X4: Foundations

X4: Foundations

Roaming Fleet
95 Comments
Ska 15 May @ 1:00pm 
Thanks for the fast answer, will check that out.
Chillmatica  [author] 14 May @ 12:43pm 
Link is now updated. That "Note" used to be true as of the last time I played the game, which was now over a year ago so I can't say for certain if it's still true. It's possible I may start playing the game again if the free time keeps coming and I'll take a look over all of my mods.

@Macro: it is a solution, just not the best one or the one you want to hear. I said to disable the "Awaiting Orders" alert globally, which is in the base game settings. Not disable all sound. Yes, you may miss out on your fleet generally telling you when they are idle. The underlying problem is I had "diffed" out the Awaiting Orders voice command specifically for Roaming Fleet orders. In the year+ that I stopped playing X4, version 7 was launched and many code changes were made to where my "diff" edit was no longer being applied, therefore the muting no longer happens.
Ska 14 May @ 1:59am 
Ska 14 May @ 1:58am 
I do have the "Awaiting Orders" voice spam . And i don't have any other mod, just this one and the prerequisite (and his prerequisite) :
steam://openurl_external/https://steamhost.cn/steamcommunity_com/linkfilter/?u=https%3A%2F%2Fwww.nexusmods.com%2Fx4foundations%2Fmods%2F552%3Ftab%3Dfiles
DocMitch50 3 May @ 5:56pm 
@raz334 if it is a mod comflict i dont know what it could be. i started a new save with no mods and still get the issue. upon further investigation it seems like they manage one jump but on the second they choke. the only ai mod i have is KUDA's and people are sayng they work together so i got nothing
Macro 2 May @ 10:38pm 
@Chillmatica
Disable sound for a problem in the mod isnt really a solution for an issue.Please look for a proper solution.
raz334 2 May @ 5:39pm 
@DocMitch50, Your problem sounds like a conflict with other mods. I don't have that issue at all.
DocMitch50 28 Apr @ 8:29pm 
Final comment i swear, i did some more testing and found out that BeefyCakes' issue is real. my fleet went to their destination then decided it would be better to go somewhere else. i dont have the pursuit option or the PHQ deposit on so they shouldent leave.
DocMitch50 28 Apr @ 8:20pm 
teleported to the ships to see and all of my subordinate ships are playing the gate jump charging animation (sparks and energy) but canceling it before the jump. they do this on loop unless i remove the bahvaior and manually jump them
DocMitch50 28 Apr @ 8:18pm 
im having an issue where if i set my fleet to wait after gates then all the subordinates will just sit on the other side of the gate and not jump. i have to use reccall subordinates to get hem to jump and start traveling again.
Chillmatica  [author] 24 Apr @ 12:48pm 
You can disable that voiceover globally in the game settings, but for this individual mod, yeah if I come back to modding the game. Sadly Egosoft changes something in that file so the diff doesn't hit correctly anymore to mod the change I made for voice spamming that.
Macro 24 Apr @ 6:09am 
"Can you please fix the annoying calls from the Captain of the Fleet using this script constantly calling back 'awaiting orders'?"
Also your link isnt working. But i Found the Repo and uised it .Still Anoying
raz334 27 Mar @ 6:12pm 
Any way to add the
*: Wait On Fleet After Gate: helps if your commander is fast and other fleet members are slow. : *

To other vanilla commands, like within any fleet commanders orders ?
I don't get how this isn't vanilla already anyway...
MrMcBeefyCakes 23 Feb @ 3:31am 
There is a recent issue where roaming fleet wont go from point A to B and will just go where ever they want. Have a fleet just patroling watchful gaze to heretics end and they keep going into wretched sky and such... These areas are blocked globally by travel blacklist and set as military default and still go into these areas. This did not start until the recent patch.
Peanutcat 14 Aug, 2024 @ 1:47pm 
Carrier Deploy Camp is a bit awkward.

It's tossing all groups onto position defense for me, even ones on supply fleet and attack order.
Peanutcat 10 Aug, 2024 @ 9:34am 
So uh, Kha'ak pay you bounties if you destroy Xenon ships if they own a sector.
Omega 27 Jul, 2024 @ 12:00pm 
For the await order bug, instead of replacing the line, why not just use add a check that turns $speak to false. EG:

