X4: Foundations

X4: Foundations

Sensible Wars
30 Comments
Lechrenski 9 Jul, 2024 @ 6:10pm 
Thanks again for your help!
Treybor  [author] 9 Jul, 2024 @ 6:07pm 
@Lechrenski those type of errors are usually benign, you can get that error using my sector mod and my economy mod since they both add <matchextension ="false"> I probably should just add a silent="true" so it doesnt print as an error

But the errors provided are related to the terran meaning it needs to load the terran_dlc first for load order, I've only used the customizer for vanilla files so I'm not 100% sure how to adjust the load order

add -logfile debug.txt to launch options in steam and it will print you a legit debug log in your documents folder when you run the game
Lechrenski 9 Jul, 2024 @ 5:54pm 
Strange. I'm new to modding, so I've never seen the "multiple xpath matches" error before. I agree that X4 Customizer tends to get easily confused, though.
Treybor  [author] 9 Jul, 2024 @ 5:51pm 
@Lechrenski i have no idea, never seen that in my error debug, it probably loaded terran_dlc after this and didnt know what the line was trying to tell it since terran dlc didnt print yet, I dont think X4 Customizer respects the content file for loads
Lechrenski 9 Jul, 2024 @ 5:40pm 
Any idea why SirNuke's "X4 Customizer" extension checking tool is outputting these errors?

Checking extension: z_wars
Loading alphabetically...
("libraries/factions.xml" patched from extension "z_wars") Error: Problem occured when handling diff node "replace" on line 9, xpath "/factions/faction[@id='holyorder'][@name='{20203,501}']/relations/relation[@faction='terran']/@relation"; skipping; error message: multiple xpath matches found.
("libraries/factions.xml" patched from extension "z_wars") Error: Problem occured when handling diff node "replace" on line 28, xpath "/factions/faction[@id='terran'][@name='{20203,3001}']/relations/relation[@faction='holyorder']/@relation"; skipping; error message: multiple xpath matches found.
Overall result: Error detected
Successfully completed Check_Extension
Treybor  [author] 31 May, 2024 @ 12:04am 
@DouDou39 I've never tried it, but a quick glance through his github for dynamic wars says it should work and eventually overwrite this with dynamic relations but again it's not something I have tried. I think if you took this mod off and loaded a game without it then put it back on and load in again then it might reset to these values?
Eldahmyr 30 May, 2024 @ 11:55pm 
I am interested in your mod to trigger these wars, but I do not want it to be permanent but subject to the DeadAir Dynamic Wars mod.

Can I download your mod and will I have to delete it afterwards so the war is not fixed? Or your mod just starts the war and it can end normally with DeadAir Dynamic Wars?
Treybor  [author] 27 May, 2024 @ 5:56pm 
@Dakier "Wretched Skies X was claimed by Paranid forces only recently, after the Gates reconnected. Looking to secure their position against the Xenon sited in these parts of the universe, they began to fortify the sector, and have contacted the Godrealm in a bid for support. Paranid-Split relations are tense, and their forces clash occasionally, but due to the fact that these Paranid troops are acting as a first line of defence against the Xenon, their presence is begrudgingly tolerated by the Patriarchs, for the time being."

As per the encyclopedia for Wretched Skies X, this is my main reasoning for including the war between them, they are more closely aligned with the Holy Order then the Godrealm.
Dakier 26 May, 2024 @ 9:03am 
Sensible wars?

I'm not sure how the Split Families being at war with their only ever ally, a loose one at best, the Godrealm of Paranid. There's more precedent for Split and Teladi being at war than Paranid.
knightphantom420 24 May, 2024 @ 12:35pm 
hi.... is there any possible way to make the ai/npc not so F-ing stupid??? because cap ships will attack fighters even if the is another cap ship near by or even if u are attacking it and wreaking its face !! they keep on attacking the same target (very aggriVATING ))any body who plays the game knows this (((except for the developers of this game))) of course
Viridian 21 May, 2024 @ 4:58pm 
I can't help but notice you removed the red exclamation mark in 6.20. Ty :)
Treybor  [author] 20 May, 2024 @ 2:44pm 
@Firefinch HOP wars will resolve when/if you do the paranid plotline and choose the trinity path, Zyarth wars will resolve if you do the Split plot and do the curbs path, but either way results in the former empires becoming new ones
Firefinch 20 May, 2024 @ 2:26pm 
Is there a way to resolve those wars story-wise or would they permanently be at war?
Viridian 19 May, 2024 @ 6:21pm 
Makes sense, thank you for your time!
Treybor  [author] 19 May, 2024 @ 6:19pm 
@Viridian

killmilitary: -1.0 to -0.1
kill: -1.0 to -0.32
nemesis: -1.0 to -1.0

Rep is set at -0.1 between them all
Treybor  [author] 19 May, 2024 @ 6:16pm 
@Viridian also rep is set for hostile not enemies, its enough for them to fight and not dock at each others stations, this also means they are more forgiving towards civilian targets and won't auto chase them down
Viridian 19 May, 2024 @ 6:10pm 
Yeah i backed up my save files and gave it a try. I will see if i spot some behavioral changes, for now it's pretty standard.
Treybor  [author] 19 May, 2024 @ 6:06pm 
@Viridian did you just load in? they will still try to complete their old orders when loading in, there is no difference in the faction file between 6.2 or 7.0
Viridian 19 May, 2024 @ 6:03pm 
I'm not sure it works as intended with 6.20 then. I've just watched HOP traders leave HAT stations safely and PIO traders dock HOP. Are the rep values set to be enemies and not hostlies? In the encyclopedia all factions have default rep lists btw.
Treybor  [author] 19 May, 2024 @ 5:52pm 
@Viridian you can safely ignore it
Viridian 19 May, 2024 @ 5:47pm 
Loaded this mod, says it requires 7.0 game version. Are there going to be compatibility issues with 6.20 or i should ignore it?
Treybor  [author] 19 May, 2024 @ 3:20pm 
@knightphantom420 it stops them from crossing tharkas cascade and dying, ARG protects HAT anyway
knightphantom420 19 May, 2024 @ 3:15pm 
no offence .. but it makes no sense to me for the (Zya) to be at war with ( Hat) ?? they don't have a real military force?
rudi 19 May, 2024 @ 2:25pm 
I think this will fix the issues for me where ZYA and maybe HOP try to trade with HAT, and then of course get destroyed
knightphantom420 18 May, 2024 @ 3:20pm 
ok ... maybe sometime in the future perhaps? :P
Treybor  [author] 18 May, 2024 @ 1:01pm 
@dialt Hatikvah will always rebuild its station if its destroyed, this used to happen more often on older patches by the Xenon, and 2nd the odds of ZYA or HOP every actually breaching HAT Choice is low, but the Hatikvah Plot is almost always ready to be done as long as their are builders willing to rebuild the station
dialt 18 May, 2024 @ 10:44am 
If Hatikvah is destroyed, most of the main storyline will stop.
Snuggl 18 May, 2024 @ 8:40am 
MORE WAR! MORE CHAOS! MOAAAAAAAAAARRRRRRRRRRRRR!!!

... And more derelict ships to pick up or recycle. 😄
Treybor  [author] 18 May, 2024 @ 7:39am 
@knightphantom420 It's possible to do but kind of out of scope for me right now, focused on getting mods ready for 7.0 and fixing some things that annoy me, like ZYA crossing tharkas to to trade with HAT only to get gunned down by ARG
knightphantom420 17 May, 2024 @ 6:51pm 
would love a mod where u can make it where all the human factions are united like in an alliance of some sort ?