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Anghelos92 - DeadAir - Treybor - Byter and many others see creditsUploaded by
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About this mod
This modpack is intended to enhance vanilla features, addressing parts of the game that were lacking while adding a more strategic and militaristic approach to the game.
It is supposed to be the only main mod in your load order with only the mods suggested further below in the description. This is a tailored specific experience.
- Requirements
- Permissions and credits
- Changelogs
Requires X4 version 7.10 or above and ALL THE DLCs, including TIMELINES
FEATURES LIST:
Please check the Articles section of this mod page for further informations as I can only make a brief list of features here to keep readability.
SUPPLY (force you to play with the same AI factions constraints)
-At the start of the game you have a limited number of military, mining, trading, builder, auxilliary and scavenging
ships you can build or buy, along with limited station defence and equipping and fabrication bays.
-Each category of ship or the previously mentioned station modules has its own supply amount, exceeding the relative
supply will result in a random owned object in that category being destroyed.
-There is a threshold of military supply that if exceeded will result in all major powers declaring war on you.
SECTOR OWNERSHIP (now has a meaning)
-For each sector owned you can increase the maximum amount of supplies at your disposal.
-Owning sectors also grants a passive income, due to land and mining rights.
-Stations you own in owned sectors can produce income from their populations.
-Owning more than the sector threshold will trigger a galaxy wide crysis where all major powers will be allied
among them and at war against you.
WELFARE MODULES (now have real meaning)
-In vanilla, welfare modules include the casino, the gambling den and the boron art gallery.
-Having a welfare module in a station, even in not owned sectors, will produce income based on the amount of
workforce on the station.
AI STRIKE GROUPS
-Major powers (Terran, Boron, Argon, Antigone, Teladi, Split Patriarchy, Holy Order, Godrealm and Trinity) have been given different amount of strike groups that they build and they fully use for their faction logics (invasions and defense).
-A strike group is composed by a carrier flagship escorted by a resupply ship, at least 12 destroyers and a full complement of interceptors and medium bombers ships that can dock on their capitals. Some races have also a secondary escorting carrier and terrans have also an escorting Asgard.
-The purpose of the strike groups is for the AI to project power in an organized and decisive manner, this way they are much more capable of confronting enemy threats as xenon or your own fleets.
-Seagaris pioneers and free families have a smaller strike group composed of destroyers (they have no carriers) but they will primarly use that for defense.
XENON
-Xenons have also strike groups composed by 12 H and S/M escort. Xenon H now have a main gun similar in power to the Ray Projector.
-Xenon have a couple of "compression fleets" composed by 1 I and 5 K in addition to their vanilla numbers.
-After 72h (If the relative option is kept enabled) the Xenon will increase their pressure doubling the strike groups and compression fleets they can build and in addition they can now build an Eraser fleet that include at least 90 S/M escort and 8 battleship among I and K and 8 escorting H. This is intended as a Breaking Force for when approaching late game, that may require player intervention to be addressed. Factions and their strike groups can still be capable of fending this off on their own, especially terrans.
-Xenon will be usually overrun at the beginning, losing some of their secondary clusters, but in the end, thanks to their economy, they will stabilize and continue to pose a threat. They are in a balance so that the player could still play without having to babysit the galaxy but still having a challenge.
AI ECONOMY
-The economy of AI has been revamped and carefully calculated. Thanks to TREYBOR and DEADAIR mods, I took their ideas and built upon those:
-I used the X4 station calculator online tool to calculate exactly the numbers of production modules to give to each faction at start of the game so they have a balanced and self sustained war economy. The result is that the game economy in produce volume is roughly 10 times the vanilla one (for some produce is even 20 times).
-Given that the economy is bigger each produce for each faction have been given dedicated trading ships, their numbers based on the volume produced.
-Factions have dedicated miners for each of the required resource in accordance to the volume required, for example terrans have much more miners than traders, all in accordance to the X4 online calculator tool.
-The ultimate end points of the economy: Wharfs, Shipyards and Trading stations have been revamped and made bigger for the main factions so that they are capable of storing 10 to 20 times the vanilla goods. The trading stations in particular are taken exactly from the Treybor bigger stations mod.
-Family Zhin and Hatikvah choice have a couple more defence stations in front of their gates to xenon space to protect them in the beginning.
-Split Patriarchy economy is now stabilized.
-Thanks to the DeadAir script and Treybor stations module change that are included in this pack, stations will be bigger, so production is concentrated and dedicated to single produce. The primary result of this is that even with the AI self sustained economy, given the bigger produce volume there is AMPLE space for player trading profit, even more than in vanilla.
-AI factions are capable to replenish their military losses much faster, adapting to the threats they are facing.