<!--disable-->
<add sel="/aiscript/attention/actions/set_value[@name='$defaultorder']" pos="before">
<do_if value="@$speak and not this.assignedcontrolled.nextorder and (@$defaultorder.id != 'RoamingFleet') and (@$defaultorder.id != 'Escort') and (not this.assignedcontrolled.commander or (this.assignedcontrolled.commander == player.occupiedship)) and notification.npc_await_orders.active">
<set_value name="$speak" exact="false" comment="Boolean Speak NPC voice. Default is true"/>
</do_if>
</add>
<!--re-enable after-->
<add sel="/aiscript/attention/actions/do_if[@value='$abort? and @this.assignedcontrolled.order.exists']" pos="before">
<set_value name="$speak" exact="true" comment="Boolean Speak NPC voice. Default is true"/>
</add>
Rothank 20 Jul, 2024 @ 2:07am 
Chilli you still have the generic order.fight.attack.object in this version, you only updated your Nexus upload :)
Chillmatica  [author] 30 Jun, 2024 @ 7:06pm 
You can disable that notification globally which can be done in the game options. It used to work just for this mod, but required a mod DIFF which is prone to conflicts with other mods or updates to the base game.
Dartkon 26 Jun, 2024 @ 6:00am 
I have just installed Kuda AI from that github link, still getting those pesky awaiting orders spams from my patrol ships, any tips how can i disable that ?
Rhonkar 25 Jun, 2024 @ 6:05am 
Thanks so much, I thought, so I have to get on with the job :)
Chillmatica  [author] 22 Jun, 2024 @ 1:05pm 
It means the player HQ or real HQ as you call it.
Rhonkar 22 Jun, 2024 @ 3:49am 
Mit dem HQ ist damit nur das echte HQ gemeint oder zählt da auch eine eigene Station?
Does the HQ mean only the real HQ or does it include its own station?

Use an online translator, don’t be surprised if not everything has been translated correctly!
Chillmatica  [author] 20 Jun, 2024 @ 10:40am 
With the launch of 7.0, I've now booted up the game for the first time in months. With only Roaming Fleet enabled and the DLCs, the mod is working as intended. In that case, it's unfortunately an issue of mods conflicting with each other to which I'm not able to help out with.
NovemberRain 18 Jun, 2024 @ 5:38pm 
when single or group ships assigned to attack they will forever loop attack > stop endlessly, i disabled this mod then everything works fine, i really like this mod, hope it will be fixed soon!
Mundus 15 May, 2024 @ 7:08am 
@Author After testing this mod for several hours i found that this mod interferes with the attack behaviours of all ships an turrets. Can you look into that? Would be sad to not use it anymore.
Chillmatica  [author] 10 May, 2024 @ 10:54am 
All I can say is this mod has nothing to do with the behavior you mentioned directly. It's possible that an XML diff is shifting something in a base vanilla file and causing the issue but it'd be a stretch. Weird for sure! Haven't heard anyone else mention this behavior yet.
Solace 9 May, 2024 @ 8:54pm 
This mod had a very strange effect on my game. I'm not sure which mod it might have been clashing with but once I uninstalled this mod it stopped happening immediately.

It was causing my Mineral Miners to claim that their cargo was scanned and they were found with illegal wares, however the wares were Ice, and the sector was Tides Of Avarice - Dead End, so Ice is not an illegal ware there, I know for sure. What's even weirder was that it was only happening right as they were about to deposit the Ice to my Station in that sector, literally the split second the docking process was about to finish.

Again, I'm not sure what kind of clash it might have been having with the other mods I have installed, though I do not have that many, just a heads up for anyone else that might be having the problem.

It's a shame too, I was looking forward to having this mod installed.
Croy07 28 Apr, 2024 @ 6:58pm 
Using this mod made everyone stop attacking each other for some reason. It looks like they would get the command to attack, but it would instantly go away, and get stuck in a loop of just, not attacking. I should say this is for other factions, not your faction. I found this out by turning on my mods one at a time until I discovered it was this one
Chillmatica  [author] 12 Apr, 2024 @ 5:21am 
@Dport@Arklog: It's possible it's fixed in Phase 2 I guess, but I just booted up the game and log parser and the command works fine for me in 7.0 P2. Observed two fleets roaming, patrolling and engaging Xenon. Note that this is with only Roaming Fleet enabled; no other extensions including Mod API because I forgot to turn it on :D

As a side note to others while I'm here: it is known that the game can spam you with "Awaiting Orders" voiceover now. I had to reverse a fix I made with that before due to a conflict with some of Kuetee's mods. Unfortunately now you'll need to globally disable the "Awaiting Orders" voice over in options to get rid of that.
Arklog 12 Apr, 2024 @ 3:59am 
@Dport Can confirm this, this may be a conflict with the attack command because with this mod activated the attack command on any subordinate cause them to switch to hold.
Dport 11 Apr, 2024 @ 3:16pm 
Sad to report the command seems to be busted in 7.0. Order sticks for a few seconds while the fleet commander hums and haws, then swaps to hold position.

