X4: Foundations

X4: Foundations

Reaction Force
162 Comments
Artur 12 Jul @ 4:16pm 
Why they keep canceling attack order?
I tried to increase treat level, but it`s always the same even on lvl 1.
Dispatch - cancel.
Sakata 11 Jul @ 3:16pm 
Possibility to get on github and use its issue tracker? I avoid Nexus Mods like the plague since many many years ago an ad put malware on my system because they didn't bother vetting advertisers.
Shibdib  [author] 9 Jul @ 5:15pm 
Uh I'll look into it.
Delod 9 Jul @ 12:05pm 
I suppose I should add that I know there's a way to turn them off in the Global Orders etc, but I do want that notification on certain ships, so I suppose I should've asked if it was possible for the AI to understand that "Reaction Force" is a standing order and that they don't need to "await orders". If there's not a way then I wouldn't sweat it of course.
Delod 9 Jul @ 11:56am 
What's up Shibdib! Is it possible to stop the Reaction Force from constantly informing me that they're awaiting orders? I thought Silent Notifications would achieve that but it doesn't seem to be the case.
Shibdib  [author] 21 Jun @ 10:31am 
I should probably update the screenshot with all the new options
Ravayen 21 Jun @ 10:30am 
Just tried it out and works great thnx for an awesome mod :)
Ravayen 21 Jun @ 9:40am 
does it actually make them a subordinate? i thought they remained as a fleet which is why i asked before downloading.
Tried using that position defence thing but for some reason you can only have one group on a station doing it unlike carriers, so was looking for something better that didnt have more fleets showing in the UI.
Shibdib  [author] 21 Jun @ 9:20am 
@Ravayen the "Assign as home base" option already does this.
Ravayen 20 Jun @ 8:24pm 
Any plans to add this to stations as subordinates?
Corona2172 30 May @ 2:09am 
Thanks bidbihS!
Shibdib  [author] 22 May @ 10:20pm 
This is now the most up to date version of this mod
knightphantom420 18 Mar, 2024 @ 1:39pm 
this would be a good mod if you didn't keep constantly shutting off !
I.C.E. 17 Nov, 2021 @ 7:47am 
check the top of the description. This one is no longer maintained, the other one is
g0jira 17 Nov, 2021 @ 6:43am 
is it working for 4.10?
Xenomorph 22 Apr, 2021 @ 2:26pm 
Great to know this is being carried over and maintained, it's pretty essential in any X4 run :) @shibdib thanks for creating it. You sure contributed to make a lot of X4 play much, much better :)
Close one! 21 Apr, 2021 @ 12:13am 
Thanks both to Shibdib and ICE, this seems like an essential mod, cant wait to try it on 4.xxx

Thanks again!
TheShark 20 Apr, 2021 @ 5:00pm 
@Shibdib - thanks for what you've done with this mod. Also thanks for handing it off when you needed to. Cheers!
Shibdib  [author] 20 Apr, 2021 @ 10:16am 
Shibdib  [author] 19 Apr, 2021 @ 12:07pm 
@ICE check your friend requests.
I.C.E. 18 Apr, 2021 @ 7:11am 
Hey @Shibdib.
I've been tinkering around your script to fix some issues at first, but I've ended up redoing it completely. The core function and idea (it does respond to attacks) remains the same and I don't really want to upload it without giving credits or anything.
Here's the question: May I have your permission to upload a version of your reaction force script? Ofcourse there will be credits for you, and, should you want it - I can add you as a co-author in steam.
Alternatively, I can send you my version as a git commit, so you can update this one.
Changelist is a bit tool long to fit into comment, I can explain in details if you're interested, but in a separate post.
Close one! 16 Apr, 2021 @ 3:31am 
Just stumbled on this from a random reddit post, cheers fella appreciate the effort taken even if its got a couple issues, I havent tried it yet but will do later this evening!
test 16 Apr, 2021 @ 2:26am 
Cant wait!
Jay aka Demy 16 Apr, 2021 @ 2:03am 
:steamthumbsup:
Shibdib  [author] 15 Apr, 2021 @ 1:51pm 
Managed to get my game stable.... so that's a step towards fixing the chase issues
vampirrou 14 Apr, 2021 @ 6:19am 
@Atlan In the services of the system. It can be called differently on different machines, so it's easier and faster to drive into Google "how to turn off the indexing of windows files"
Atlan 13 Apr, 2021 @ 11:35pm 
@vampirrou where do you turn it off? My game is horribly slow although I have pretty good Hardware.
vampirrou 13 Apr, 2021 @ 2:12pm 
Until I turned off the indexing of windows files, my game slowed down even without mods. Try to disable it.
Valhalla Awaits 13 Apr, 2021 @ 12:32pm 
@Shidib Do you have the economy module mods installed? (Ones in the most popular mods ever section.) Those are confirmed to be causing game freezing with 4.0. (But not the war or catchup modules)
Imp0815 13 Apr, 2021 @ 10:25am 
This is exactly what i need.

