X4: Foundations

X4: Foundations

AI War Jobs
78 Comments
Gwiyomi Chan 11 Jul @ 7:48am 
Hey, in your testing, is the vanilla AI robust enough to handle this influx of expensive ships or would I need to add an economy boosting mod?

Also, would this make the AI too strong against Xenon Jobs? I like the current balance of power in my game, where the AI loses ground steadily unless you help them.
stanislav_sh 22 Feb @ 2:12am 
Cool mod, man. But with your mod i have around 25 FPS in the battles at game begin. And this with i9 13gen :)
Treybor  [author] 11 Dec, 2024 @ 10:24am 
@Lovien works fine in VRO, never used war module and havent looked at its code but it should work since this just adds jobs
Luenaris 11 Dec, 2024 @ 10:05am 
Will this work with Vro and war module?
Treybor  [author] 29 Oct, 2024 @ 10:46am 
@MTF_SCP you might need commandeerable off? i forget, I havent done any new jobs in a bit, there is also a queue for jobs, they will eventually build fleets so dont worry if they are building other things, the intervention tag needs to be set up exactly like I have it since it will pull from the intervention script
MTF_SCP 29 Oct, 2024 @ 10:43am 
@Treybor

Thank you very much for your answer. However, I have a new question. I created many fleets with the "intervention" tag, intending for the Terrans to produce a large number of intervention fleets to attack other regions. In reality, though, the Terrans here still mainly construct more patrol fleets and only build very few intervention fleets, usually only one or two. Moreover, these intervention fleets often act like regular patrol fleets, patrolling within Terran territory rather than moving to other sectors.
Treybor  [author] 29 Oct, 2024 @ 6:10am 
@MTF_SCP just don't define "sector=" you only need "galaxy =" for quota to work and yes you can just follow the format to add fleets, but they all need unique ids to work, "galaxy =" will cap itself at 1.5x the value you define if you dont put a max galaxy define
MTF_SCP 28 Oct, 2024 @ 10:20pm 
If I don't want to limit the number within a sector, should I just leave sector = blank and only increase the values of the two galaxy parameters?

Apart from that, if I want to add a new fleet, can I just follow the existing format and change only the job id=""
Treybor  [author] 28 Oct, 2024 @ 12:50pm 
@MTF_SCP "galaxy =" is a quota of how many they would like to have, "maxgalaxy =" is the cap on how many in the galaxy they can have, "sector =" is the cap on how many can have their home base per sector, so sector = 1 would be 1 per sector limit up to the maxgalaxy cap
MTF_SCP 28 Oct, 2024 @ 10:55am 
For example, if I want Terran to have more intervention fleets, do I just need to modify the galaxy="" and maxgalaxy="" of the data with the intervention word in jobs.xml
Treybor  [author] 11 Oct, 2024 @ 11:17am 
@冰燄 using x tools just open this mod up and look at the jobs I have in here and you can increase/decrease numbers from there or add new jobs using the templates already in there
冰燄 11 Oct, 2024 @ 11:15am 
Hello, I would like to ask if it's possible to increase the number of fleets for factions on my own? If so, how can I modify it? Thank you!
trenrommel 3 Sep, 2024 @ 7:28am 
Does this mod spawn any ships or do they have to build them all on their own?
Treybor  [author] 7 Aug, 2024 @ 10:05am 
@Boris the Blade It's in jobs.xml
Boris the Blade 7 Aug, 2024 @ 8:05am 
Where can i check how many fleets (or total ship jobs) each empire gets?
Treybor  [author] 13 Jul, 2024 @ 12:36am 
@DaggerDagger yeah that happens too me in second contact II at the very beginning too but it never really gets that bad again after that first fight when everyone sends everything to kill each other, it's just that sector is extremely small
dagger 13 Jul, 2024 @ 12:26am 
I have a pretty good PC and this makes the game chug. Atleast I think it’s this mod. 10 minutes into the game I jump into a sector and there’s 1000 ships fighting. Slide show fps.
Treybor  [author] 4 Jun, 2024 @ 10:16am 
@Ay Tone if they ever become an issue then I'll tone down the numbers, but it's the only way I've found for them to not completely collapse too early
Ay Tone 4 Jun, 2024 @ 9:11am 
Gotcha. Thanks for the response.
Treybor  [author] 4 Jun, 2024 @ 8:14am 
@Ay Tone It looks that high bc of the raptors and the filled bays of S fighters, I havent seen a single raptor survive past 10 hours, the Split will do better in the beginning with the extra ships but they will eventually just fall, they have the extra ships just to buy them time, they will never reach those numbers again without some serious player intervention and even in 7.0 they stand better in the beginning but they eventually cave like they did in prior versions

