X4: Foundations

X4: Foundations

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Faction Enhancer - War Module
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590.190 KB
27 Feb, 2019 @ 11:40am
10 Sep @ 8:59am
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Faction Enhancer - War Module

In 1 collection by Mysterial
Faction War/Economy Enhancer
4 items
Description
The Faction War/Economy Enhancer is a collection of (currently 4) extensions that significantly improve faction war and economy behavior, making the universe generally proceed at a faster and more interesting pace. The goal is to improve and expand vanilla behavior, not redesign the game, so in cases where Egosoft directly addresses an issue or topic, this mod won't mess with that.

This is the war module. Features include:
  • Generally improves war behavior
  • Factions will allocate ships to invasions more intelligently based on previous results
  • More efforts are made to protect build material transports
  • Better target selection and event response
  • War intensity increases as the game continues
  • Player can get paid for helping invasions


The other modules are available here:
Economy Balance Module
Economy AI Module
Catchup Module
Popular Discussions View All (8)
2
31 Mar, 2021 @ 5:10pm
X4 v4 CRadle of Humanity
Visigoth
2
23 May, 2020 @ 10:20am
Translation
Le Leon
1
20 Feb, 2020 @ 6:16am
3.00 public beta v6, think this got impacted
Doku1
480 Comments
leonetrek 7 Oct @ 6:46pm 
compatible with deadair scripts?
raz334 6 Oct @ 10:45pm 
.. @fyren, i hope your right and this really is that hard... Alot of us have so many hours into the game and know soo many tricks to making us untouchable...
I know i had this installed before and man i really missed the difficulty, i had to find it again..

Thanks Dev ^_^ Keep those Enemy Ships flowing, my station feeds off their corpses XD.
Nolenaoir 4 Oct @ 2:04pm 
I have Xenon hell and this installed and the Hatikvan's seem to be doing fine... I also have the scaling economies on too though.
Fyren 30 Sep @ 10:54am 
Going to add what was mentioned by Atlas and Vlad, and say i unfortunately agree.

I have disabled it, started a new game, then turned it back on later so that i can plug the gaps in the commonwealth that are failing (which are many).

It might be a good idea to scale it down a bit for the xenon. The mod is, to be honest, too good - it makes the xenon absolutely bonkers. I started noticing K's slipping between the cracks and started guerilla warfare, picking off stations far from the highways, deep in commonwealth territory.
AzoorFox 25 Sep @ 5:24pm 
compatible with deadair scripts?
Shavanna 24 Sep @ 8:04am 
From what i saw from my last new start, the payment for helping invasions can work sometimes, while it wont at other times. I played supporting HOP and helped them against TEL in the new sector. When i fought many small ships, it counted and i got the payment after the fight ended (more of less). When i tried the same while HOP was invading PAR no kill counted for payment.
Narberal Gamma 21 Sep @ 3:53pm 
compatible with deadair scripts?
Eldahmyr 19 Sep @ 1:20pm 
Does your mod also change the way of behaving for wars regarding new factions added or those modified by other mods?
Ⓐtlas 28 Aug @ 3:51pm 
Yeah no, like Vlad said, an near INFINITE amount of xenon pour into Hatikva with this mod in the latest version. Not sure if its intended but do NOT install
YPS 2 May @ 1:44pm 
Ваше дополнеие военое добовляет в игру корабль М класса сапсан бомбордировщик но а него ельзя устаовить щиты, двигатель, турели, из осовного оружия только ракетые устаовки. Этот корабль доступе как в своем старте так и на верфях фактически не являеться действующим