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Chillmatica

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27 comments

  1. 59gonz
    59gonz
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    Just a note for anyone running 7.5 (for the new flight model, etc.), the transponder feature seems to have stopped working entirely after the update, so you won't be able to cruise around in space anymore. The reputation sync seems to work fine, though. Still, it removes my favorite part of the mod entirely.
  2. Zanzibarbarian
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    OK. This may not have anything to do with this MOD, but something very unusual happened today in X4.
    Been playing current game for a few days. All going OK. So I decided to join ranks with the Yaki.
    And about 20 mins later, all my faction left me to join the Segaris Pioneers with whom I' had had no dealings with.
    I'm now left with just one "S" class ship.
    And this has never happened to me before   8-((...
    A WORD OF WARNING USING THIS MOD.
    If you side with pirates, like the Yaki and have the use of their cloaking system, everytime you cloak, you'll lose everything bar your player ship. and everytime you uncloak, you get it all back again.
    1. FringeDweller
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      The "loss" of everything is a vanilla feature. It's not explained at all in the game, and it can be frightening, but it's harmless. Well, unless you miss a notification of one of your stations blowing up, or something.
  3. DvD34
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    Would it be possible to make a SWI version?
    I tried it as is but it only recognises the player faction 
    1. derique69
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      For SWI mod, it seems it will only set your relations to match only one ally you choose. It would be better if this were reversed where you ally would be at war with the factions you currently are at war/ally with when you set it. It seems like it does not affect minor faction relations too.
  4. adamus67
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    This is such a disgustingly sick mod idea, been playing X4 SWI for years now and can't wait to play it in a new light with this mod! Massive thanks for all your mods!
  5. cljames152
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    can you add an option to make the ai align to your relations instead of the other way around
    1. Chillmatica
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      It’s a bidirectional sync but I assume that you are talking about the very first initial sync?
    2. cljames152
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      Yes. so the very first sync the ai will adopt all of your relations, say if one faction is hostile towards you th ally will then become hostile towards that faction.
    3. Zanzibarbarian
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      I'm thinking that as you've not had a response from your last reply in June, I won't get one that I just posted.
      I didn't see your comment, but I agree with you. There should be a way to;
      A - Go with their relations.
      B - Go with your relations.
      And Maybe;
      C - See what each of the relations are and pick which one to choose from the list.
  6. Zanzibarbarian
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    Seems a daft question.
    But when you ally with a faction, why does your faction follow THEIR factions relations?
    Why can't the faction you want to befriend, follow YOUR factions relations?
    I'm assuming I did it right through the Extension menu.
    Your MOD popped up, I clicked it, MY factrions name was there bu I opened the drop down menu and clicked the faction i wanted to ally with and pressed set.
    I'm assuming there is no other way to use it? But I have been known to the wrong before!   ;-))...
    I'm playing a custom game. I wanted to ally with the Yaki. But I also had most of the other races at -15 when the Yaki are -25. Now I've adopted ALL of the Yaki's nasty business   8-((...
    And why did my rating with the Yaki drop to 27 from 30?
  7. UKGonzo2000
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    Quick question, I have started my Terran Cadet playthrough but I have not been given the option to set my faction, does it just default to my start faction because my rep doesn't seem to be syncing with the Terrans either, they don't seem to affect my relations with others and I don't seem to affect their relations with others either.

    Its like the mod isn't actually doing anything or is it me not doing something right.

    P.S I am using Dynamic Wars as well.
    1. Klax
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      Extension options in the ecp menu, need to set your faction from there.
    2. UKGonzo2000
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      Ah ok will try it and see what happens.

      EDIT: All working.

      Cheers
  8. UKGonzo2000
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    Hi

    This mod looks great but I have a couple of queries.

    Will this work ok with Deadair mods like Wares/Jobs/God that I am using and don't want to drop, will also be adding Dynamic Wars which you have already stated will work well.

    Will this play nice with Kuertees Reputations and Professions and Social Standings and Citizenships which I also want to hold onto as it adds depth and longevity to a playthrough.

    Cheers

    
    1. Chillmatica
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      I'm a Deadair fan and also use Wares, Jobs, and usually God in my playthroughs. No issues there.

