X4: Foundations

X4: Foundations

Faction Enhancer - Catchup Module
199 Comments
SCARRIOR 29 Jun @ 3:32am 
Cheers
Mysterial  [author] 28 Jun @ 8:01pm 
The satellite targeting is in move.seekenemies.xml
SCARRIOR 28 Jun @ 7:42am 
I know you don't answer comments on the war module anymore, but I don't blame you, considering you made the mod for free and with your time, only for complainers to brew in the hellpits of the comment section lol.

But, I really like the war mod, but I really really don't like how enemies will destroy your satellites, and I was wondering, I was looking at the code, and if I set this to false, will they stop targeting my satellites?

<param name="satellites" value="true"/>

Cheers :)
Mysterial  [author] 7 Jan @ 10:38am 
You can add them to an existing game.
Wisp 7 Jan @ 10:18am 
Are all four mods save-game compatible? Or must I start a new game?
K.O.SAW 16 Sep, 2024 @ 12:56pm 
do they work with last version 7.10?
Reign 12 May, 2024 @ 11:15am 
I have an interesting request, if you have time to revisit these mods; war fatigue eliminating, or minimizing, the "patriotic surge", "panic" and "militarization of civilian manufacturing" bonus the factions receive if they're on the short end of the stick for too long by a threshold - which could be a long term reduction in bonus effectiveness, stacking against them as their time grows near, each sufficiently long subsequent period of being below the score percentile. It would be too much to ask to turn them into a minor faction like the Yaki or SCA after too long, but it's all ideas. The first one is really quite interesting to me, as it's nice to see the world evolve and power vacuums emerge.
Mysterial  [author] 26 Apr, 2024 @ 9:52pm 
Not currently, no. I'll update them when I get a chance.
Freelancer 26 Apr, 2024 @ 9:39pm 
Hi, Im sorry if this has been talked about somewhere, but are your four enhancer mods compatible with the 7.0 beta?
Mysterial  [author] 13 Mar, 2024 @ 4:25pm 
The resource scaling is mostly subtle and it doesn't do anything to ship building times, so there's a point where it doesn't even matter if they have resources or not.
Hard Gridlock 13 Mar, 2024 @ 2:07pm 
I'm interested in this mod, but what makes me hesitate is this: Will this result in me ending up in a meat grinder while enemy factions defend the last trench, so to speak? I want the AI to be able to stand up to the Xenon, but not if it makes them nigh unkillable.
Vers 29 Jan, 2024 @ 8:06am 
Can I turn off this mod midgame?
sstheduke92 8 Jan, 2024 @ 7:20am 
I have a problem

Could it be that this mod causes the xenon to not raid and only "patrol"?
Mysterial  [author] 8 Dec, 2023 @ 7:59pm 
It won't have errors putting it in an existing save, but depending on universe state it may not provide enough for factions to come back from the brink, since it is designed to be subtle and over time.

