X4: Foundations

X4: Foundations

Encounters - broken atm
Showing 1-5 of 5 entries
Update: 28 Mar, 2023 @ 2:56pm

v1.4.2 2023-03-28

Fix : Removed AdSigns objects (temporarily) to help investigate 'xu_particle' game crash

Update: 3 Jan, 2023 @ 2:38pm

v1.4.1 2023-01-03

New : Race & faction specific names for outposts and some other objects
Mod : Scaled ranges replace absolute values for object encounter calculations (for better variance & large core sector sizes)
Mod : Better handling for increased ship radar ranges
Mod : Better handling for very large assets to reduce visual "popping"
Fix : Vessel encounters for existing games function as before (a problem introduced in v1.4)
Fix : Fixed error related to warped subordinate vessels
Fix : A few minor errors were observed on occasion in the error log

Update: 5 Dec, 2022 @ 4:44am

v1.4 2022-12-05

New : New sector defence jobs - local allied forces now interdict (more as player's reputation drops)
New : Advanced missile munitions added to some station and ship encounters (EMP, Smart, etc)
New : New vanilla wares added to re-worked crate ware lists
New : Tide of Averice specific wares added to crate ware lists
New : Debris/Wrecks now have scrap yields based on the size & local sector economy
New : Paranid object & ship encounters now accurately reflect the state of Trinity unification (or not)
New : Increased Khaak ship encounters with deepspace distance
Mod : Reworked balancing of crate wares between encounter categories (trader/military/criminal)
Mod : Sector economy level now influences the type of defence base present
Mod : AdSign spawns are now affected by sector economy level
Mod : Increased AdSign chance near spawned station objects (x2)
Mod : Encounters for high-speed player ships rebalanced
Mod : Lockbox association added for minefield & probes (low probability)
Mod : Better relationship between object sub-types & wares with fading sector Security/Economy levels
Mod : Reduced distance of detection which blocks new object creation (-25%)
Mod : Warped encounter ship distance filter increased to prevent repeat encounters (+100%)
Mod : Existing crate object selection is now based on sector size, not radar
Mod : Reduced large wreck probability (-25%)
Mod : Non-Terran ships no longer spawn within Terran inner core sectors
Mod : Increased encounter ship aggression to players with negative sector owner relationship
Mod : Small performance improvements
Fix : Full range of AdSigns is now available
Fix : Mining ship encounters within sectors without resources no longer occur (excluding resource scouts)
Fix : Object ownership in unclaimed & player sectors corrected to have neighbouring race alignment only
Fix : AdSigns are no longer generated within Khaak, Xenon or ownerless sectors
Fix : Ensure all minefields & defence grids contain at least one weapon object
Fix : Corrected "minus" probability error for Outposts
Fix : Game startup errors (lookup errors for non-existent variables)

Update: 2 Jul, 2022 @ 1:26pm

v1.3 2022-07-02

New : Tides of Averice compatibilty (adhering to X4 lore)
New : AdSign objects
Fix : Vessel encounter 33% uplift (due to 5.x game changes)
Fix : Object encounter 20% uplift (due to 5.x game changes)
Fix : Asteroid cluster populations reduced

Update: 21 Dec, 2020 @ 12:20pm

Changelog

v1.2 2020-12-21

New : Various types of encounters are now enabled in some Terran/Pioneer sectors (adhering to X4 lore)
New : Text now file-based to permit internationalisation (and future extensions)
New : New varieties of race-specific asteroid bases (work in progress)
New : New drops by asteroid bases (work in progress)
New : Terran/Pioneer Defence bases (0-9) (new COH compatibility)
New : New Argon defence bases (0-3)
New : Greater variability of Khaak bases
New : New Paranid defence bases (0-3)
New : New Split defence bases (0-6)
New : New Teladi defence bases (0-3)
New : Job to generate Yaki encounters
New : New race-specific crate contents for Terran/Splitsectors (DLC compatibility)
New : Extra inventory items added to crate encounters (due to X4 additions)
New : Setup file inclusion to permit DLC's to be more easily incorporated
New : XR Ships Mod compatibility to ensure new jobs generate encounters
New : Switch to disable defence bases if required
Mod : Better window position within defence stations
Mod : MD script & cues restructure to prevent other mods disabling the 'encounter' mechanism as a secondary side-effect
Mod : Altered Argon police/criminal race-specific job values
Mod : Free Split race-specific police/criminal job values (new SV compatibility)
Mod : Terran race-specific police/criminal job values (new COH compatibility)
Mod : Change of primary encounter values to rebalance vessel encounter types
Mod : Teladi defence bases - more cargo drones, fewer defence drones
Mod : Split defence bases - more defence drones, fewer cargo drones
Mod : Changed placement of crates around encounter objects
Mod : Ministry of Finance defence stations predominate inTeladi sectors
Mod : Terran Protectorate defence stations predominate Pioneer sectors
Fix : Multiple causes of errors being observed within logfiles

v1.1

New : Defence bases for all major races can now form a part of any defence grid (balanced to player fight skill)
New : Asteroid bases for all major races & minor factions (balanced to player fight skill) with new explosion effect (base variety is a work in progress)
New : Drone defence force added to defence bases (balanced).
New : Sector Security fades with distance into deep space to reflect decreased sector control (ie. increased hostile environment and encounters).
Fix : Ship speed now affects the frequency of encounters so faster ships should now see more encounters.
Fix : "xs" class ships now ignored during encounter sense check so Escape Pods don't disable script when player returns to sector core.
Fix : Slightly higher debris probability associated with defence grids & minefields.
Fix : Reduced probability of Xenon satellites & resource probes.
Fix : Asteroid types now have a minimum weighting to avoid zero case issue.
Fix : Corrected divide by zero error when a low chance of asteroid generation creates none.
Fix : Reduced chance of Khaak structures within Khaak Sectors

V1.0

Addition of sub-encounters which populates space with occasional extra content. This appears either alone or in conjunction with other sub-encounters and/or the basic ship encounter mechanism. This currently includes the following but will be expanded and improved as time (and feedback) directs. All extra content is balanced & generated against deep space distance, player trade/fight ranks, sector security and is player/sector faction aware.

Asteroids (lone or clusters)
Crates (including money loot)
Lockboxes
Defence(s) including mines and laser towers
Navigation Beacons / Satellites / Resource Probes
Salvageable Ships
Wrecks
Others items of interest...

v0.4
Jobs file amended for compatibility with X4 3.00

v0.3
Now compatible with Linux implementations

v0.2
 Several minor bug fixes
Download now contains the missing top-level folder

v0.1
Initial Release

Less encounters
Now much more infrequent instead of every 60 seconds
No more ships jumping right next to you
Now radar-range aware, they appear just when they should... not before
No more ships always in your path
Now more variation in positioning ahead
Always the same, regardless of play progression
Encounter instances per encounter now based on fight rank
Pirates always ignoring you
Successful traders beware, pirates always prefer rich businessmen with a high trade rank!!
Khaak should be rarer
They appear less often but now sometimes there are lethal swarms
Missing Xenon threat
Ooops... you folks should have kept quiet ... now sometimes destroyers & frigates appear
Pirates not a threat
More variety and now they've brought some friends along to play with you
Too many criminals loitering at space stations
Fewer criminals with more/less Police (for each race)