X4: Foundations

X4: Foundations

Faction Enhancer - War Module
Showing 31-40 of 51 entries
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Update: 28 Apr, 2020 @ 4:18pm

Update: 20 Apr, 2020 @ 9:24pm

Update: 20 Apr, 2020 @ 4:00pm

  • Fixed a case where faction logic ships responding to a distress call might chase the assailant across sectors
  • Improved turret variation on NPC factories
    • In an existing save, will only apply to newly created or upgraded factories

Update: 16 Apr, 2020 @ 9:42am

  • Capital ships participating in boarding will fire on the target (if ordered) even with turrets set to Defend if the ship is not being attacked
  • Fixed a (vanilla) bug causing a resupply loop when a ship is full on one type of missile or drone but needs others
  • Improved capital ship movement when the previous action was to fly directly away from the target
  • Fixed a case where if a capital ship is rotating to fire and the enemy ship moves out of the view arc during that, the firing ship would give up and reposition instead of adjusting its aim direction
  • Fixed some (vanilla) bugs in player autopilot causing it to cut out unnecessarily or get stuck on highways
  • Fixed a (vanilla) bug where pirates that attack a ship because it didn't drop cargo and destroy it wouln't reliably pick up the resulting loot
  • Factions will now prioritize ownerless sectors for invasion when low on resources
  • The pirate group behavior added in mod v4.5 can no longer target Xenon power plants
  • Fixed a (vanilla) bug where the ownerless mines for certain missions would count as a kill for every single kill mission you have

Update: 16 Apr, 2020 @ 9:38am

Update: 31 Mar, 2020 @ 7:33am

  • 3.0 compatibility
  • Improved fighters chasing targets in low attention
  • Improved M ship behavior in low attention to better match their usage when the player is present
  • Improved capital ship combat movement
  • High skill station managers will eventually detect storage hackers and mark them hostile
  • Fixed (vanilla) bug of pirates collecting hacked/dropped wares not always going for all the crates that are valuable to them
  • Fixed (vaniila) bug of contracted pirates not consistently turning in their loot after acquiring it
  • Fixed (vanilla) bug of pirates repeatedly going back to the same station for more in certain situations
  • Added a pirate M ship variant that has universal cargo space and will try to steal from miners
  • Improved the behavior of the roaming Xenon raiding parties so that they end up spread out through more of the galaxy
  • The Explore order now periodically uses the long range scanner to check for stations based on crew skill (long range scanner tier equipped also matters)
  • Factions that use multiple attack squads in contested sectors are more likely to try to attack two enemy stations simultaneously instead of sending two attack squads to the same station
  • Improved early game war balancing
  • Added a new war AI behavior
  • Added a new pirate group behavior (prioritizes large/wealthy stations, beware!)
  • Shipyard/wharf rebuilding will give up and pick a different site if an enemy completely owns the sector and no friendly ships can get in
  • Reduced "[Faction] mounting defence in [Sector]" news item spam
  • Fixed (vanilla) issue of Xenon miners not reliably supplying defence stations on the front lines

Update: 3 Nov, 2019 @ 6:57am

Fixed sector ownership change message being awkward if the sector was previously unowned

Update: 3 Nov, 2019 @ 6:41am

  • Fixed ships sometimes not resupplying properly from stations when they only need consumables
  • Added a War Update notification/log message when sectors change hands

Update: 17 Oct, 2019 @ 7:12am

  • Updated to work with game version 2.6
  • In combination with game version 2.6 enhancements, significantly improved the allocation of faction forces for attack and defense
  • Surface element restore time from wrecked state is now affected by crew skill
  • Fixed an issue where capital ships and stations in 1v1 combat would still hit enemy surface elements with excessive accuracy
  • Capital ships that detect enemies hiding in their gravity well will now attempt to call for help
  • Fixed a case where some faction attack forces could get distracted and end up engaging the enemy early when they were supposed to be gathering
  • Additional improvements to wing leaders ordering their subordinates
  • Added some AI detection of player invasion tactics
  • Fixed a rare issue where an invasion that failed because the defence station was destroyed could stall endlessly in an incomplete state
  • Fixed cases where war update messages involving defence stations were not sent
  • Added a war update message when factions deploy a notable attack force to engage an enemy position in a sector they already contest or control

Update: 29 Jun, 2019 @ 3:53pm

  • Added war scaling that starts out with much weaker attack forces and increases as the game progresses
    • Aside from using fewer forces at lower intensity, factions will also tend to use more fighters, making it easier for players with limited assets early on to participate without running into giant fleets
    • Currently the war intensity increases over time, but in the future this may change to account for certain player milestones
  • The 15 most recent war update messages are now displayed on the right hand side of the logbook screen
    • You must have actually received the update when it happened for it to appear (i.e. you must be at least +10 rating with one of the involved parties)
    • The data will remain even if the logbook is cleared
  • Improved factions' response to distress calls in sectors with no police or sectors that they are currently invading
  • Fixed (vanilla) bug preventing non-player ships in a fleet with a resupply ship from using it for repair or resupply
  • Somewhat improved the odds of wing leaders getting their subordinates built
    • Subordinates of subordinates still tend to not work; this functionality seems to resist fixing and may not be further fixable by mods
  • In a new game in the default universe, added a second defense station to: Hatikvah's Choice I, Holy Vision, True Sight, Pontifex's Claim, and Pious Mists
    • Since these sectors are invasion targets at start, the AI immediately starts building the second defence station if it isn't there, so this is just preserving valuable starting resources
  • Fixed a bug that prevented the HAT Trading Station, MIN Wharf, and ALI Wharf from being rebuilt if they were destroyed
  • Improved factions allocating resources in sectors they control or contest
  • Reduced the number of ship build requests that factions may make for invasion attempts
  • Increased the delay between invasion attempts, especially early game
  • Fixed the invasion delay being ignored if the most recent attempt reached the stage of contesting the enemy's sector
  • In the late game, increased the range for the amount of force used for invasion attempts (i.e. more or less forces could be deployed than previously, depending on various factors and randomness)
  • Factions will no longer use L or XL size ships as "scouts" for recon data gathering
  • The "War station was destroyed" message and logbook entry now works reliably
  • The "War station under construction" message will now wait until the construction vessel arrives (if required)