X4: Foundations

X4: Foundations

Rise of the Ossian Raider
minWanabe 10 Oct, 2022 @ 6:02pm
Some miscellaneous thoughts on performance
Hi, I really like the look of your mod (really, fantastic work here) but unfortunately I'm starting to feel the age of my system based on an I7-7700K especially with this mod enabled alongside the DLC and some other mods which properly manipulate the jobs/god etc stuff.

I have a couple of possible ideas which ultimately scale back some of the ship quantity of Ossian Raiders but without necessarily weakening them in a "meaningful" way.

My initial idea is simple:

The jobs file in the COH extension of Ossian Raiders could perhaps modify some of the ship quantities to be lower. Because this version replaces ship types with generally stronger versions then there is at least a little bit of room to modify the Jobs file to reduce ship counts without actually weakening them when compared to the base mod without the COH ships.

I have experimented with this idea already and have been able to make noticeable improvements to FPS (Frames Per Second) without reducing the Ossian Raiders effective offensive capabilities too much.

I've uploaded an example Jobs file to further explain what I mean intending to go into the ror_coh/libraries folder. Bearing in mind that I don't have any experience modding X4 and so there are probably better methods for achieving replacements etc. It runs a lot better for me (roughly from 60FPS average to 80FPS average in empty space on "Hard" setting) but understand the changes may not be to your tastes.

[edit]
Actually I've created two small mods instead which further shows my current line of thinking at least as far as small Jobs reductions go. https://github.com/SirWanabe/X4-projects
[/edit]

Second thought:

What if all Ossian Raider faction ships came pre-configured with equipment? This has the potential benefit of specifically boosting Ossian Raider performance but not the ships for other factions or the player. With the increased power of each of their ships the overall quantity of ships could be scaled down a small amount. Worth considering alongside this idea is increasing boarding difficulty somehow or even being out-right disabled if it isn't already.

Alternatively to the fixed equipment mods there could be a new game mechanic for the Raiders by slowly scaling up which equipment mods they use, similar to the DeadAir Xenon Revolution concept (https://github.com/DeadAirRT/deadairevolution/tree/master/md). This way they can start off with a slower invasion pace and then naturally ramp up over time as their ships become stronger.

As long as the damage bonuses from the equipment mods don't scale up too high towards "anti-fun" levels it could be quite an enjoyable way to experience the apocalypse.

As another small performance consideration I think if the factions had the peaceful tag Deadairs Dynamic Wars mod will ignore them and not try to mess with their relationship values with other factions. As far as I know that tag isn't actually used in the vanilla game logic and was specifically made for the Dynamic Wars mod. I am aware that the relationships are already locked but I suspect this may have an insignificant performance improvement as the Dynamic Wars mod will ignore the factions for certain comparisons/calculations.
Just for clarification I think it would look something like this: (ror/libraries/factions.xml)

<faction id="ossianraider" name="Ossian Raider" description="{99992002,909}" shortname="ORA" primaryrace="argon" behaviourset="default" known="1" tags="claimspace economic police protective watchdoguser privateloadout publicloadout privateship publicship peaceful" policefaction="ossianraider">

Offtopic to performance but on the note of thinking about mod interactions I wonder if it's possible for ROR to detect and set other faction mods a player may be running to negative relationship values, so they fight them. I'm thinking specifically of BlackRains FOCW Corporations and DeadAirs EVE factions. Though I do have to wonder if it's best for compatibility to be added to ROR itself, the faction mods themselves or maybe if there is not a reliable method of detecting if those other mods are installed then a separate "compatibility mod", which could be made by just about anyone I suppose :-P.

Personally not too important to me because I don't have the performance headroom free to experience those mods alongside Ossian Raider.

I fully understand if you don't want to incorporate any of these ideas as doing all the testing and overall maintaining stuff of mods can take up quite a lot of time. I also suspect reducing ship counts may go against your vision of what impending doom looks like lol.

Cheers and have a good one.
Last edited by minWanabe; 16 Oct, 2022 @ 6:35pm