X4: Foundations

X4: Foundations

Protect Sector
109 Comments
Chem O`Dun  [author] 11 hours ago 
@Bendak if you can share a debug log - will be useful. For the moment when fleets ignores enemy's...
Chem O`Dun  [author] 12 hours ago 
Thanks for the reporting. Will check it.
Bendak 19 hours ago 
This issue started with the 8.0 Beta 4 btw.
Bendak 19 hours ago 
With the 8.0 beta the mod is not working correctly.
No errors, and it does atack stations, but when jostiles in the sector, the fleet keeps flying randoim directions in general away from the enemy,
Chem O`Dun  [author] 26 Jul @ 2:24am 
Should. At least I have no errors...
Monster10 25 Jul @ 3:50pm 
Does this work with the 8.0 Beta?
Chem O`Dun  [author] 12 May @ 11:01pm 
No.
DistractedDan 12 May @ 6:58pm 
Does this mod break Steam achievements? Hard to get a solid answer online
Chem O`Dun  [author] 11 May @ 9:26am 
Improved

- Fully rewritten the logic of idling and scanning for enemy ships. Now it is more precise.
- Implemented workaround for the repairing/restocking ships. By default Player owned ships can be repaired only in current sector. Please be aware - after installing version 1.08 the ships controlled by this order can go to be repaired/restocked after some time. It is not a bug, but a feature :-).
Fixed

- Fixed a reaction on attack on player's ships/stations by enemy drones.
- Accidentally attacks from the non-enemies are not considered as an attack on the player ships/stations.
Chem O`Dun  [author] 11 May @ 9:26am 
[1.08] - 2025-05-11

Added

- Internal ( experimental ) station attack order. Written from scratch positioning ships against stations, including reaction on stations drones attacks in non-OOS mode. Works only for fleets with L and XL ships. For only L ships - four and more ships are recommended.
- Possibility to select station attack order - by default it is Coordinate attack . Other possibilities are usual one and experimental one.
- Additional confirmation for the working in hazardous regions, like The Void . Please be aware - the order will stop working in the sectors with the hazardous regions without the confirmation.
- Own icons for the Protect Sector and Station attack orders.
Sterling Phoenix 4 May @ 11:08pm 
Fantastic, thanks for the response :D
Chem O`Dun  [author] 4 May @ 11:03pm 
It should not be a difference between versions. I'm usually post it in parallel. And yes - updated next version will be on nexus too. I hope it will be published this week
Sterling Phoenix 4 May @ 9:23pm 
Is there a difference between this Steam version and the one on the Nexus? This one appears to have one additional update, or is one update newer than the Nexus one. I ask as I prefer to use Nexus versions and anytime I find that one of my Steam mods has a Nexus counterpart, I'll usually swap over to that one. Unless, of course, the one on Steam is more up to date. Great work, btw <3

P.S. Also noticed you mentioning that you are testing a new version. Will that update also get posted to the Nexus?
Chem O`Dun  [author] 14 Apr @ 9:55am 
@Probe1:
I have in testing now own logic for stations attack

https://youtube.com/watch?v=KaEHvatRusE
Chem O`Dun  [author] 10 Apr @ 2:33pm 
Thanks, will add additional warning about that skill limit is applicable on a mimic mode too
shilum_nehum 10 Apr @ 12:43pm 
okay after testing i found that the reason some of the ships are not able to mimic commander if because they have less than 2 stars experience while the ones that have two or more stars are able to mimic
Chem O`Dun  [author] 10 Apr @ 9:29am 
Sound logically, as there is a reaction on attack on player ships in sector, possible needed a reaction on attacks on stations ....
Maniac 10 Apr @ 7:35am 
One new feature would be great, if you can set a % Slider to hull damage of station when they should go there to protect them.
So for example if a Station goes below 90% hull they go there to destroy everything attacking the station.
Not sure if posible but would be great
Chem O`Dun  [author] 9 Apr @ 12:50am 
In mimic mode they should start the own Protect Sector order, and "work" as separate "fleet".
If the behaviour is not complied with it - please say, will check,
shilum_nehum 8 Apr @ 9:25am 
i am apparently no understanding the use mimic command in fleet. each time i tell a squad to mimic the ship that has this command they can not follow it
Chem O`Dun  [author] 6 Apr @ 4:09pm 
As always - you are welcome!
enterprise1959 5 Apr @ 2:09pm 
thank for your work
Chem O`Dun  [author] 26 Mar @ 1:55pm 
Checked the changes in 7.60b1 -
Have an idea temporary apply fixes from it in Protect Sector.
I mean - fixes for egosoft aiscripts, which is used by my main script
Probe1 25 Mar @ 7:47pm 
Thank you!
Chem O`Dun  [author] 25 Mar @ 7:22am 
It's strange, looks like a local issue with coordinate attack. Ok, will look what I can do.
Probe1 24 Mar @ 8:12pm 
I want them to automatically attack stations. Coordinated attack won't initiate until I manually trigger it.
Chem O`Dun  [author] 24 Mar @ 4:24am 
@Probe1: Disable the stations attack
Probe1 23 Mar @ 7:14pm 
Is there a way to disable coordinate attack on stations? My fleets in VIG space get jammed up by it.
Chem O`Dun  [author] 23 Mar @ 11:01am 
I have a question about functionality to work in several sectors, which was requested by some of you there and on Nexus Mods.