AI LOGIC
-Given that KUDA AI, especially the DEAD AIR tweaks are a must, I wanted to include them but leaving out the more heavier kuertee scripts so I tweaked and included a basic, stripped version of KUDA AI, in particular Dead AIR faction logic for invasions, patrols and sector defence are included so please give that man Kudos and credits for his amazing work!
-My Capital ship main guns fix is included and specifically tailored for this modpack, so now AI Destroyers and Asgards are much...much more capable in capital vs capital and capital vs station combat. In particular my script for vs station combat supersedes the relative logic that kuertee made for the KUDA AI.
-AI fleets, especially destroyers, now pose a real threat against your capitals if you are enemy with the faction and are really capable of fending off Xenon invasions.
REBALANCE AND QUALITY OF LIFE
-Space suits are now very easy to fly (they have mk1 flight software) and mk2 thrusters in boost can give them a speed of 120m/s, because AI have fast escape pods why not also the player?! it is intended as quality of life and easier roleplay when your ship is destroyed to escape.
-Missiles do roughly 1.5x the damage and all homing ones have the locking mechanism for better UI and visual while also being more resistant to flares, that are now much cheaper.
-L ships are much more manouvrable. This to give AI better use for their destroyers.
-Terran and split L weapons and turrets have now equivalent ranges to the rest of the commonwealth
-Boron Ray projector and H main gun requires no charge time, so AI actually use it now.
-Terrans have secondary Shipyard and Wharf in Uranus, because this way they can be also supplied by Seagaris pioneers and loosing the Asteroid Belt sector will not be their economic death.
- Crystal flashes are a little more visible and respawn without constraints, making easier spotting them and collect them while mining.
-L and XL ships cannot boost, this to prevent AI to stupidly drain their shields while manouvering.
-All factions have been given an aggressive base mood, this should make them more prone to invasions and to use their strike groups. Xenon on the other hand have been reduced to aggressive from very aggressive, this to make their attacks more concentrated.
-Hatkivah and scale plate have their shipyards and wharf and will produce some small number of units. (but their primary purpose is to let you buy units with your money if it happens that you will be at war with everyone (crysis or military threat war triggered) as they, like all minor factions (vigor, riptides, seagaris, alliance, free splits etc) will remain neutral towards you (unless you antagonize them directly).
-Collisions do not damage shield. While this is not immersive, I find this a must to avoid AI drain their shields when packed in close formations as the vanilla game still has the bug that sometimes destroyers collide with one another while moving in formation.
-Station mass traffic is greatly reduced, but still present. Mass traffic among different stations is now almost zero. Police mass traffic is reduced to max 2 police per station while criminal mass traffic is not changed. This will help reduce lag while maintaining functionality.
-All asteroids have no rotation, for better mining and performance increase.
POLITICAL LANDSCAPE, CRYSIS AND FUTURE STORYLINE
-To better handle the bigger economy there are some more gates and accelerator connections, for example Boron space is connected to the void, silent witness and litany of fury. Patriarchy is directly connected with Free families space. The southerner Xenon Clusters are connected. The clusters of matrix 9 is no more connected with Free families space so that the Teladi are the sole responsable to address that, like before the split vendetta expansion. Matrix 9 is connected with matrix 79. Patriarchy dominion sectors are more interconnected. Savage spur Highway is a two way one now, this helps greatly the xenons.
Also Factions territories are more interconnected in the same faction space, to improve their economy handling, for example Terrans have a new accelerator between Uranus and Venus. Terrans have getsu fune ownership granted at start, Teladi can claim Nopileos Fortune Territories, while Ministry no longer attacks scaleplate on sight, and at the same time Nopileos Fortune VI is connected with the void, this increases greatly faction trade in the same alliance block.
-Faction logic is enabled for most of the sectors so for example Heretic end can become a flashpoint between Argon - Boron and Split Patriarchy
-A storyline complementing the new political asset of the galaxy will be made in the future, messages in game will guide through it, while a diplomacy and NPC interaction system will be added to the modpack in future releases.
-Galaxy wide crysis can be triggered when certain conditions are met. For example if your military power grows too much, AI will try to address that in the MILITARY THREAT WAR CRYSIS, same if you conquer too many sectors in that case the EXPANSIONIST CRYSIS will trigger crysis armadas: 1 additional spawned special strike group at time, for each major faction (not Xenon) mustered from their home planets, this is intended as very late game challenge. Note that the crysis is entirely optional as if you do not claim too much sectors it will never be triggered and these fleets will never spawn then.
-Terrans, that politically are very isolationists and neutral may intervene in a galaxy wide crysis if some cryteria are met (for example if the splits or Holy order loose too much territory or if the xenon threat is no more...the message at the start of the game will tell you more).
