X4: Foundations

X4: Foundations

Faction Enhancer - Econ AI Module
Showing 31-40 of 41 entries
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Update: 29 Jun, 2019 @ 3:53pm

Fixed a rare issue that could cause factions to start too many new factories at once

Update: 28 May, 2019 @ 8:48am

  • Added a workaround for vanilla bug introduced in 2.21 that prevents the AI from properly reacting to shipbuilding shortages
  • Ships that are set to recycle (from job no longer being needed) will now actually recycle at their faction's shipyard to reclaim some resources
  • AI traders that are unable to do anything for a long time due to no offers for their ware basket will eventually send themselves to the recycler
  • Fixed a rare issue where factions might try to expand a station with too many production modules
  • Fixed a vanilla bug introduced in 2.5 where in rare cases factions might try to expand their shipyard with a production module

Update: 1 Apr, 2019 @ 3:11pm

  • Partial fix for a trader bug that caused traders of a certain type to all try to trade in the same ware even when it isn't the best deal (vanilla issue)
  • Factions looking to build new stations will more highly prioritize locations with very few stations

Update: 12 Mar, 2019 @ 8:01pm

Removed some debugging satellites that were unintentionally left in

Update: 12 Mar, 2019 @ 7:04pm

Update: 12 Mar, 2019 @ 7:01pm

Update: 12 Mar, 2019 @ 1:09pm

  • New Economy Manager AI:
    • Production modules needed is determined by analyzing production vs consumption when a shortage is detected instead of guessing based on shortage duration
    • AI will prefer to build new modules instead of new factories, especially early game
    • Modules that share products or non-energy resources will be matched together
    • AI will avoid building freighters for resources that are out of stock
  • Miners will consider sectors contested by an enemy as hostile for purposes of mining territory selection
  • Fixed a (vanilla) bug that caused Antigone to not build new miners based on resource shortfalls
  • Fixed a (vanilla) bug that sometimes resulted in build storage in shipyard sectors being ignored
  • Fixed a (vanilla) bug that resulted in the Holy Order starting with 1 ore and 1 silicon refinery module when it should be 4 and 2
    • This fix is retroactive

Update: 4 Mar, 2019 @ 5:08pm

Update: 4 Mar, 2019 @ 2:32pm

Tweaked NPC autotrader cargo space and purchase price thresholds

Update: 1 Mar, 2019 @ 2:24pm

  • Fixed economy logic declaring critical construction wares as "unviable" and not trying to fix them anymore (vanilla issue)
  • When building a new factory for slow producing resources the AI will build 2 production modules instead of 1