X4: Foundations

X4: Foundations

Pirate Chaos and Conflict (WIP)
85 Comments
Mr_Anivex 30 Jul @ 7:53pm 
What's the name of that NPC construction mod?
EBI  [author] 10 Jul @ 9:06am 
If Argon or Split claim ownership first, in the worst case scenario, Yaki will be unable to recover, so I recommend that players claim the sectors before and after Savage Spur to prevent NPC forces from controlling Yaki.
Alternatively, you can install a mod by another author that allows player construction ships to participate in NPC construction.
Once the Savage Spur is owned by Yaki, we've set it so that Yaki construction ships will spawn for free, which will speed up the rebuilding of Yaki.
We've also set it so that Yaki mining ships, trading ships, and general factories will be built in small numbers.
These changes will take effect from a new game onwards, but as we're still in the testing phase, don't expect too much in the way of Yaki-related gameplay.
EBI  [author] 10 Jul @ 9:06am 
Also, in theory, by clearing out the xenons around Yaki in the Yaki pirate quest, Yaki will become neutral with Argon, and Yaki will be able to claim Savage Spur.
Make sure that construction ships of other races can reach the shipyards and other station construction plans that will appear around the Yaki headquarters on Savage Spur.
EBI  [author] 10 Jul @ 9:04am 
I've improved the broken economies and weak defenses of Scaleplate and Syndicate, and overhauled the station layout of Scaleplate.
I haven't noticed much of a difference in my environment, but if this causes a significant performance hit, please let me know.
technolibra 27 Jun @ 12:12am 
this is really cool. i always conceptually like things that add more dynamic nature to games
Jean-Luc Picard 6 May @ 4:45pm 
The Yaki don't build construction ships?
deezy1233 2 Mar @ 9:46am 
Work this with Uncharted Skies ? And any info about Yaki update would be nice :) have a great day
EBI  [author] 1 Mar @ 11:47pm 
Thank you for your comments. I've been away from X4 for a while, so I'm a bit overwhelmed by the number of comments for each mod when I come back.
As for Yaki, I've already added most of the necessary files and data. All that's left is to check whether it actually works.
I fixed the RIP bug a long time ago, but it's difficult to fix save data that has already been affected by the bug... sorry.
I've set it so that excess ships in RIP will despawn, but I haven't been able to check how effective it is or how long it will take to despawn.
Necromenta 27 Feb @ 7:14am 
Has this mod fixed the issue where RIP spammed S ships? I have a save with this mod where they made 1800S ships and my fps wont go over 40 lol
The Adversary 9 Jan @ 3:17am 
any update on how the yaki to do list is going?
EBI  [author] 27 Dec, 2024 @ 10:11am 
@ TheFlame8
I see, I understand. Thank you for letting me know.
By the way, what kind of ship is Viper?
Is it the incomplete medium-sized ship Viper from the cut content of DLC?
Or, there seem to be some mods that add ships with that name. It's probably not this mod that's causing the engine not to appear, so there may not be much I can do on my side.
At least in my environment, Viper doesn't exist, so I can't check it.
TheFlame8 27 Dec, 2024 @ 9:24am 
@EBI It was my comment. I deleted it because I suddenly saw them produce at least a couple ships. Their Viper design, however, has no engines available.
EBI  [author] 23 Dec, 2024 @ 9:49am 
It's possible that it disappeared due to a mistake on my part, so I apologize if that's the case.
EBI  [author] 23 Dec, 2024 @ 9:48am 
The comment seems to have disappeared, but it seemed to be reporting a problem with the FAF shipyards.
I will look into it just to be sure, such as whether it can be reproduced and what the cause might be.
The first thing that comes to mind as a possible cause is that the FAF faction license is a simplified one.
It's possible that the cause is something completely different, though...
I will keep you posted if there are any updates.
EBI  [author] 23 Dec, 2024 @ 12:34am 
Hello. Yes, a light version of the mod is possible. It will reduce the number of stations and ships by 1/3. I think it will be available today or tomorrow.
The Creacher 22 Dec, 2024 @ 9:28pm 
Hello and thank you for making this mod. It is awesome, but I would request to lower the amount of ships that are spawned. It causes a lot of lag on my system due to the sheer number of extra ships and stations that seem to get spawned on game start.

