X4: Foundations

X4: Foundations

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AI War Jobs
   
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1 Jun, 2023 @ 12:25am
13 Jun, 2024 @ 6:05pm
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AI War Jobs

In 1 collection by Treybor
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15 items
Description
Adds AI War Jobs and has More AI Carriers mod integrated

This adds a number of additional jobs to the AI Empires

Adds around 2-5 Fleets per empire

Xenon are not included, I have Xenon Jobs+ if you wish to buff Xenon

Also adds some smaller jobs such as fighter squadrons in groups of 10 and also some M Class squadrons

Rebalanced carrier escorts to fit a more full complement

Changed AI logic when considering Asgards as a threat (Enemies will rightfully fear them more, and Terrans will know they are OP)

Trinity will absorb both HOP and PAR correctly as well

Upped CUB/BUC Carrier numbers as well

Changes Vanilla jobs that were anchored to be mobile (IE: Argon Carrier Fleet can now leave Argon Prime and be used elsewhere)

This will put a pretty large strain on the economy with alot more ships flying around and blowing each other up

Compatible with most mods and can be removed mid save and added mid save but like with all things it will take time to activate or deactivate

I've run multiple 8 hour tests with all my mods active and it is fairly balanced but I may or maynot need to buff/nerf later on

Update 1.02: Heavily Nerfed Fighter Squadron numbers added by this mod in favor of performance, Fighters die too quickly to leave much of an impact on the map and just drain economies faster

Update 1.03: Rebalanced most carrier escorts, all carriers should get closer to capacity in fighter wings and changed AI logic when considering Asgard threat level to be higher

Update 1.04: Changed some TER fleets, added a new intervention Destroyer fleet, added a few fighters for HAT

Update 1.05 Reworked fighter squadron jobs and escorts, integrated More AI Carriers Mod, tweaked jobs

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78 Comments
Gwiyomi Chan 11 Jul @ 7:48am 
Hey, in your testing, is the vanilla AI robust enough to handle this influx of expensive ships or would I need to add an economy boosting mod?

Also, would this make the AI too strong against Xenon Jobs? I like the current balance of power in my game, where the AI loses ground steadily unless you help them.
stanislav_sh 22 Feb @ 2:12am 
Cool mod, man. But with your mod i have around 25 FPS in the battles at game begin. And this with i9 13gen :)
Treybor  [author] 11 Dec, 2024 @ 10:24am 
@Lovien works fine in VRO, never used war module and havent looked at its code but it should work since this just adds jobs
Luenaris 11 Dec, 2024 @ 10:05am 
Will this work with Vro and war module?
Treybor  [author] 29 Oct, 2024 @ 10:46am 
@MTF_SCP you might need commandeerable off? i forget, I havent done any new jobs in a bit, there is also a queue for jobs, they will eventually build fleets so dont worry if they are building other things, the intervention tag needs to be set up exactly like I have it since it will pull from the intervention script
MTF_SCP 29 Oct, 2024 @ 10:43am 
@Treybor

Thank you very much for your answer. However, I have a new question. I created many fleets with the "intervention" tag, intending for the Terrans to produce a large number of intervention fleets to attack other regions. In reality, though, the Terrans here still mainly construct more patrol fleets and only build very few intervention fleets, usually only one or two. Moreover, these intervention fleets often act like regular patrol fleets, patrolling within Terran territory rather than moving to other sectors.
Treybor  [author] 29 Oct, 2024 @ 6:10am 
@MTF_SCP just don't define "sector=" you only need "galaxy =" for quota to work and yes you can just follow the format to add fleets, but they all need unique ids to work, "galaxy =" will cap itself at 1.5x the value you define if you dont put a max galaxy define
MTF_SCP 28 Oct, 2024 @ 10:20pm 
If I don't want to limit the number within a sector, should I just leave sector = blank and only increase the values of the two galaxy parameters?

Apart from that, if I want to add a new fleet, can I just follow the existing format and change only the job id=""
Treybor  [author] 28 Oct, 2024 @ 12:50pm 
@MTF_SCP "galaxy =" is a quota of how many they would like to have, "maxgalaxy =" is the cap on how many in the galaxy they can have, "sector =" is the cap on how many can have their home base per sector, so sector = 1 would be 1 per sector limit up to the maxgalaxy cap
MTF_SCP 28 Oct, 2024 @ 10:55am 
For example, if I want Terran to have more intervention fleets, do I just need to modify the galaxy="" and maxgalaxy="" of the data with the intervention word in jobs.xml