X4: Foundations

X4: Foundations

Faction Enhancer - War Module
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Update: 31 Mar, 2021 @ 4:55pm

  • Fixed freeze after making a certain choice in a Terran expansion story mission
  • Improved faction invasion behavior to wait a little before creating the defence station plot so forces have time to engage
  • Improved force distribution for invasions between target areas
  • Improved defence response when a station is under attack and the victim has low ship availability

Update: 27 Mar, 2021 @ 7:07am

  • Ships with 'protect position' orders will now consider responding to direct attacks while en route
  • Fixed Terran long distance attacks not being given enough time to engage

Update: 15 Mar, 2021 @ 9:56am

  • Capital ships with attack orders that are completely disarmed and have no fighter cover will attempt to retreat for repairs
  • Fixed faction respawn not working if the mod is added after the faction has already been eliminated

Update: 11 Mar, 2021 @ 1:47pm

Update: 4 Mar, 2021 @ 6:58am

Update: 27 Jan, 2021 @ 2:53pm

Update: 6 Dec, 2020 @ 6:29am

Update: 1 Aug, 2020 @ 2:25pm

  • Added a redesigned scouting behavior that actually scouts and reports results to the faction AI
    • Scouts will flee from all enemies
    • After taking fire, they will try to report incomplete results; destroy scouts quickly to reduce enemy intel
    • This behavior is also available to the player (as the Recon default order)
    • After each cycle reports will be sent to the logbook (filter for 'recon')
    • This is not a replacement for Explore - only known POIs or thoroughfares will be checked
    • Can be used to level pilots, but most XP gain is linked to finding enemies so scout hostile areas for better results
  • NPC scouts may drop satellites near enemy formations
  • AI is more likely to target enemy satellites
  • AI factions take into account nearby station strength when attacking (if they have intel)
  • Improved S/M ship subsystem target selection when attacking capital ships or stations while the player is present (depending on skill)
  • Fixed S/M ships not targeting a subsystem at all for the first attack run
  • Capital ships no longer deal main cannon damage to multiple targets at once in low attention if there are multiple ships in the front quadrant
  • Improved AI allocation of ships for defence
  • AI will now leave some ships patrolling for distress response instead of redirecting them all to invasion-related attack or defence
  • When a station comes under attack, invasion defenders that were allocated to defend a different area may now be redirected if they are not under threat
  • Reduced force allocation to sectors that have been orphaned since the ships will probably not survive to reach the defence point
  • Factions planning an invasion will attempt to consider allied forces in the area, including player ships if the player is also hostile to the enemy faction
  • The free agent Xenon I will now consistently be deployed offensively after a certain amount of game time has passed
  • (Split Vendetta) Added guaranteed Xenon I formations to the shipyard sectors of the DLC
  • (Split Vendetta) Fixed a vanilla bug that caused a FRF trading station that could flip factions due to the story to be broken/nonfunctional after doing so (retroactive)

Update: 4 Jun, 2020 @ 7:47am

Update: 4 Jun, 2020 @ 7:11am

  • Changed low attention surface element targeting so S/M ships will not "stick" to surface elements that are actually the ship's main shields
  • Fixed capital ships in low attention losing track of what module on a station they were hitting if there are other enemies
  • Fixed capital ship movement in low attention (no more spinning ships)
  • Fixed station defences in low attention targeting previous attackers that are still alive but are no longer in range (or possibly even in the same sector!)
  • Player-owned ships that resupply will no longer delete items previously placed by the player
  • Fixed an edge case that could still cause ships to get stuck in the vicinity of the invincible Kha'ak Installation
  • Workaround for the (vanilla) bug that sometimes prevented subordinates set to "defend" from actually doing so in low attention
  • (Split Vendetta) Fixed a (vanilla) bug that prevented FRF pirate ships from doing anything
  • Pirate ships in general will now switch sectors if they fail to find any marks in their job zone for a long time (but they will still sell their loot to their home zone if possible)
  • Fixed some more cases that resulted in dumb turret selection on stations
  • Fixed a (vanilla) bug that prevented modules that area result of factory expansion from being equipped with turrets at all
  • Improved invasion selection for factions that gained a new Wharf in the DLC
  • Increased the probability that Xenon will build capital ships for military actions, especially later in the game
  • Fixed (vanilla) bug that caused Xenon defence stations built after game start to usually have nearly empty turret loadouts
  • Improved decision for whether ships built for invasion attack/defence should try to build wingmen first
  • Fixed a bug where ships restocking subordinates could get stuck waiting for an inordinate amount of time
  • Improved ability of higher skill fighter pilots to chase enemies that engage boost or travel mode
  • Boost used to flee will use shields in low attention
    • For technical reasons, the shield will be consumed at the end of the movement, not while it is moving
  • Stations will resend their distress call after a while even if no new enemies appear, in case local security was unable to respond the first time
  • Workaround for a rare (vanilla) bug when the player is present for capital ship combat where an AI ship fails to fire because it points slightly off the target
  • Fixed a (vanilla) bug causing lower than original loadout for rebuilt wharf/shipyard
  • Invasion defense groups will no longer select a defence point near stations of another faction that are not hostile to the enemy
  • Pirates that are trying to flee but cannot shake pursuit will eventually give up and engage unless the enemy is bigger than them
  • Removed notification and log message about drone destruction
  • Added notification and log message about station destruction
  • (Split Vendetta) Some time after the Hall of Judgement is captured, it will be decommissioned, partially because it makes more sense and partially to eliminate some inconvenient game state possibilities