I also am not playing with mods that add jobs to other factions for the same reason. They all cause a lot of lag for me.

If possible, I would propose maybe a "light" version of this mod that reduces the spawns to a more "vanilla" amount? I do worry about SCA being overrun though, but presently the number of spawns is just too high for my system to handle.
EBI  [author] 21 Dec, 2024 @ 8:52pm 
At least the random spawning of vanilla standard SCA pirate ships should be almost entirely changed with this mod's patch. Currently they are built in shipyards.
We plan to address any omissions.
(Whether a ship is built in a shipyard or spawned must be set individually for each job, so jobs newly added in updates such as 7.00 or jobs added in mods by other authors may still spawn, so this may not be complete.)
TheFlame8 21 Dec, 2024 @ 7:16pm 
That actually makes sense. I'm curious how they survive in the long run.

Does this mod impact their random spawns elsewhere, or do those still happen? I know it says instead of, but are their ships appearing at random completely gone?
EBI  [author] 20 Dec, 2024 @ 7:55pm 
Half intentional, half unintentional. SCA is hostile to almost all factions like XEN, but it does not have a simple economy like XEN.

In multiple tests, the standard size fleet was not enough to defend the territory expanded by this mod, so I decided to increase the number of fleets at the start of the game.

This additional fleet has a maximum spawn number per sector, and the maximum fleet increases in proportion to the sectors owned by SCA.

I haven't posted it on Steam yet, but I recently made a sub-mod that connects SCA to ARG and HOP, so I adjusted the number of fleets here to accommodate that.

I've been playing with mods that add multiple faction jobs from various authors, so I didn't feel that strange about the number of fleets in SCA, but if that's not the case, this number might be abnormal. I didn't intend it to go that far.

I will reduce the number of fleets if there is a request.
TheFlame8 20 Dec, 2024 @ 6:42pm 
So dynamic wars information menu shows SCA with 2,300 ships pretty early on with this mod, which is insane compared to the other factions. Is that intentional?
EBI  [author] 17 Sep, 2024 @ 3:37am 
@JPenny747
I use it at the same time as X4 Reemergence and have no issues.
JPenny747 17 Sep, 2024 @ 1:56am 
Would this mod conflict with X4 Reemergence?
EBI  [author] 16 Sep, 2024 @ 6:06am 
@karius
ご指摘ありがとうございます!
次の更新で修正すると思います。
Schwarzemona 16 Sep, 2024 @ 5:17am 
細かいところですが、不足分の補充(Middleman)は船籍偽装(usecover)できないです。
EBI  [author] 12 Sep, 2024 @ 4:04pm 
@trenrommel
Yes. There is a possibility that I will create a light version of the mod or a standalone version for each faction.
However, posting multiple versions of the same mod makes it difficult to manage, so I have decided not to start creating another version at least until frequent updates are no longer necessary.
Also, if I were to post a different version, I think I would use a Nexus options file.
I agree that there are too many ships and stations in this mod. For the reasons mentioned above, I do not intend to make a different version yet, so for now I am thinking of adjusting the number of stations and ships in the main version to an appropriate number.
trenrommel 12 Sep, 2024 @ 3:10pm 
I love the idea of making these factions reall and able to own sectors but the amount of station/ships added is enormous (especially in mid save), anyway to make a version with less of these fps killers?
EBI  [author] 29 Aug, 2024 @ 4:25pm 
The condition for activation is that they occupy a sector, and for BUC, the condition can be met relatively easily by clearing the vanilla plot or using a custom start.
As for YAK, you need to wipe out the surrounding Xenon, normalize the relationship between YAK and other factions, and also support the construction of a new station for YAK, so you have to go through a fairly difficult process.
I haven't been able to test play much of this long process, and I haven't been able to see if they will be able to stand on their own as a faction, so the mod is not complete at all, but I just wanted to let you know that I have already added economic elements to almost all of the pirate factions. Right now my first goal is to make sure it works properly.
EBI  [author] 29 Aug, 2024 @ 4:25pm 
Sorry. It's been a while.
As you may know, I returned to modding a while ago and have made some updates to this mod.
But actually, I've already finished most of the main additions to this mod, and I think it's just test play, fine-tuning, and small additions.
As for YAK and BUC, there are some points that are difficult to understand due to the vanilla specifications, and it will take a long time to feel the changes, but by clearing the story plot in favor of the pirates, the economy should gradually become more active.
Sel Und Irae 15 Jul, 2024 @ 3:21am 
Great mod, Shame Author retired cause Some Giga Karen felt entitled and attacked OP.