FUTURE PLANS
-Voiced and NPC interactions, including new interiors, missions and some adult content like my mods for Fallout 4 and Skyrim (M.C.G.)
-To add a diplomacy and statistics systems that stays within the constraints of this modpack and are interacted with NPCs dialogues and generally using the above point.
-Better piracy substitute, with improved bailing mechanic and ability for your ships to use the AI plunder command
-Substitute to reaction force to be included in a revamped "Patrol" or "Police" command
-Better visuals for effects for explosions of destroyed surface elements, including fire and smoke until repaired and debris when exploding.
-Simple taxi system and bank loans to supersede NPC interactions
-substitute and similar systems of Professions and emergent mission mods to be integrated into this modpack systems
-Fixing and balancing if needed, this is still a work in progress
SUGGESTED MODS:
A note first, for GOG users you can download steam workshop mods by using a steamworkshop downloader and then unpack the .dat file using this tool as described in this reddit page.
REQUIRED:
-Mod Support APIs, by SirNukes
-UI extension, used by most of Kuertee mods
STRONGLY recommended:
-Better kill credits by Mysterial
-Satellite service by TheAssailer, makes exploration and laying a satellite network for trade and recoinnasance so easy, a must!
-research blueprints by Andro for the full civilization four X feel.
-Emergent Missions by Kuertee
-hacking outcomes (more missions)
Quality of life mod (higly recommended):
-Signal leak hunter
-Friendly fire tweaks all by Kuertee significantly improve your quality of life in those regards.
-Dynamic Wars by DeadAir, you MUST disable the dynamic wars system, I suggest to use it only for the statistics system, if you want them and you want to see how the AI economies and military power is balanced with this modpack changes. I do not suggest to enable the dynamic wars only because this modpack has a general balance and political landscape that should be maintained to preserve balance, but in the end it's your choice!
CREDITS:
The following is a list of people that inspired this modpack, some features of these mods have been included in this modpack so this list serve also as a list of mods that you SHOULD NOT use with my mod since the majority of these features are already included or revisited but you are invited to check these pages if you want these mods features without using also my sector ruler mod!
Thanks a lot to all of you.
A SPECIAL THANK YOU TO TREYBOR and DeadAir for their code that I used in this modpack and for their awesome mods!
-FIXIN_X by RPInerd
-Equip No RNG by LaserZwei
-Fix Illegal Buy by TheLich
-Legal Inventory by ssvx
-Rare Modparts Sold by t12121970
-Seta Parts On Venors by Spacecop42
-Skip Station Scan by navik659
-Improved Repair Laser by iforgotmysocks
-Better Tractor Beam by Spacecop42
-Build Time Reduction by mrj121
-Shorter Travel Drive for Big Ships by Spacecop42
-autotrader skill tweak by Luca
-Buccaneers don't shoot down my satellite by Tloma
-Split patriarchy accelerator by Treybor
-ships build 50% faster by iseeu0
-Boron Connections by SiraMai
-Ai profit seeker by Treybor
-AI economy buff by Treybor
-FUSION REACTOR by Byter
-Xenon jobs + by Treybor
-Xenon unlocked by Treybor
-Larger Stations by Treybor
-Timelines Ships by Treybor
-KUDA AI by DeadAir and Kuertee, similar essential systems are included and others are reinvented in the modpack
-Savage Spur additional Highway, by Sprider
-Destroyers Main Guns Fix by Anghelos92 (me duh!) just writing this because this modpack already includes an enhanced version of that fix, so you don't have to download and install it.
COMPATIBILITY NOTES:
-Other mods that change anything mentioned in this description may not be compatible with this modpack
-VRO, SWI and other major overhauls are definitely not compatible with this mod
-An alternative, basic version of KUDA AI is included so it is not compatible with the original.
-What is mentioned in the credits is already included in this modpack as a revisited version of the original
-This modpack is talored for only the mods I suggest here in the description. It may be compatible with other mods, especially minor or aestetic ones but major overhauls or other balancing mods may very well break this modpack. Remember, this is a Tailored pack for a vanilla enhanced experience.
-Your FPS will definitely be lower in some battle scenarios with this mod.
INSTALLATION:
-Extract the anghelos92_sector_ruler folder of the .rar into you extensions folder inside the X4 root folder
-A new game is required and cannot be unistalled anytime.
-The default settings of this mod are the ones inted for this modpack, while you have the ability to change them, remember that everything is tailored and this modpack should be intended as "PLUG AND PLAY" without having to tweak settings.
If you want a mod that only have the basic supply and sector ownership features, check THIS.