Even with giving them extra sectors/resources/economy with all my mods they still collapse, so giving them the extra ship buffer at least helps prop them up for a longer period of time
Ay Tone 4 Jun, 2024 @ 8:02am 
Zyarth has over 3k military ships at start with this mod, which is almost twice that of Argon and Terrans. Considering the Split fare better in vanilla 7.0 have you considered reducing those jobs?
Treybor  [author] 2 May, 2024 @ 6:41pm 
@CondoR whichever mod loads last would supersede the previous replace, this mod just replaces

Won't necessarily cause any issues, the replaces I have set in place increase carrier fighterwings, job limits on TEM Carriers/CUB Carriers, ZYA Colonial patrols, and unbounding vanilla fleets to be able to be used across the galaxy instead of being bound to a singular system or place, VRO might do the same, it's been at least a year since I've gone through the code of VRO
CondoR 2 May, 2024 @ 2:22am 
I looked through the contents of the mod and found that the mod overlaps with some "replace" VRO.
Treybor  [author] 22 Apr, 2024 @ 6:31pm 
@Templar The heaviest mod I have is the economy mod, thats the heavy one but that is all econ jobs, I've been trying to rework the number of jobs down for a 7.0 release on that one but all the other jobs mods should be fine
Templar 22 Apr, 2024 @ 5:34pm 
Rightio then I wonder what happened. Using those mods together was giving me huge fps hits so had to check the dynamic wars ship count. Might be a corrupt mod somewhere. Thank you.
Treybor  [author] 22 Apr, 2024 @ 4:50pm 
@Templar Lol not at all, I didnt add that many military jobs to any of my mods
Templar 22 Apr, 2024 @ 4:05am 
So I have all your sector mods plus this and xenonjobs+. Does around 12000 military ships, according to dynamic wars, sound right to you for a new game?
Treybor  [author] 7 Apr, 2024 @ 1:14am 
@Nik it should work, they didn't change how jobs work, only thing it might need is re-balancing with any new jobs they added
Nik 5 Apr, 2024 @ 11:57am 
As well as the xenon mods you have that buff them and make them a real threat?
Nik 5 Apr, 2024 @ 11:56am 
@treybor Makes sense, no reason to waste time updating right now and then they release something where you need to change everything again!

Love to hear that the Economy and Jobs should work though, I feel like your mods make the galaxy feel alot more alive with way more ships. Do you think that the War Job Mods should work as well or did they change that around in 7.00?
Treybor  [author] 5 Apr, 2024 @ 6:51am 
@Nik but also economy/jobs mods should be compatible forever unless there are major revisions to the job systems/economy, its just the sector mods that will need to be updated more then likely
Treybor  [author] 5 Apr, 2024 @ 6:48am 
@Nik it's impossible to know til we see the DLC and live release of 7.0, I already am aware of some sector mods being incompatible with the new sectors but I won't be updating anything til Egosoft releases the live versions since things can still change from now til then plus I don't know what the DLC is bringing yet
Nik 5 Apr, 2024 @ 2:14am 
Hey Treybor I use a ton of your mods and love what they add.