Not saying witch hunt but . . Witch Hunt anyone?

Anyways, Only issue with Timeline i've noticed (Could just be my save) is with this enabled VIG has 300+ ships at gateway entry to Teladi Sectors.
Brofessor 11 Jul, 2024 @ 3:58pm 
Is it possible to create sperate modules for each faction, in case I didn't want to buff FAF or VIG?
Thank you for your work with this mod!
Lechrenski 5 Jul, 2024 @ 6:14am 
@Mythos I don't think this mod will be getting updated anymore. It is my understanding that XXX has retired from modding after a prolonged campaign of bullying by a user in the comments of another of his mods.
Gogmagog 4 Jul, 2024 @ 12:01am 
Great idea for a mod. I'd love to see pirates be a bit more of a threat to the player. Possibly trying to expand into neutral territory. Maybe sending a small fleet at players less guarded assets or mining operations. Maybe some update to give them a bit beefier flagship so they can be more of a late game threat. I know VPO expands their fleets a bit.

I'll be keeping my eye on this.
Random Tank 16 Jun, 2024 @ 9:07am 
No worries! Thanks for the update!
EBI  [author] 13 Jun, 2024 @ 7:09pm 
Hello.
I apologize for the late response.
And thank you for all the feedback.
I am aware of the issue of ships being mass-produced.
I made several updates to fix it a few weeks ago.
The updates I made were to reduce the size of additional fleets for ToA factions and to set the maxgalaxy value lower.
However, I have not been able to do much testing at the moment, so I cannot say for sure that it will have an effect.
This is due to my lack of testing and consideration. I apologize.
NoDMoD 8 Jun, 2024 @ 6:55am 
Hi there, I hope you don't mind, but I have made an addon for your mod, as I really like it and always thought pirates should be proper factions.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3263596644

Thank you for creating this mod.
Random Tank 6 Jun, 2024 @ 4:00am 
Kinda gotta agree with arvi; the vig build too many ships, ends up kinda laggy in their sectors. I think it would be better if they focused more on just defending their sectors, rather than invading the neighbours. Maybe if they had more plunder jobs that would make more sense to me.

Speaking of plunder, I'm seeing a lot less plunder ships from SCA, now they're often just attacking stations; has this changed that? It's a bit annoying they destroy stuff, would prefer they just steal what they need instead.
Arvi 29 May, 2024 @ 10:49pm 
the problem is that they build so many small ships, if they had access to real fleets and focused on larger ships everything would be fine, 200 large ships would be better than 2000 small ones.
Maybe give them access to SCA ships´?

