X4: Foundations

X4: Foundations

Faction Enhancer - Econ AI Module
Showing 21-30 of 41 entries
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Update: 1 Aug, 2020 @ 2:25pm

  • Fixed AI not reacting to economy shortages as quickly as in older game versions
  • Fixed AI not considering ware shortages on station builds when the station is not yet operational
  • Fixed AI not properly escalating the priority of wares that are blocking ship builds in some cases
  • Improved performance of AI decision on where to expand/build a factory
  • Improved Xenon mining analysis when the Xenon shipbuilders are in a sector that does not have all needed minables

Update: 4 Jun, 2020 @ 7:12am

  • Workaround for a (vanilla) bug where pirates may fail to steal crates from a station they hacked if SETA is running
  • Factions will no longer buy from a player shipyard in the following conditions:
    • It is in a hostile sector that the player is not also hostile to
    • There are nearby enemy combat ships that the player is not hostile to
    • A hostile faction is already building there
  • Trade ships will now pick up nearby dropped unowned ware crates before starting a trade search if the drops are part of their ware basket
    • This means that if you get hacked and your trade ships return they will try to pick up the wares and put them back
  • Tweaked calculation of resource usage for faction shipyards that are stalled so the faction's economy AI will react a little more urgently
  • (Split Vendetta) While FRF is a colony, ZYA will deploy a few trade ships to harvest any useful resource surplus from FRF territory
  • (Split Vendetta) Fixed a (vanilla) bug that prevented Split factions from building starter factories in sectors they control/contest
  • (Split Vendetta) Added a shipyard/wharf trader job for CUB
  • (Split Vendetta) CUB will request FRF trader jobs to fill economic holes since CUB does not currently have any

Update: 28 Apr, 2020 @ 4:18pm

  • Fixed some Xenon ship builders not having a dedicated miner when the DLC is installed
  • Fixed Xenon miners in the Tharka's Cascade/Matrix #79B group not working correctly
  • Fixed AutoTrade rarely taking an excessive amount of time to find a trade
  • Fixed AI sometimes failing to add production for a needed ware because it tried to attach the module to a station that was in the process of being expanded already

Update: 20 Apr, 2020 @ 4:00pm

Fixed a rare crash on game load

Update: 16 Apr, 2020 @ 9:39am

  • NPC traders will now avoid travelling through Xenon sectors if possible
  • Fixed a (vanilla) bug causing factions to lose track of what factory expansions are currently pending
  • Fixed a bug where factions could get stuck in a loop of building new Claytronics production to supply their unfinished Claytronics production
  • Worked around a (vanilla?) bug where the Split factions are unable to expand factories, only create new ones

Update: 31 Mar, 2020 @ 7:40am

  • 3.0 compatibility
  • Station traders never consider supply wares or habitation wares as critical (i.e. don't ignore primary resources because they are empty)
  • Station traders will temporarily give up on shortage wares if there are no viable offers
  • Fixed a rare bug where factions in a hull parts shortage could end up with a lot of half-finished factories

Update: 8 Nov, 2019 @ 10:14am

Additional fix for build drones on CVs

Update: 3 Nov, 2019 @ 6:42am

  • Fixed (vanilla) CV build drone issues introduced by 2.6 HF1
  • Fixed CVs not checking if they need to resupply while idling looking for work
  • Fixed Xenon Wharf having excessively low build drones

Update: 17 Oct, 2019 @ 7:12am

  • Updated for 2.6 compatibility
  • Removed some early game behavior that is no longer needed because the factions start in a better state
  • Implemented a partial workaround to the issue where faction shipyards' building drones mysteriously vanish

Update: 26 Jul, 2019 @ 4:04pm

Improved CPU performance of the economic analysis