X4: Foundations

X4: Foundations

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Faction Support Fleet Spawn by Inhabited Planets
   
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20 Dec, 2024 @ 7:04am
4 Jan @ 10:29pm
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Faction Support Fleet Spawn by Inhabited Planets

In 1 collection by EBI
EBIMODS
34 items
Description
-Mod background

The major factions in X4 boast a large number of inhabited planets, and should have huge populations, economies, and industries. However, these planets are entirely dependent on the space economy for defense. When an invasion occurs, you can only watch silently as your space forces collapse and your planet faces devastation.

Pirates can spawn free ships regardless of the economy due to game mechanics. So why can't a large interplanetary nation launch even a single spaceship from a planet?

It may be nonsense to add this "spawn" feature to an economic simulation game, but I created it because I'm not interested in spending most of my time taking care of a dying AI faction.

At least this mod reduces the need to scramble to avoid extinction of AI factions in the early to mid game.

Also, since the rate at which ships are destroyed in the game exceeds the rate at which they are produced, the number of ships and fleet battles between AI factions will decrease and the universe will lose vitality if the player does not intervene in the mid-game and beyond, but this mod slightly increases the chances of seeing fleet battles between factions even in the late game.

It increases the value of inhabited planets, which were mostly just flavor, while guaranteeing a minimum fleet to some AI factions that become critically ill or completely dead in the mid- to late game, and extending their life.

-What this mod does

In sectors with faction inhabited planets, military and civilian fleets will spawn to support the faction without relying on the space economy.

These are auxiliary fleets that do not take over the role of the space military. In other words, the space economy still plays a key role in determining the direction of the faction.

Their existence depends on planet ownership rather than the economy, and they cannot spawn if they lose sector ownership, and they do not provide fleets to enemy factions if the planet falls into enemy hands.

These fleets are easily identifiable because they are named after their home sector name plus the planetary orbital fleet.
They follow the faction's orders to an extent, moving, defending, and attacking sectors, but their focus is on their home sector.

And surprisingly, Split only has one inhabited planet between the two factions combined, in the Nhuut sector, so they focus their fleets there. They're too few, so if Split can recapture Rhy, which has become a Xenon sector, they can spawn there too.

Also, Boron's spawn fleet is somewhat isolated, so it's almost pointless as it is. So Split sends invasion fleets to Boron using the same system that Terran sends fleets to Xenon. Split's invasion fleets are also planet-dependent to spawn, so as not to tax Split's economy.

In summary, this mod completely destroys the pure faction space economy, but in return guarantees a certain size of fleets and fleet battles as a safety net in a universe that is rapidly losing vitality from the mid-game onwards, reducing the need for players to work hard to protect the space economy and weakened factions.

Naturally, since this is a mod that adds AI fleets, it consumes more CPU power than vanilla.
Popular Discussions View All (1)
0
20 Dec, 2024 @ 10:02pm
The factions, sectors, and fleets affected.
EBI
23 Comments
CarboniteIV 15 Jan @ 8:50am 
I probably have everything you have in your modded game, INCLUDING Rise of the Ossian Raider. So, I'm praying for yes for this next question: Can I install this mid-campaign?
Boshty 14 Jan @ 3:04pm 
il keep this mod for if my current plan fails, which so far it isnt. ive installed literally every single jobs and economy mod, along with player+AI modules build in 1 min each for stations. wars are triggered often between factions and if one gets too weak it gets huge economy bonuses to get back in teh game from some other mod.

but all the overlapping economy and extra job mods... fuck me my universe is on fire constantly while continuing to develop.. while on fire. lol

i just sat and watched enough teladi, argon and scale plate in a 3 way brawl by a gate to produce enough minimap icons in wrecks to blot out the minimap. its just a grey haze of lines and Xs lol


OH GOD YOU KNOW WHAT IM GOING TO DO...
Im adding this mod ON TOP of everything else.

let the madness spiral :D
iksDi 14 Jan @ 2:46pm 
Is here any configs/settings? Really like the concept but would like to have ability to disable particular fleet types or to adjust for example number of small ships for optimal performance results :ThinkingYellowFace:
andrewsheldonreeves 11 Jan @ 7:31am 
Some people are heroes and work hard building billions of $$ in hardware to save the universe. I saved the universe by installing this MOD. I'm an adult and I didn't have time for that.
Vollhov 1 Jan @ 9:41am 
Question. Is it possible to add patrols from Rise of the Ossian Raider ships to factions ?
Teladi: Albatross MK 1 and MK 3
Argon/Antigone: Taranis MK 1 and MK 3/Arawn MK 1 and MK 3
Splits: Lynx MK 1 and MK 3
Paranids: Poseidon MK 1 and MK 3
EBI  [author] 27 Dec, 2024 @ 7:26am 
That suggestion sounds interesting. Thank you.
I'm sorry, but it's beyond my scope of ability.
Wouldn't such a feature generally require the use of mod support APIs or similar?
I'm not familiar with that part.
Also, from what I've heard, the next version 7.50 will mainly include updates to the UI of X4, and a UI protection mode will be introduced, which may cause mods that change or add UI to become outdated or deprecated.
Regardless of whether it's possible with my abilities, even if I were to start working on it now and make it happen, I think it would break or become unusable immediately.
AngelofDeath69 27 Dec, 2024 @ 7:11am 
May I suggest adding options to allow player to chose if these fleets only stay to defend their planet/sector instead of invading others, and an option to enable something for the players, like a fleet that spawnes on player owned planets as well, that the player can define/set and maybe consumes the resources from HQ to spawn them or maybe even add a "cheat mode" to not consume resources
EBI  [author] 26 Dec, 2024 @ 1:11pm 
This is an update report.
The contents of this update are about the diversity of fleet loadouts and the position defense of aircraft carriers.
In the previous mod, the battleships and aircraft carriers in the spawn fleet were equipped with the most expensive turrets, which meant that all the turrets were beam turrets.
This update changes it so that they are equipped with more diverse weapons and turrets other than beams, which makes it more interesting.
In addition, each faction's aircraft carriers will perform position defense instead of normal patrols. The carrier's subordinates will be dispersed and defend a wide area.
In addition, this update will expand the Split expeditionary fleet, and not only Boron but the entire Argon faction will be attacked, and if the faction has a battleship, the battleship will also join the expedition.
EBI  [author] 25 Dec, 2024 @ 4:05am 
Thank you.
I realize that VRO should be compatible with mods that add faction jobs, so there's probably no need to make a separate VRO version.
But I do think that battleship jobs are needed for people who use VRO or battleships from other mods, so I added them in the update I just made.
This should be fine for anyone, as they spawn in mod environments that include battleships, and simply don't spawn if you're not using the battleship mod.
Currently there is only one battleship per faction. The battleship spawns in the faction capital (or in the most populated sector if there is no capital). Split and Holyorder have two.
Please let me know if this has any negative effects on balance or performance.
Glanzschurke 25 Dec, 2024 @ 1:10am 
actualy a very good mod ida, what also works pretty fine.
Maby you can also make a VRO version. i would like it^^
gj!