X4: Foundations

X4: Foundations

Protect Sector
136 Comments
Chem O`Dun  [author] 24 Sep @ 11:56pm 
Yes.
Tau 24 Sep @ 11:51pm 
Seems to work in 8.0
Chem O`Dun  [author] 15 Sep @ 2:10pm 
Happy to hear.
It means - it's not an issue in a script. It has no dependency on save/load.
Astarte 15 Sep @ 2:08pm 
Not sure what happened, but it seems to have fixed itself after a reload of the save...
Chem O`Dun  [author] 15 Sep @ 7:32am 
In addition - please be sure you are using the 1.10 version from 2025-08-07
Chem O`Dun  [author] 15 Sep @ 1:21am 
Can you provide screenshots, videos, etc ...
Chem O`Dun  [author] 15 Sep @ 1:18am 
Can you provide more information?
It at least must fly around

May be you started it in hazardous sector?
Astarte 14 Sep @ 9:14pm 
I think this mod might be broken in 8.0.

I find that I can set the command, but that the ship doesn't seem to be doing anything... even when my miners are being attacked, it just sits there.
Chem O`Dun  [author] 6 Sep @ 4:49pm 
No problem. You are welcome! Enjoy!
shilum_nehum 6 Sep @ 4:07pm 
thank you that fixed the problem, apparently i was blind because i never saw that flag option untill you pointed it out.
Chem O`Dun  [author] 6 Sep @ 4:00am 
I mean this one:
Ignore the threats of Hazardous zones

Disabled by default.

From version 1.08 Protect Sector order will automatically finished in such sectors. Appropriate message will be shown in the logbook.

If you still want to use this order in the hazardous zone - you can enable this option. But please be aware - the ships can be destroyed in the hazardous zone.
Chem O`Dun  [author] 6 Sep @ 1:54am 
It possible, if target sector has a dangerous zones. So, it has a risk of loosing ships. Try to set appropriate flag in command options.
shilum_nehum 5 Sep @ 9:17pm 
i have noticed that the command works great, but when i set the home to an enemy sector it reverts back to the hold position command, i have no restrictions on the fleets activities or travel
Chem O`Dun  [author] 23 Aug @ 1:45pm 
Did you read changelog?
Legionnaire 23 Aug @ 1:43pm 
8.0?
Chem O`Dun  [author] 6 Aug @ 2:29pm 
Please check the version 1.10.
Excuse me for inconvenience.
Only one remark - the behaviour of some script command is slightly changed, but, how to formulate, the change is not "stable" to be clearly identified from "outside".

P.S. Please pay attention that beta saves can be incompatible with release version of the game.
Chem O`Dun  [author] 6 Aug @ 1:50pm 
No problem. Let's wait for the update
Bendak 6 Aug @ 10:08am 
sorry for long delay. I can generate the log if you still need it, just send me the instructions.
Chem O`Dun  [author] 6 Aug @ 4:58am 
Look's like I found the point of problem. Behaviour of some script command is changed now. Will think on workaround.
Chem O`Dun  [author] 5 Aug @ 11:29pm 
In addition, if recording to player journal is enabled, please check the records around the moments, when your ships was attacked...
Chem O`Dun  [author] 5 Aug @ 11:26pm 
Thanks for the reporting.
Still not clear for me, what is happening...
Will be grateful for the log.
Mr_Anivex 5 Aug @ 5:34pm 
I'll share a log when I get home if you want that. Same issue as Bendak I believe.

It works fine in some areas, but consistently broken in Family Nhuut and Faulty logic(perhaps other areas, but those are the sectors I have the most issues)

Sometimes will work for a moment, and even occasionally attack ships, but then I'll suddenly get 3 destroyed ship notifications about miners and I'll find 20 hostile ships there and my fleet is just chilling up high away from everything, ignoring it.
Mr_Anivex 5 Aug @ 5:31pm 
I'm having an issue with my ships not parking in the correct area, using any parking options, and not protecting my ships when attacked, even though I have that option selected. Mainly in Family Nhuut and Faulty Logic(the southern one). Sorry I wrote out a more detailed explanation and ended up accidentally deleting it, and I'm at work so no time to write it all out again, but you get the idea. In the 8.0 beta. Works fine in other areas, seems to mainly be mining locations.
Chem O`Dun  [author] 4 Aug @ 12:00pm 
I will test it with manual marking to hostile ...
But better please make and share the debug log file with me
Bendak 4 Aug @ 10:48am 
here is how the issue happening to me.
At first it seems to go to the right direction, then it looks like it is going to an offset coordinate.
5 minutes clip.
https://youtu.be/p724MRGzSNQ
Will disable some mods and see if repeatable.
I enabled protect ui and it started going to the right direction on start, but them did that weird turn and started offseting.
Bendak 4 Aug @ 10:22am 
I think it might be issue with other mods in my system. if not easilty reproduced.

To me it flyes to random direction e.g. I mark a ships as hostile and it start flying to the border of the sector away from thje ship and keep moving there until the hostile timer runs out.
If i mark a station as hostile, it targets the station from far aweay and move to it.

