X4: Foundations

X4: Foundations

Civilian Fleets: Mimicry Extension
403 Comments
Bigs2013 25 Jul @ 4:18pm 
Hey @Vectorial, just wanted to say thank you for providing us this amazing mod through the years, you did a absolutely amazing job thank you!
UberQuicks 5 Oct, 2024 @ 2:53am 
I'm certain I'm beating a dead horse, but is this mod still usable even without an update. Found this mod to be far superior to ego's current mimic (7.10) and would much rather use this mod instead.

Thanks for creating this mod to begin with, makes trading/mining much easier.

Cheers!
Kotonoha-Enka 17 Sep, 2024 @ 4:02am 
emmmm.....hard for me.I do not have the ability to view authoring source files
Vectorial1024  [author] 17 Sep, 2024 @ 3:03am 
Yes you can! But you will need to look at the xml source files to update the patches...
Kotonoha-Enka 16 Sep, 2024 @ 8:09pm 
Can I continue to use this mod for a trade leader to lead several novice captains in trade or mining? Maybe I can ask you to separate this feature and make it a new mod, but of course it's up to you, I'm just asking without malice.
Fwiffo 13 Sep, 2024 @ 3:29pm 
It's a shame to see this go, I've considered this mod to be an essential part of my playthroughs.

Thank you for all your hard work, Vectorial!
Vectorial1024  [author] 8 Aug, 2024 @ 4:57am 
@ParkerSelfridge

1. I want to slowly step away from modding; and
2, With how active EgoSoft is improving Mimic, I have decided this is now their problem rather than my problem, so there really is no reason why I should continue maintaining this
ParkerSelfridge 7 Aug, 2024 @ 6:11pm 
If the reason for discontinuing the mod had been "I'm not in the mood anymore", then it would be understandable, but the reason "It's no longer necessary" is simply a lie. The main function of the mod is that subordinates of civilian ships imitate the commander. This still doesn't fully work in 7.00. In the end it doesn't matter anyway because this mod requires the mod from Sir Nuke and it doesn't work for me anyway.
Vectorial1024  [author] 2 Aug, 2024 @ 7:06pm 
Vanilla mimic checks the subordinates' skill levels. Please see https://github.com/Vectorial1024/v1024_civilian_fleets/blob/master/CLOSING.md for how to rethink logistics now that CivFleet is not available.
MoonRacer 2 Aug, 2024 @ 6:11pm 
I appreciate all your work on this. But 7.0 mimic is not working as well as this mod. I have a fleet of trade ships sitting and doing absolute nothing for hours except for the fleet leader.
Snowfious 13 Jul, 2024 @ 2:48pm 
Thanks for all your work on this Mod over the years, really helped out! I do hope you are able to mod something else in the X4 game. Or whatever game you go to next, good luck with the mods! Thanks for everything, take care out there!
Vectorial1024  [author] 30 Jun, 2024 @ 9:37pm 
More historical context:

In the past, there was no option to manually rename fleets (we call those "wings" back then), and fleet autorename was essential.

Later, manual fleet renaming was added, and people began requesting to disable the fleet autorename.
Vectorial1024  [author] 30 Jun, 2024 @ 9:34pm 
The main arguments are the following:

- 7.0 now has equal mimic functionality
- station gameplay should be more important than fleet gameplay
- fleet autorename was just a hack and some want it disabled

I considered making a mod just for fleet autorename, but I thought it would be too limited and too much work.
Yoyo 30 Jun, 2024 @ 6:18pm 
Bit confused about this mod being obsolete message. It still does add functionality to the game that the game does not have. Are you saying you will stop supporting it? Maybe someone else can take over then? It is by far from obsolete IMO
Vectorial1024  [author] 30 Jun, 2024 @ 2:56am 
@Katra Applesauce

This was checked and answered a few times since X4 5.0: Repeat Orders is unreadable, and no one can really see/modify the order queue of a ship.
Katakora 30 Jun, 2024 @ 2:10am 
curious if its possible to get mimic repeat orders for trading working? thats something that still doesnt work with 7.0
tituslord 26 Jun, 2024 @ 9:59am 
@AzoorFox Read the mod description/comments
AzoorFox 26 Jun, 2024 @ 8:38am 
@Vectorial1024 WDYM "NO"???
Vectorial1024  [author] 24 Jun, 2024 @ 6:07am 
@AzoorFox