also careful running any economy boost mod together with this. I tried it with the economy overhaul mod that removes hullparts from station construction, and they built 40 stations in each system causing major lag.
Arvi 29 May, 2024 @ 10:37pm 
The Avarice factions needs a big nerf. I have to go in and manually delete their ships to avoid major lag, and they rolfstomp any hostile faction that goes in there, no need to make them that strong. Everything else of this mod has been great.
Necromenta 17 May, 2024 @ 8:41am 
I think this mod makes the RIP build a lot of ships, in my save they have like 1900 fighters, I'm worried this might be lagging my game, is it safe to remove?
Lute 5 May, 2024 @ 6:14am 
すみません、問題ないです!
チートメニューで部品満タンにしたら普通に生産してました:steamthumbsup:
Lute 5 May, 2024 @ 5:22am 
60時間ほど緑麟をいじめてて思ったんですが、自前の造船所で艦船の製造してないかも?
こちらからの外注では生産できるので部品が足らないこともないと思うのですが…
knightphantom420 3 May, 2024 @ 12:04pm 
hey don't feel obligated... but is there any chance you can make a mod that increases the build times of ships ? ... i have a mod that beef's up the hull in the ((millions)) for capital ship and it seem silly that it can be build so quickly.. and i think it increases the value of ships & shipyards when you cant pop them out like a candy machine ;p / i was thinking small & med ships about 1 hour about 2 - hours for for large ships, about 3 hours for xl ships ... that just a rough idea ... ?
knightphantom420 30 Apr, 2024 @ 11:08pm 
your welcome ...more ... yakie? .. hmm... = more credits ... i'm ok with that! :p
EBI  [author] 30 Apr, 2024 @ 9:19pm 
@knightphantom420
Thank you for your comment. It should not break the game. Basically, the previous mod takes priority, so the changes to Yaki in this mod will be overwritten. However, I think that the total number of Yaki ships will increase when both mods are enabled.
knightphantom420 30 Apr, 2024 @ 2:52pm 
hi ... im using this mod ... but im also using a mod that makes the yaki a full faction ... will what you are planing to do break my game?
EBI  [author] 28 Apr, 2024 @ 7:41pm 
@Lute
ありがとうございます
そういっていただけて嬉しいです
艦船数はまだまだ調整不足だと感じています(特にレイカーズ)
参考にさせていただきます!
EBI  [author] 28 Apr, 2024 @ 7:41pm 
@moonandstar
Thank you for your comment.
There are no obvious conflicts, and the content of Evolution of Yaki takes precedence.
However, if used simultaneously, the number of Yaki ships may increase too much.
Lute 28 Apr, 2024 @ 8:42am 
参考になるか分かりませんが、15時間ほどMODを使ってみた感想をお知らせします。

◇ヴィゴーシンジケート
ARGとTELの侵攻を数の暴力で粉砕していますw
逆に相手セクターに進出しようとしてるくらいやり合ってて、面白い展開が繰り広げられていて目が離せません。

◇リップタイドレイカーズ
輸送船や曳航船を各地で見かけるたびに、頑張ってるんだなあってほっこりしています。ただ、戦闘艦船は活躍する場がなくて数も多いように感じます。タイドのタイミングで隣接する「まぐれ幸い」では避難してきた艦船で鬼の重さです。

◇緑鱗協定
おやつ:steamhappy:


全体的にやっぱり素晴らしいMODだと思います!
無理のない程度でMOD更新を進めてもらえると嬉しく思います。
応援しております!
moonandstar 28 Apr, 2024 @ 8:38am 
Will the yaki changes be compatible with your Evolution of Yaki mod?
EBI  [author] 28 Apr, 2024 @ 2:33am 
@knightphantom420
Thank you for your comment.
Is it a question about the language I use?
Without a translator, Japanese is the only language I can use.
For other languages, I'm trying to understand them using a combination of Google Translate and DeepL Translation, looking up words myself, and recently using AI, but those methods aren't perfect and my reading comprehension isn't good enough either.
When I write a comment, I retranslate the translated text several times to make sure the meaning remains the same. If you do not follow this step, you will often end up with unintended sentences.