I also added the multi-rename mod and the updated sirnuke comunity edition api. Could be one of them.
WIll start troubleshoot one by one, problem ius the SN api mods are required for most other mods.
Chem O`Dun  [author] 3 Aug @ 2:35pm 
Excuse me, can't confirm.
Loaded a save game to the b04, and see in journal 4 Khaak's ships destroyed during the 4 minutes ... in different sector by Sector Protect fleets
Chem O`Dun  [author] 2 Aug @ 12:03am 
@Bendak if you can share a debug log - will be useful. For the moment when fleets ignores enemy's...
Chem O`Dun  [author] 1 Aug @ 11:08pm 
Thanks for the reporting. Will check it.
Bendak 1 Aug @ 4:04pm 
This issue started with the 8.0 Beta 4 btw.
Bendak 1 Aug @ 4:03pm 
With the 8.0 beta the mod is not working correctly.
No errors, and it does atack stations, but when jostiles in the sector, the fleet keeps flying randoim directions in general away from the enemy,
Chem O`Dun  [author] 26 Jul @ 2:24am 
Should. At least I have no errors...
Monster10 25 Jul @ 3:50pm 
Does this work with the 8.0 Beta?
Chem O`Dun  [author] 12 May @ 11:01pm 
No.
DistractedDan 12 May @ 6:58pm 
Does this mod break Steam achievements? Hard to get a solid answer online
Chem O`Dun  [author] 11 May @ 9:26am 
Improved

- Fully rewritten the logic of idling and scanning for enemy ships. Now it is more precise.
- Implemented workaround for the repairing/restocking ships. By default Player owned ships can be repaired only in current sector. Please be aware - after installing version 1.08 the ships controlled by this order can go to be repaired/restocked after some time. It is not a bug, but a feature :-).
Fixed

- Fixed a reaction on attack on player's ships/stations by enemy drones.
- Accidentally attacks from the non-enemies are not considered as an attack on the player ships/stations.
Chem O`Dun  [author] 11 May @ 9:26am 
[1.08] - 2025-05-11

Added

- Internal ( experimental ) station attack order. Written from scratch positioning ships against stations, including reaction on stations drones attacks in non-OOS mode. Works only for fleets with L and XL ships. For only L ships - four and more ships are recommended.
- Possibility to select station attack order - by default it is Coordinate attack . Other possibilities are usual one and experimental one.
- Additional confirmation for the working in hazardous regions, like The Void . Please be aware - the order will stop working in the sectors with the hazardous regions without the confirmation.
- Own icons for the Protect Sector and Station attack orders.
Sterling Kerman 4 May @ 11:08pm 
Fantastic, thanks for the response :D
Chem O`Dun  [author] 4 May @ 11:03pm 
It should not be a difference between versions. I'm usually post it in parallel. And yes - updated next version will be on nexus too. I hope it will be published this week
Sterling Kerman 4 May @ 9:23pm 
Is there a difference between this Steam version and the one on the Nexus? This one appears to have one additional update, or is one update newer than the Nexus one. I ask as I prefer to use Nexus versions and anytime I find that one of my Steam mods has a Nexus counterpart, I'll usually swap over to that one. Unless, of course, the one on Steam is more up to date. Great work, btw <3

P.S. Also noticed you mentioning that you are testing a new version. Will that update also get posted to the Nexus?
Chem O`Dun  [author] 14 Apr @ 9:55am 
@Probe1:
I have in testing now own logic for stations attack

https://youtube.com/watch?v=KaEHvatRusE
Chem O`Dun  [author] 10 Apr @ 2:33pm 
Thanks, will add additional warning about that skill limit is applicable on a mimic mode too
shilum_nehum 10 Apr @ 12:43pm 
okay after testing i found that the reason some of the ships are not able to mimic commander if because they have less than 2 stars experience while the ones that have two or more stars are able to mimic
Chem O`Dun  [author] 10 Apr @ 9:29am 
Sound logically, as there is a reaction on attack on player ships in sector, possible needed a reaction on attacks on stations ....
Maniac 10 Apr @ 7:35am 
One new feature would be great, if you can set a % Slider to hull damage of station when they should go there to protect them.
So for example if a Station goes below 90% hull they go there to destroy everything attacking the station.
Not sure if posible but would be great
Chem O`Dun  [author] 9 Apr @ 12:50am 
In mimic mode they should start the own Protect Sector order, and "work" as separate "fleet".
If the behaviour is not complied with it - please say, will check,
shilum_nehum 8 Apr @ 9:25am 
i am apparently no understanding the use mimic command in fleet. each time i tell a squad to mimic the ship that has this command they can not follow it
Chem O`Dun  [author] 6 Apr @ 4:09pm 
As always - you are welcome!
enterprise1959 5 Apr @ 2:09pm 
thank for your work
Chem O`Dun  [author] 26 Mar @ 1:55pm 
Checked the changes in 7.60b1 -
Have an idea temporary apply fixes from it in Protect Sector.
I mean - fixes for egosoft aiscripts, which is used by my main script