I'm not aware of any mod incompatibilities with it.
Nik 8 Dec, 2023 @ 7:56pm 
Two questions for you Mysterial! Is this mod save game compatible, noticed a few factions (Split and Antigone) getting destroyed in my play through and wanted to give them a chance to comeback, and does it work with other mods?
Mysterial  [author] 3 Sep, 2023 @ 4:30pm 
Scanning the production module with scan mode should let you see it. You might also have to have a high relation with them too, it's been a while and I can't remember the specifics.
]TPG[*Dagger 3 Sep, 2023 @ 8:11am 
Does anyone know how to actually see the post in the screenshot to see if this is on or not? I can't see the individual modules of other peoples space stations except in logical mode.
Calantlar 11 Jul, 2023 @ 8:51am 
Very nice, thanks for the quick reply.
Mysterial  [author] 10 Jul, 2023 @ 7:04am 
You can use it on its own, that's why they're split up.
Calantlar 10 Jul, 2023 @ 4:31am 
Is this module usable on it's own or do we need all 4 modules?
Lyuking 7 May, 2023 @ 1:18pm 
Thanks for such a quick reply!
Mysterial  [author] 7 May, 2023 @ 9:34am 
It's been a while but I recall allowing a higher bonus if the enemy is next door to the faction's shipyard sector.
Lyuking 7 May, 2023 @ 9:10am 
Sometimes I see that the bonus from war preassure exceeds 40% value. It this a total bonus?
knightphantom420 28 Apr, 2023 @ 4:50am 
i am using classical mod.. do u have any idea if it will conflict with it or any of ur mods?
Mysterial  [author] 18 Apr, 2023 @ 6:08am 
yes
enterprise1959 18 Apr, 2023 @ 12:11am 
Hi Mysterial will your mod work with 6.0 and the Boron thank for the hard work be safe out their.
Charles 17 Apr, 2023 @ 11:49am 
Well that is really unfortunate! I tried looking at your mod to get an understanding of how you managed it. It took me about 30 seconds to decide that it is way more complicated than I would be able to figure out in a reasonable time frame. Thanks for putting in all the effort to make such a unique mod. I am sure it wasn't easy and it certainly seems like it could be really useful.
Mysterial  [author] 17 Apr, 2023 @ 11:12am 
It's actually very hacky and painful. I have to listen for event_object_production_finished on all their stations and manually add extra wares. AFAIK there's no way to add or modify the real workforce bonus.
Charles 17 Apr, 2023 @ 7:49am 
This is one of the only mods I know of that actually adds a modifier for production. I was wandering if you know of anyway to add a production bonus to a module. I want to add a small production bonus to the welfare modules so that they are a bit more useful. So in addition to increasing workforce growth they would also increase production of other modules by a small percentage. Sorry for the off topic post, but seeing this mod made me think you would know.
Mysterial  [author] 17 Apr, 2023 @ 6:31am 
no
Sentenza 17 Apr, 2023 @ 6:30am 
do i need to start a new game?
zibafu 15 Apr, 2023 @ 1:30am 
nice
Mysterial  [author] 14 Apr, 2023 @ 12:48pm 
yes
zibafu 14 Apr, 2023 @ 11:21am 
works on new version ?
Legendkiller456 10 Apr, 2023 @ 3:47pm 
Thank you!
Mysterial  [author] 10 Apr, 2023 @ 3:44pm 
it should, yes
Legendkiller456 10 Apr, 2023 @ 3:01pm 
Hi! I assume this works perfectly fine on its own without the other modules?
Mitth'raw'nuruodo 20 Mar, 2023 @ 10:09am 
Good to know. Thanks.
Mysterial  [author] 20 Mar, 2023 @ 10:08am 
that is the point, yes
Mitth'raw'nuruodo 20 Mar, 2023 @ 7:46am 
Does this mod help maintaining status quo without player intervention? I.e. will this prevent the xenon from overrunning and destroying everyone else if the player remains idle?
Mysterial  [author] 27 Jan, 2023 @ 9:39am 
Your understanding is correct.
Raszul 27 Jan, 2023 @ 8:33am 
@Kopfjäger
re-read that description. they only get a bonus when they are already loosing the war. and the bonus scales relative to how badly they are loosing. hence the 40% discount is the maximum they can get right before they die out.

... or at least that is how i understand the mod description
Annie, are you ok!? 13 Jan, 2023 @ 11:11pm 
"Since they work in raw materials directly and don't have workforce" seem already badass advantages, why do you have to add in "discount on ships" for Xenon ??! Why !? This make Xenon become unstoppable all over !!
GuTsS 4 Jan, 2023 @ 11:04am 
where is settings file?
Dscha 21 Sep, 2022 @ 5:37pm 
Is there a way to disable the respawn in the War Module? It's annoying as hell, when you clean up a faction and suddenly several Stations and Ships reappear somewhere again.
Mysterial  [author] 19 Jun, 2022 @ 7:05pm 
The respawning is actually in the war module. It should probably be in this one but it didn't exist at the time I wrote it.
JLV 19 Jun, 2022 @ 6:21pm 
Hi Mysterial! quick question: Is this FE module the one responsible for faction respawn? Long time since i last played x4 and im planning on start another game soon. As always, some features that your mods provide are a must-have on my games, thank you for that!
Cardinal_Z 16 Jun, 2022 @ 8:25pm 
I'll try that, thank you!
Mysterial  [author] 16 Jun, 2022 @ 7:01pm 
I didn't do anything special to make Duke's Haven respawn in any particular way. It must be a vanilla plan. Have you tried using a custom gamestart? If you set that plotline to be past the point where it's built, you should end up with the same plan.
Cardinal_Z 16 Jun, 2022 @ 6:47pm 
Hi there, could you upload the station design for your Duke's haven somewhere? I once seen the Duke's haven spawned by this mod and it was the most beautiful station I've ever seen. I tried to recreate it but my memory faded fast.