X4: Foundations

X4: Foundations

Faction Support Fleet Spawn by Inhabited Planets
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to the UI of X4, and a UI protection mode will be introduced, which may cause mods that change or add UI to become outdated or deprecated.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!
Vollhov 24 Dec, 2024 @ 11:55am 
Pls version for VRO to have Battleships.
EBI  [author] 22 Dec, 2024 @ 5:02am 
Anyway, thank you for your comments. I hope my comments are an appropriate response to your comments, but sometimes it's hard to understand the precise nuances through Google Translate. I hope my replies aren't strange.
EBI  [author] 22 Dec, 2024 @ 4:57am 
I don't know if this is what the game developers intended, a bug, or if I've misunderstood something when making the mod, but I'm looking for a way to stop spawning completely when a sector is lost, rather than moving the spawn location to another friendly sector.
With the current behavior, the fewer sectors a faction owns, the denser their fleets become.
This seems like it would be effective in preventing factions from becoming extinct, but I feel like it would be very annoying when playing against a specific faction or trying to exterminate them (people who play like that might not use this mod in the first place...)
EBI  [author] 22 Dec, 2024 @ 4:56am 
This phenomenon is easy to see in Rhy's Defiance. Initially, it is a XEN sector, but the spawning of a ZYA fleet is set up in case it is taken over by ZYA.
This ZYA fleet does not exist immediately after the start of the game, and no direct spawning will occur at Rhy's Defiance while it is owned by XEN.
However, for some reason, as time passes, fleets will start to spawn little by little in other ZYA sectors to join the defense, even though ZYA has not recaptured Rhy's Defiance.
EBI  [author] 22 Dec, 2024 @ 4:55am 
Hello.
Sorry for the lengthy post.
I don't have the ability to summarize things succinctly.

The fleets that spawn with this mod are assigned a sector with a populated planet in the job location.
There is also a condition that the owner of that sector must be "yourself". (The self requirement seems to be met if your relationship with the faction is 27 or higher)
The respawn location after destruction is the same.
If a sector no longer meets the self requirement, you will no longer be able to spawn in that location.
However, there is currently a slight problem, and if you lose a sector, it seems that it may spawn little by little in other locations that meet the self requirement instead.
JackRage 22 Dec, 2024 @ 3:51am 
So if they take a sector with a planet will they spawn a fleet there as well? Or is it just beginning sectors they currently spawn? Love the idea of this mod
EBI  [author] 21 Dec, 2024 @ 12:23am 
Yes. I don't know if it's possible to synchronize terraforming and fleet spawning because it requires more scripting knowledge, but it makes sense and I think it's a great idea. Thank you for your comment. I'll update this if I can make it happen someday.
Barracuda 20 Dec, 2024 @ 11:29pm 
Thanks for the update! Hope there is plans to include terraformed Planets as well in the future. Either way, this mod appears to be working great!
EBI  [author] 20 Dec, 2024 @ 10:04pm 
While it's not an entirely detailed breakdown, we've compiled a list of the factions and sectors that will be affected, as well as the ship types that will appear.
You can check it out in the thread.
Barracuda 20 Dec, 2024 @ 9:18pm 
Very interesting concept! while the description is good for getting and idea of what is generally in the mod, will there be an in depth breakdown for the changes?
EBI  [author] 20 Dec, 2024 @ 3:20pm 
Thank you. Understood. Perhaps I added too many combat ships. Mainly escorts and aircraft carriers. I reduced the number of combat ships to reduce the problem of FPS dropping due to frequent large fleet battles.
Ralfs154 20 Dec, 2024 @ 11:28am 
Mod is great, I enjoyed it, but I turned it off after a few hours of gameplay. Because on my machine i lose 8-12 fps with it on a sector with intensive combat.
EBI  [author] 20 Dec, 2024 @ 7:50am 
We are still adjusting the number of fleets.
Please let us know if you feel it is too many.