      I've only used those Kuertees mods once and was before I made this mod. This mod only affects the standard reputations towards factions so I don't believe that it will affect Kuertees as I don't think they are coded as a "real" faction for tracking. You can test it by loading my mod and none of the professions/citizenships etc should show up in the dropdown menu of allys to select.
    2. UKGonzo2000
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      Yeah I was thinking it would probably be ok but thought it best to ask just in case there was a known issue.

      I just like to add mods that either make things more difficult/complicated or make the sectors more dangerous and unpredictable, otherwise I just blow through each playthrough too fast.

      I did enjoy the start of my current Terran playthrough, went back to defend base in Solborn mission but changed my mind as there were 3 Xenon K's camping it, God mod is fun the only issue with it is the lack or slow response from friendly in sector patrols, there were 3 Osakas just 60 km away and they ignored the 3 Xenon K's, not a big deal though as the Argon turned up and it triggered a 3 way.

      I am about 2 days in and already have 500mil due to the stations I built that were needed to unlock the rank ups required by Kuertees mods but I am seriously thinking of starting again with Dynamic Wars and War Pact as well.
    3. Chillmatica
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      I've been playing two playthroughs, one with VRO and one without, of being allied with HOP. It's on the harder side of difficulty. Assaults from ANT, PAR, Xenon and then of course a Kha'ak nest. It's especially tough with VRO and the Deadair mods if you're looking for another challenge.

      I might recommend my other mod, Roaming Fleets, for your patrol issue. Instead of roaming, I just set the home and destination sector to the same and they will guard the sector better than vanilla patrol behavior.
    4. UKGonzo2000
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      Ok thanks for that, I was looking at the Roaming Fleets mod but was mainly concerned War Pact and Dynamic Wars mainly.

      I haven't touched VRO but its an option, I don't think I have any other mods that affect that part of the game, tbh I find the personal combat in vanilla to be fine but its worth looking at.

      I will be using Deadair Ware/Jobs/Gods as well so it should make it eventful.

      I will be going Terran which is a much more defendable area of the map.

      In what way does VRO feel different to vanilla for you being as you are playing them side by side?
    5. Chillmatica
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      The combat is more challenging. It skews it more towards capital ship combat in that caps will swat down fighters and Ms more easily. Beyond combat I feel it makes factions more aggressive (or it's a complete coincidence to me?) but in my VRO run of the same custom game with HOP, the other factions are constantly streaming squadrons of destroyers and battleships (which paranid don't have in vanilla) so it's a fire storm. Compared to the non-VRO run which they aren't AS aggressive, and no battleships.
    6. UKGonzo2000
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      Interesting, in my games I tend to hold off on getting my Syn or in fact using Destroyers at all as it makes the battles a bit too easy, I don't even use the abandoned Paranid Destroyer I just sell it to get my station building moving.

      Limiting myself to Small and Medium ships only forces me to pick my battles carefully, otherwise I would be able to steamroll after one or two in game days.

      It feels silly to me that I can roll up to a K or an I and just shoot it in the face with a Syn and win, even though I love the idea of it the Asgard just straight up breaks the game really, I can afford one already but I don't as the game is over as soon as I get my hands on it, as all the threat and danger is then gone.

      Must admit that the Boron Guppy pocket carrier is really testing my resolve though as it feels a bit more balanced.

      With any war its not just about being able to attack the enemy its making sure that it doesn't leave you wide open at home for a counter attack, committing yourself to take an objective but making sure that you can actually hold on to it once you have it.

      It seems the VRO Destroyer/BShip spam ignores that somewhat which may not be for me then as it would force me to go full Destroyer/BShip spam or be rolled over especially if I use War Pact and Dynamic Wars.

      Would be interesting to see a game where the Destroyer/BShip numbers are strictly limited by available resources (also a great reason to try and take an opponents resource rich sectors but not without risks), they could then be used sparingly in a more tactical manner, the main method of attack and defense would be S and M ships using lightning attacks, feints and withdrawals to pull the opponents big guns out of position, just like it is in the real world.

      Must admit I am still tempted to try VRO just to see it for myself as on paper L warships should not be troubled by S and M ship weaponry anyway, in my current game I give K's and I's a wide berth when I am in my Hydra Regal or Katana which is how it should be.

      EDIT: Had a closer look at VRO and it looks interesting, will be tricky finding out what mods will and wont work with it though, I think Deadairs will but not sure about Kuertees.
    7. Chillmatica
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      The non-VRO Asgard is joke-level overpowered, yes. In VRO, the mjolnir beam is nerfed to a more reasonable level.