Maybe deactivate everything else but this mod to see what the issu is.
TonK 13 Apr, 2021 @ 8:37am 
Thats bad :-/
Shibdib  [author] 12 Apr, 2021 @ 7:36pm 
I can't get this game to run without randomly freezing which is making debugging my mods difficult
TonK 12 Apr, 2021 @ 12:31am 
Hellous,

This mod looks absolute fantastic!! Like a light at the end of the tunnel!Endless waves of pirate squad harrasing my miners and other stuff... Patrol?Blind group in broken formation doing absolute nothing... NO! Spaming attack areas with repeat command and hope the pirates will choose the right one as my fleet?NO!! Dear autor, you are my last chance :-D try to fix and i blow champagne!!

Thank you very much!!
cyno up 11 Apr, 2021 @ 6:54pm 
hi, I met a bug
When you enable "Enable Notifications"
The notification given is "REACTION FORCE DISPATCHED:{7442342,30124}"
This does not match the text in the file
Shibdib  [author] 11 Apr, 2021 @ 8:26am 
@Warlock it's a chasing issue, it's the top of the to be fixed list.

Currently struggling to find which of the mods I run is causing my game to freeze, hard to debug this mod when I can't get the game to run
cyno up 11 Apr, 2021 @ 2:49am 
Can it be set to chase the invaders instead of protecting the ship in place?
cyno up 11 Apr, 2021 @ 2:48am 
hi, after the ship is set up, it will attack the aggressor and protect the injured target for a period of time, but the aggressor will escape and attack other ships during this period.
Warlock 11 Apr, 2021 @ 12:20am 
Whelp Houston we have a problem. For a test had 3 fighters set to be a reaction force with a max 1 system jump. Also had them set up as 1 leader and 2 subordinates figuring they would stick together as a squadron. Whelp I have 3 fighters in 3 separate sectors all in 3 different directions. Two of them made it out 4 jumps from home base and the third actually obeyed his orders and is only 1 jump out currently. Definitely some serious bug problems here which is a shame because this mod would be so useful otherwise.
Warlock 10 Apr, 2021 @ 4:18pm 
Question. Will they react to NPC's in distress or just your own ships?
I.C.E. 4 Apr, 2021 @ 7:11am 
I've been using Git version for 1 day and here's what I've found out:
1) Reaction force does NOT work properly if a ship have subordinates. That's it. I've lost too many ships testing.
2) Single ship with a reaction force order works properly with...
...
3) a bit of a fix. Currently mod checks for it's own version and reloads the order if the version is not 202 exactly. Git version is 203. Bummer. Change it manually (replace 202 with 203) at the line 65 in order.fight.reactionforce.xml
JLV 3 Apr, 2021 @ 9:18pm 
Hey Shibdib! Tried your github version but didnt work as expected. A couple of times ships were being atacked next to the reaction NPC and he did nothing
DN3 3 Apr, 2021 @ 2:24pm 
Also having the issue of Range having no effect, 0 jump range and they still decide to fly literally across the galaxy to protect random ships
Fire 1 Apr, 2021 @ 10:54am 
You guys can download the version from github and put it in your /extensions folder and it might fix
Fire 30 Mar, 2021 @ 10:35am 
Hi, I've been using your mod (it's great thanks) and been actively getting into the game so much I have been making my own. I wondered if you might be able to help me a little. I see you use commands like:

<check_value value="$responseRange ge event.object.sector.gatedistance.{if $home.isclass.sector then $home else $home.sector}"/>

Is that Lua in the value area ? I can't find documentation for modding the aiscripts so its just learning by reading scripts. Also how did you find out what properties the event object (and others) had ?

Also why do some variables have an @ in front of them ?

Thanks! Hope you don't mind but its the only way to learn (i think)!
ReCore 29 Mar, 2021 @ 7:35am 
<3
Shibdib  [author] 28 Mar, 2021 @ 2:26pm 
The github has a version I'm testing that might fix this. Currently trudging thru a playthrough to get to a point I can test stuff
KungFury 28 Mar, 2021 @ 11:13am 
Ah I just read that others do have the problem as well and you are working on it. So forget it :D
KungFury 28 Mar, 2021 @ 11:12am 
Hi, great mod - thank you!
But is there an option to turn off the behaviour that the ships switch over to defend a ship under attack (even after the attack)? It often happens that the ships guard the specific ship even if its not in danger anymore while there are other threats in the sector.
Shibdib  [author] 28 Mar, 2021 @ 11:12am 
I ditched the patreon :P, but the thought is appreciated
ReCore 28 Mar, 2021 @ 11:11am 
Thanks man, maybe it´s worth a beer! :D