No.
AzoorFox 24 Jun, 2024 @ 6:03am 
UPDATE WHEN???????
BloodRaven 23 Jun, 2024 @ 7:34am 
A Salute to you Vectorial! This mod made my life a hell of alot easier in days past! :Ankh:
Baronaster 23 Jun, 2024 @ 7:02am 
Thank you for all your hard work, this mod was an integral part of all my games. You helped make my game more fun.
Useless 23 Jun, 2024 @ 2:55am 
Thank you @Vectorial1024. Your mod was ascended as game core feature))
Vectorial1024  [author] 23 Jun, 2024 @ 1:13am 
OK, I have decided: this mod is obsolete for X4 7.0+, and no updates/replacements will be made. More info on what to do next please read https://github.com/Vectorial1024/v1024_civilian_fleets/blob/master/CLOSING.md

This is a very historical moment, as I oversaw and witnessed an OG mod (originally by someone else!) from the almost ancient 1.0 era to be gradually adapted and eventually re-implemented into the base game. So much has happened and changed over these many years, and I really like to believe, the huge number of users here (and on Nexus too!) really motivated EgoSoft to create the very intuitive Mimic default behavior to benefit even more people.

As of writing there are about 13K subscribers here, and about 7.5K unique DLs on Nexus. Thank you all for your continued support!
Vectorial1024  [author] 22 Jun, 2024 @ 10:27pm 
This is a bit of a historical moment, because when you trace back in time, Civilian Fleets is actually a bugfix of the OG Mining Trading Fleet mod back in the X4 1.0 era (2018)
SinisterSlay 22 Jun, 2024 @ 1:06pm 
Even if you decide not to continue, I've been enjoying your mod for 4 years. It has greatly improved my X4 experience and I thank you. Thanks for making this.
Vectorial1024  [author] 22 Jun, 2024 @ 7:29am 
I checked my own changenotes, and it turns out I actually knew about potential mimic improvements... apparently I forgot about them.

But still, I have to think of what to do with this mod.
Vectorial1024  [author] 22 Jun, 2024 @ 7:27am 
@SinisterSlay

Actually, I haven't decided what to do with this mod under X4 7.0 because basically, EgoSoft did a friendly rug-pull to this mod by improving the vanilla mimic so much, I don't even know how to convince yall to keep using this mod anymore.

Vanilla mimic now remembers the last mimicked command and will "restore" it if a subordinate is promoted to replace the destroyed commander.

Even if I decide to sunset this mod, I still need to think of replacements, and everything is not finalized yet. This is a very unexpected move by EgoSoft, but don't get me wrong, the move is good.
SinisterSlay 21 Jun, 2024 @ 7:46pm 
This is one of my favorite mods. I hope you can update to remove the sirnukes requirement. That mod hasn't been updated for many years now and its been in various states of broken for a pretty long time.
Vectorial1024  [author] 21 May, 2024 @ 9:28am 
@Crusaderkvw

Subordinates try to have ranges close to the commander, but if their own skill level is not high enough, then their range is limited by the game

DeadTater tends to have a global central command when it comes to deciding what to do, so it is likely traders using DeadTater will all do the same thing; recommend using something else, eg vanilla autotrade would work because it does not have any global central command
Crusaderkvw 21 May, 2024 @ 8:15am 
Got a few question on things i've noticed in my time playing using civilian fleets, also using DeadTater trader and supply mules and warehouses mod. playing on the most recent stable version of the game so no 7.0 beta updates.
1. Subordinates of the civilian fleet commander seem to have low jump gate ranges set, do they use these own values or do they get the same values as the commander?
2. I noticed that many traders and miners ended up doing the same task, like go and buy the same goods as the commander is buying (so they do follow the "behaviour" but seem to have limited ware selection). Is this something that just updates very slowly or is something strange going on?
Vectorial1024  [author] 24 Apr, 2024 @ 5:44am 
RandomTrade and RandomMine (and also RandomSupply) have their own fleet updating rules, so no. I will not provide support for those mods.
Zahariel 23 Apr, 2024 @ 10:41pm 
Can You add suport for randomtrade and randommine?
Vectorial1024  [author] 15 Apr, 2024 @ 6:25am 
Mods likely won't work in betas; this should be something you understand before you join any beta programs.

