X4: Foundations

X4: Foundations

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Faction Support Fleet Spawn by Inhabited Planets
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20 Dec, 2024 @ 7:04am
18 Mar @ 3:03pm
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Faction Support Fleet Spawn by Inhabited Planets

In 1 collection by EBI
EBIMODS
40 items
Description
-Mod background

The major factions in X4 boast a large number of inhabited planets, and should have huge populations, economies, and industries. However, these planets are entirely dependent on the space economy for defense. When an invasion occurs, you can only watch silently as your space forces collapse and your planet faces devastation.

Pirates can spawn free ships regardless of the economy due to game mechanics. So why can't a large interplanetary nation launch even a single spaceship from a planet?

It may be nonsense to add this "spawn" feature to an economic simulation game, but I created it because I'm not interested in spending most of my time taking care of a dying AI faction.

At least this mod reduces the need to scramble to avoid extinction of AI factions in the early to mid game.

Also, since the rate at which ships are destroyed in the game exceeds the rate at which they are produced, the number of ships and fleet battles between AI factions will decrease and the universe will lose vitality if the player does not intervene in the mid-game and beyond, but this mod slightly increases the chances of seeing fleet battles between factions even in the late game.

It increases the value of inhabited planets, which were mostly just flavor, while guaranteeing a minimum fleet to some AI factions that become critically ill or completely dead in the mid- to late game, and extending their life.

-What this mod does

In sectors with faction inhabited planets, military and civilian fleets will spawn to support the faction without relying on the space economy.

These are auxiliary fleets that do not take over the role of the space military. In other words, the space economy still plays a key role in determining the direction of the faction.

Their existence depends on planet ownership rather than the economy, and they cannot spawn if they lose sector ownership, and they do not provide fleets to enemy factions if the planet falls into enemy hands.

These fleets are easily identifiable because they are named after their home sector name plus the planetary orbital fleet.
They follow the faction's orders to an extent, moving, defending, and attacking sectors, but their focus is on their home sector.

And surprisingly, Split only has one inhabited planet between the two factions combined, in the Nhuut sector, so they focus their fleets there. They're too few, so if Split can recapture Rhy, which has become a Xenon sector, they can spawn there too.

Also, Boron's spawn fleet is somewhat isolated, so it's almost pointless as it is. So Split sends invasion fleets to Boron using the same system that Terran sends fleets to Xenon. Split's invasion fleets are also planet-dependent to spawn, so as not to tax Split's economy.

In summary, this mod completely destroys the pure faction space economy, but in return guarantees a certain size of fleets and fleet battles as a safety net in a universe that is rapidly losing vitality from the mid-game onwards, reducing the need for players to work hard to protect the space economy and weakened factions.

Naturally, since this is a mod that adds AI fleets, it consumes more CPU power than vanilla.
Popular Discussions View All (1)
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20 Dec, 2024 @ 10:02pm
The factions, sectors, and fleets affected.
EBI
28 Comments
TehGM 29 Apr @ 4:56am 
Is this compatible with VRO and Reemergence? This mod looks like a cool concept, but I'll have to pass on it if it has issues with these other 2 mods.
CY-RPG 27 Mar @ 2:46am 
I've got a problem when the TEL Support Fleet Hit the MIN Fleet during defending gate to Xeon sector. They friendly fired each other and soon turns into a large scaled civil war :steamfacepalm:
Vollhov 10 Mar @ 3:40pm 
Good afternoon.
In the VRO of the Battleship Fulmar, you have 2 L turrets on the bow of the ship, although it can be equipped with 4 L turrets on the bow of the ship.
https://i.imgur.com/gvYln4E.jpeg
https://i.imgur.com/f7ZKLTk.jpeg
crtic2000 27 Feb @ 12:10pm 
I started custom start with TRI faction but I see PAR and HOP fleets around, idk if you did account for TRI factions
Rin 25 Feb @ 9:37am 
Hey there! Is this compatible with X4 Re-emergence? Does it do anything for those added sectors
CarboniteIV 15 Jan @ 8:50am 
I probably have everything you have in your modded game, INCLUDING Rise of the Ossian Raider. So, I'm praying for yes for this next question: Can I install this mid-campaign?
Boshty 14 Jan @ 3:04pm 
il keep this mod for if my current plan fails, which so far it isnt. ive installed literally every single jobs and economy mod, along with player+AI modules build in 1 min each for stations. wars are triggered often between factions and if one gets too weak it gets huge economy bonuses to get back in teh game from some other mod.

but all the overlapping economy and extra job mods... fuck me my universe is on fire constantly while continuing to develop.. while on fire. lol

i just sat and watched enough teladi, argon and scale plate in a 3 way brawl by a gate to produce enough minimap icons in wrecks to blot out the minimap. its just a grey haze of lines and Xs lol


OH GOD YOU KNOW WHAT IM GOING TO DO...
Im adding this mod ON TOP of everything else.

let the madness spiral :D
iksDi 14 Jan @ 2:46pm 
Is here any configs/settings? Really like the concept but would like to have ability to disable particular fleet types or to adjust for example number of small ships for optimal performance results :ThinkingYellowFace:
andrewsheldonreeves 11 Jan @ 7:31am 
Some people are heroes and work hard building billions of $$ in hardware to save the universe. I saved the universe by installing this MOD. I'm an adult and I didn't have time for that.
Vollhov 1 Jan @ 9:41am 
Question. Is it possible to add patrols from Rise of the Ossian Raider ships to factions ?
Teladi: Albatross MK 1 and MK 3
Argon/Antigone: Taranis MK 1 and MK 3/Arawn MK 1 and MK 3
Splits: Lynx MK 1 and MK 3
Paranids: Poseidon MK 1 and MK 3