      Definitely at least give it a try on a new game. A decent amount of people don't ever go back to non-VRO after playing it a while. I still prefer to jump in an M ship and fight amongst the fleet while the capitals fight it out, so don't let that put you off. What I meant is in VRO you can no longer fly up to an L-size ship in an S or M ship and solo it down. It can still be overran by a swarm of small ships.

      As for mods, it's a meme at this point that people ask everyone mod author "is it compatible with VRO?" :D It's most often mods that add ships that need a VRO version and there are usually.
    8. UKGonzo2000
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      Ok that's great, will give VRO a go I think, will run it along with the majority of Deadair mods but without the additional gates or sectors.

      I have been on the main VRO site and it says to use the no highways mod as VRO is designed to be used with it but that looks really old and hasn't been updated in ages, same with many of the other mods that are recommended on the VRO site, do you use it/them or is it more trouble than its worth, same query for Reactive Factions mod as well as it says its not needed.

      It also warns against using Weapon Variation Expansion and Ship Variation Expansion, is that still the case or is the information on the VRO website out of date, it looks like it is but its hard to tell for sure.

      I will also try it with Kuertees mods and see how they go as well, I think they will be ok but Reputations and Professions may be tricky and that goes double for Social Standings and Citizenship due to how it blocks the ranks if you haven't done enough in their sectors.

      Also do you play custom starts with VRO/WarPact/DynamicWar/Jobs/God/Ware/Fill as I would like to try a Terran start with it.

      I like to do my homework and plan out my mods, I don't like to add mods after I have started a playthrough.
    9. Chillmatica
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      I almost exclusively use custom starts since I've done the story plots and don't want to keep doing the player HQ etc over and over. In that way also, you can disable the highways and don't need a mod. SVE and the other one I believe have VRO patches specifically for them if you want to use. What I usually do is search on stream for "VRO" and many of those flavors come up. The wiki is outdated yes. I don't use reactive factions at all and prefer sticking with dynamic wars and War Pact.

      Worst case scenario if you end up with a "non-VRO" ship in a VRO game, they will be underpowered. The ships in VRO typically have longer range on their weapons, faster projectiles, better handling and modified ship speeds up or down. I mentioned before that it re-balances the smaller ships to not be so overpowered compared to capitals. Removing the highways removes part of that OPness of smaller ships and makes carriers and such more worth while as the travel vessel for carrying ships to destination.
    10. UKGonzo2000
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      Personally I don't mind the different plots as the game can feel a bit aimless without them, I can appreciate how the HQ plot can get old very quickly though.

      Yeah I saw that about Carriers now being necessary to relocate Fighters which makes sense to me, plus the choice between travel drives and combat drives actually matter now.

      I also like that non carriers cant hold so many ships any more, I always thought it was a bit odd that Destroyers could hold almost as many ships as a carrier even if they had fewer bays to launch them from.

      I do like the extended weapon range as well, especially for capital ships which makes any turret a danger to a fighter that is closing to attack.

      Hmm its all or nothing with VRO isn't it really, it will make any of the plot reward ships (Hydra/Katana/Syn) pretty much useless and boost will be gone as well, but I can just sell them instead so its no big deal, losing the highways is no big deal to me either.

      So its a question of whether to add VRO and then if I do go for it whether or not to add the extra ship and weapon mods as well.

      Will have to think about it, thanks again for the info, I saw the additional VRO patches for SVE and WVE and they seem to be up to date so should work ok.

      P.S I also saw that video from Egosoft this week talking about patch 7.00 and the possibility of an endgame crisis for the player to deal with.

      EDIT: I see that WVE doesn't change Boron weapons so may wait for that.
  9. shinden
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    I wanted to stop in here and thank you for this, it's pretty enjoyable. I've always wanted to play like this, and I generally have to sort of "fake" it. It can be pretty tough because the design of X4 in general rewards interacting with as many races as possible on your end (while enjoying the fruits of them  trying to kill each other) but I always wanted to play a game of conquest with the various factions. 
    1. Chillmatica
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      You're welcome! Thanks for commenting.
      Sometime I'd like to take it one step further and BE the faction. Let me have all their starting goods and show them how to use it :D