Expected I guess, since there's a lot of sweeping AI changes in 7.0.
Ziehn 15 Feb, 2024 @ 11:23am 
Seems to have a problem with in system travel. L size ships want to fly through gates rather than jump next to them causing them to be stuck between systems or thrown out of sector. This is with the Star Wars Interworlds mod active, have not tested vanilla.
Screamingiraffe 8 Jan, 2024 @ 4:03pm 
Love the granny icons, lmao
Hebrux 8 Jan, 2024 @ 8:40am 
[] 78782.70 Error in MD cue md.RoamingFleetMD.DeathWatcher<inst:61fc08b>: Property lookup failed: $attacker.defaultorder.id
* $attacker.defaultorder == null
* Expression: global.$AllShipsBountyRF == 0 and $enemy.sector.trueowner != faction.player and $attacker.defaultorder.id == 'RoamingFleet' or $attacker.commander.exists and $attacker.commander.defaultorder.id == 'RoamingFleet'
* Action: <do_if>, line 93
Chillmatica  [author] 6 Dec, 2023 @ 9:35am 
Roaming fleet only goes on the fleet commander. The other ships can be set to Defend/Attack/Intercept except as you see fit.
Grimmsdottir 25 Nov, 2023 @ 8:51pm 
how is the roaming fleet supposed to work with more than 1 ship, do the other ships mimic the command, or do they all just use the new roaming fleet commnad, or follow the commander or how?
Arvi 30 Oct, 2023 @ 1:54pm 
SirNukes Mod API is not compatible with the latest game update. needs checking.
chris 23 Sep, 2023 @ 5:34pm 
Since a few days this mod causes trouble... The roaming fleets seems to get in trouble with my allies... Maybe illegal items? Always after a police interdiction of one of the fleet members.
Would need some more options.
First: always let the fleet leader take items. Or transfer items to fleet leader.
And second: Never attack allies.
Spartan007 17 Aug, 2023 @ 11:10am 
Thank you for the in depth reply, appreciate it. As well as the work. Will definitely have to put together a nice mod list and finally really get into a long game of X4
Chillmatica  [author] 15 Aug, 2023 @ 8:17pm 
Thank you! Chronologically speaking, from the first mod (The Deep) up to Head Hunter I was using KUDA and VRO myself. Past that I had dropped both of them, but I have gone back and used them all with VRO since and they work on beta 6.2 and VRO 4.04. The only one that is dicey is Stealth Bomber. It's set to be compatible with VRO but I didn't add it to any of the ships that VRO adds, so only the ships from Vanilla will have the software available.

I never did go and pick Kuda up again. I've only heard the relatively rare report here and there about an incompatibility, the main culprit being this mod. By the Roaming Fleet's nature they tend to issue an attack order and then drop it frequently if the target hops a gate or whatever, which triggers the "Awaiting Orders" voice comm from the NPCs which can be annoying. I specifically patched that out but it seems some versions of KUDA interfere with my patch.
Spartan007 15 Aug, 2023 @ 5:25pm 
Your collection of mods looks amazing. They add/fix a lot of features I feel vanilla X4 is missing. I seen that one of them works with VRO/KUDA AI and was curious how compatible your collection is as a whole. I don't expect any modder to go out of the way to ensure compatibility with any other mod of course just curious.
Chillmatica  [author] 10 Aug, 2023 @ 8:10pm 
Position offset added to camping site objectives
Chillmatica  [author] 10 Aug, 2023 @ 7:18pm 
Ah I gotcha. Thanks. I'll look into setting an offset for that.
Skooma Dealer 10 Aug, 2023 @ 5:58pm 
I mean the in sector objectives. Like when they hang out near a station or jump gate for a few minutes. If I'm not in the sector, it's not really an issue, but if I want to hang out with the ships, they tend to be too aggressive going to their next spot to patrol in the sector and go through gates or end up inside stations.
Chillmatica  [author] 10 Aug, 2023 @ 9:33am 
Not sure what you mean by current objective. Their objective is to go to the sector that you set.
Skooma Dealer 10 Aug, 2023 @ 7:38am 
Is it possible to have our ships stay a little further back than right on top of whatever their current objective is? I keep having ships fly through gates. It's not that big of a deal most of the time, but when it's into bad space, they sometimes die.
Chillmatica  [author] 26 Jul, 2023 @ 5:53pm 
Already is. Please see last patch note on July 21st.
OJBK 26 Jul, 2023 @ 11:30am 
Ask for Chinese translated version
Chillmatica  [author] 8 Jul, 2023 @ 9:25am 
Thanks for letting me know. I'll add to the description for others.