set this to false, will they stop targeting my satellites?

<param name="satellites" value="true"/>

Cheers :)