Are they all going to be 7.00 compatible or do you not know yet?
knightphantom420 4 Apr, 2024 @ 1:44pm 
who gets 5 fleets? and who gets the sort end of the stick with 2 fleets pirates ? curious to know ?
Hebrux 7 Mar, 2024 @ 11:33am 
Does anyone know if this mod causes fps issues? I hope not
Treybor  [author] 3 Feb, 2024 @ 11:26am 
@冰燄 It should be, this just adds jobs, he has a github with the latest versions that I would use though
冰燄 1 Feb, 2024 @ 9:36pm 
This mod is compatible with "DeadAir Jobs" ?

https://www.nexusmods.com/x4foundations/mods/1084
Treybor  [author] 9 Jan, 2024 @ 3:55pm 
@Vollhov The Faction enhancers only change scripts this only touches jobs so it should but I've never used them together
Treybor  [author] 24 Oct, 2023 @ 4:44pm 
@Jaeger Yeah the AI needs an economy AND jobs buffs to pose any kind of threat to the player... Jobs just extends the theoretical cap on how many ships they can build, they will still need the infrastructure and supplies to create them

It is easiest to just buff factions terrans/Xenon for threats since their economies are really simple and don't need like 40 different wares for shipbuilding

My Xenon Jobs mod can help keep the Xenon slightly more active against the player but if you roll up with 100 Asgards or something then they will still be trivial to fight against
Jaeger 24 Oct, 2023 @ 2:12am 
ive played for 20 hours or so and i decided to get this mod to make my end game more exciting. guess this combined with more trader jobs will really give a boost to the action in later game.
im kind of looking for a good mod combo to give my faction the terran protectorates more of a challenge I want to be the hero of the faction turning the tide etc
Kickbub 4 Oct, 2023 @ 11:54pm 
I think @Tortle :) was talking about the Faction Enhancer mods. I think they shouldn't be affected because the War Module only affects AI logic I believe.
Kornak 27 Sep, 2023 @ 12:20am 
Any chance for you to put your mods into a collection?
Treybor  [author] 22 Sep, 2023 @ 2:32pm 
@Tortle :) as long as the original factions are still there, it should work
Timoruz 20 Sep, 2023 @ 9:31pm 
I'm assuming this doesn't function with Faction Mods
]TPG[*Dagger 3 Sep, 2023 @ 2:28pm 
I removed deadair jobs here. I don't recommend after reviewing the code with this and Trey's other AI mod-- these mods have higher job limits versus his, which use the replace command versus adding in more.
]TPG[*Dagger 3 Sep, 2023 @ 9:11am 
Scaleplate going down seems to mostly be because the Xenon send all their miners and whatnot just right into Teladi defense stations, which causes them to be crushed.

Thanks again Treybor. Love your stuff. I gotta wonder if a resource area in scaleplate would just resolve it and they'd be fine
Treybor  [author] 3 Sep, 2023 @ 8:42am 
@]TPG[*Dagger I wouldn't worry too much, Xenon losing a few sectors just empowers them in other regions, the only way to really empower those Xenon regions would be adding in a few extra sectors for them, TEL are powerful bc they only have one enemy and thats the Xenon but that can change with storyline decisions later on and put them into a more dangerous position
]TPG[*Dagger 3 Sep, 2023 @ 8:32am 
Thanks for the response man. Exactly that is happening-- losing scale plate now. That seems to be the biggest area as they have nowhere to mine and supply from. If they did, I think they'd be fine, like if they could take the Turqouis sea. They are also taking Matrix 451
Treybor  [author] 3 Sep, 2023 @ 7:25am 
@]TPG[*Dagger They don't have long range invasions, thats a unique script that deadair has written, you can use deadair fill just fine... In my tests with the game, the Xenon usually lose on the first initial parts of the game since the empires come with full fleets and storage but the attrition wears them down, more then likely Scaleplate Green can fall too the Teladi, I still have a project that I need too release with giving the Xenon more depth in that region with sectors

With my entire mod set, your looking at 10+ hours in and the empires will begin facing supply shortages/attrition which change the initial dynamics in favor of the Xenon (We can observe this with the Split in particular, they are very strong but no matter how many hull parts are being shipped to their shipyards it's impossible to keep up with their losses)

Also as the Xenon lose sectors it allows them to condense further and further making them a more and more potent threat