There are no replacements to SirNukes API for extension options. Other right-click-related stuff perhaps I can just workaround it, but extension options has no replacements. Homegrowing it is too hard.

I don't worry too much about SirNukes API not being updated for a long time; perhaps like me, the guy just return briefly when the base game is updated, then push a compatibility update, then goes back to sleep.
bonesbro 14 Apr, 2024 @ 12:34pm 
The 4/4 update works great, thanks.

Something to consider for 7.0... apparently SirNukes API doesn't work in 7.0, and it hasn't been updated in a long time. Might want to think about what changes you'd need to make to remove the dependency, at least temporarily.
Vectorial1024  [author] 13 Apr, 2024 @ 6:24am 
Thanks!

And the update was finally out some time ago.
Merluca Kitsokami 13 Apr, 2024 @ 5:19am 
Take your time, you do that in your freetime and we appreciate your work!
Vectorial1024  [author] 21 Feb, 2024 @ 8:35pm 
irl stuff has blocked me from making any progress, and progress is stalling hard. A bugfix was scheduled for 2023 Q4 but still hasnt come out yet. I can only say "ok I have seen your post but will look at it later".
Rilsenti 21 Feb, 2024 @ 12:02pm 
I came across such a problem in your mod. When you rename the fleet to your name. After the first transaction, the fleet automatically changes its name to Civilian 1 =ReadText221024-1102= and so on every time.
No matter how much you would change its name.
2) If the ship is already in the fleet, you cannot change the size of its available sectors, I use the TaterTrade mod. The ship needs to be removed from the fleet, and its range of passage across sectors must be manually increased.
paiku 11 Jan, 2024 @ 10:38pm 
If someone else has the problem, this mod is causing crashes for me in Version 6.20.
Vectorial1024  [author] 11 Jun, 2023 @ 6:56am 
Vectorial1024  [author] 11 Jun, 2023 @ 6:54am 
I should double check whether "assign trader to carrier for resupply" is a valid vanilla behavior.

The "trade becomes mimic" is here for legacy reasons.
Starns [ZSU] 10 Jun, 2023 @ 11:57am 
Not sure if this is expected behaviour, but when I attempt to assign a ship to a carrier to trade for host, it automatically gets assigned to mimic, not trader. Is there a better way to do this or is it broken?
Ajexa 23 May, 2023 @ 11:10am 
Thank you, already using it and its such a great mod, I really don't know why this isn't in vanilla already!
Vectorial1024  [author] 23 May, 2023 @ 7:28am 
@Ajexa

Should be working; EgoSoft did not change anything about trading, mimic, or just default behavior in general in 6.0
Ajexa 22 May, 2023 @ 12:09pm 
6.0 working?
Vectorial1024  [author] 20 May, 2023 @ 8:23pm 
@Zerox

Thanks for the comment, but I explicitly decided not to do RandomTrade back then because when you look at this:

https://www.nexusmods.com/x4foundations/mods/300

"v 1.05: New feature: copy the behavior and settings to subordinate ships of the same shiptype [...]"

"v 1.16: [...] added option to update subordinates [...]"

"v 1.17: fixed a bug where the update subordinates option would assign its own default behavior [...]"

Would overlap and cause confusion if this side also do RandomTrade

BUT, the code for RandomTrade (etc) is still inside this mod, but only disabled and will never run.
Zerox 20 May, 2023 @ 5:54am 
Hello thx for your awsome work saving us a lot of time and micro managing. I have to ask, can you add support for the "RandomTrade" mod? is the most up to date and efficient for my understanding at least. And if i try to mimic that behavior the AI will just that they cant. I can do iot myself if you point me in the right direction. Thx
Vectorial1024  [author] 10 May, 2023 @ 8:29am 
@EagleShark

I think you may want to use "resupply for commander"? Or maybe I made a mistake in excluding carriers/resuppliers and what not. Or maybe I got it all wrong, because I am not paying too much attention to X4 nowadays.

The "trade for commander" -> "mimic" behavior is here for historical reasons
EagleShark 9 May, 2023 @ 10:25am 
so i'm trying to use a small courier ship to keep my carrier topped up, but every time I tell it to trade for the carrier, it autoswaps to mimic, I do not want it to mimic the carrier, the carrier does not need mimicking. Unsure what to do.