Do you mean the moving from one sector to another by some route?
Or only reacts, if your ships in nearest sectors will be attacked?
Chem O`Dun  [author] 23 Mar @ 10:35am 
Looks like is incompatibility with other mods.
Please share the screenshot with parameters.
And if you are ready to run the game with debug logs - will try to help.

P.S. Taking in account the common count of other users - there is only one reason. Except may be some misconfiguration.
Darksurgeon 23 Mar @ 10:16am 
Mod is broken on my end. Ships sit in the sector while being attacked and just die. Not moving at all.
Torus 18 Mar @ 9:50pm 
A welcome addition since its possible to autofarm duke's buccaneers for the exceptional ship nanoweave with it...setting a rule to be hostile to a faction only works in sector for some reason
Torus 18 Mar @ 9:46pm 
I did read description but still took a minute to understand what it was trying to say. Had to reread a couple of times then it clicked.

Not saying you didn't do a good job of describing, but when I read relation when it comes to intercepting other ships, I initially thought it was physical proximity, and I was thrown off with it being called negative relation trying to figure out what that meant when it comes to proximity to something...description made much more sense when I realized it was referring to reputation.
Chem O`Dun  [author] 18 Mar @ 4:20am 
@Sentenza: Thanks. Regarding several sectors - will think about it.
Sentenza 18 Mar @ 3:42am 
Hi, great mod. Can you add a range option so the patrol can intervene in sector that are away from X jump gate. X being a slider depending on pilot skill maybe. It would be a great working alternative with LSR to the old outdated "Reaction Force" mod.
Chem O`Dun  [author] 18 Mar @ 2:46am 
But may be Reputation is a good one
Chem O`Dun  [author] 18 Mar @ 2:45am 
@Torus:
Did you read a description? I agree, I'm not a best one in explanation.
But I simple refers on an appropriate section in Player Information menu - Factions and Relations
There is appropriate screenshot- https://images.steamusercontent.com/ugc/46830098154645233/194F9314D66922B32247A19586904338377A98B6/?imw=5000&imh=5000&ima=fit&impolicy=Letterbox&imcolor=%23000000&letterbox=false
Torus 17 Mar @ 9:57pm 
Took me a minute to understand what negative relation is...perhaps rename it to negative reputation to make it easier to understand what it is?
Chem O`Dun  [author] 16 Mar @ 2:04am 
Thanks, I hope it will be useful
Sentenza 16 Mar @ 12:01am 
cool update
Chem O`Dun  [author] 15 Mar @ 3:40pm 
[1.07] - 2025-03-16

Added
- By negative relation to set the relation to possible targets more precisely.
- Park exactly there to set the exact position where the ship should park when it is not targets to fight against. Useful for big sectors.
Improved
- Idle flying when any parking is not set.
- Attack of the stations via Tactical attack in now visible, as it is run not as a script, but as an order.
Chem O`Dun  [author] 12 Mar @ 8:37am 
@Sentenza :
Regarding ship replacement.
Excuse me to stupid questions:
- did you enable it for a fleet?
- do you have an own shipyard?
Chem O`Dun  [author] 12 Mar @ 8:36am 
@ORIAX: Excuse me. It was not to you.
ORIAX 12 Mar @ 8:11am 
Yep I enabled it on the fleet, I have my own shipyard too. Sometimes its slow when attacking stations but when that happens I just manually set it to attack the station when thats down it continues its sector defense duties
Chem O`Dun  [author] 12 Mar @ 4:45am 
@ORIAX:
Excuse me to stupid questions:
- did you enable it for a fleet?
- do you have an own shipyard?
Chem O`Dun  [author] 12 Mar @ 4:43am 
@Troubleshooter - thanks for support :-)
@ORIAX - you are welcome!
ORIAX 12 Mar @ 1:34am 
Fights better than me manually controlling my fleet. Thanks for the Mod!
Sentenza 11 Mar @ 6:28am 
I'm sorry but the Lost Ship Replacement does not appear for me
Troubleshooter 11 Mar @ 3:52am 
Hey i just wanna say i enjoy this mod and i appreciate that you decided to put a pilot skill requirement on it. Most mod authors create cool and complex ship orders but decide not to use the pilot skill system at all. My compliments!
Chem O`Dun  [author] 8 Mar @ 8:45am 
I'm glad I could help