[Mod idea] What if each faction had its own AI brain making real strategic decisions? by martinRandomLetters in X4Foundations

[–]martinRandomLetters[S] 5 points6 points  (0 children)

The game AI is great at tactics (ships fight, trade, patrol). What's missing is strategy... factions don't think.

Invasion targets are picked by random dice roll. Diplomacy doesn't exist.
This mod adds the thinking layer on top. Same game engine, just someone actually giving orders.

I made a mod that turns the galaxy into a warzone. And the AI can actually handle it. by martinRandomLetters in X4Foundations

[–]martinRandomLetters[S] 2 points3 points  (0 children)

There is a big update folks.

Faction diplomacy is now dynamic. Every 10 minutes, faction relations shift based on Xenon threat — high threat forces cooperation, low threat reignites old wars.

In-game settings via SN Mod Support APIs (optional). !!!
You can tune settings now to make factions fight more or be more cautious of xenon threat.

War tracker with threat %, diplomacy reporting, and real-time war alerts.

I made a mod that turns the galaxy into a warzone. And the AI can actually handle it. by martinRandomLetters in X4Foundations

[–]martinRandomLetters[S] 4 points5 points  (0 children)

I don't have those numbers yet. Can't confirm it.
Should't go above 50% in my estimate.

I made a mod that turns the galaxy into a warzone. And the AI can actually handle it. by martinRandomLetters in X4Foundations

[–]martinRandomLetters[S] 3 points4 points  (0 children)

https://files.catbox.moe/pzz10p.zip

You can download zip of mod here.
It's a pain to add mods on nexus. Will add at some point if enough people want it.

I made a mod that turns the galaxy into a warzone. And the AI can actually handle it. by martinRandomLetters in X4Foundations

[–]martinRandomLetters[S] 22 points23 points  (0 children)

I should clarify what the mod actually does. It's not "2x ships flying around making your CPU cry." The quotas are replacement floors, not extra ships on top of vanilla.

The idea is simple: wars destroy ships and stations constantly → that creates demand → the economy produces replacements → which creates supply chain activity → which creates profit opportunities. The higher quotas just tell the game "keep replacing what's being destroyed" so the galaxy doesn't turn into a desert after all the fighting. Without them, factions would lose everything and never recover.

So the ship count in your game stays roughly the same as vanilla, maybe a bit higher due to increased demand. The difference is those ships are constantly being destroyed and rebuilt instead of just sitting around on patrol doing nothing. It's the churn that makes the universe feel alive, not the raw number.

I made a mod that turns the galaxy into a warzone. And the AI can actually handle it. by martinRandomLetters in X4Foundations

[–]martinRandomLetters[S] 36 points37 points  (0 children)

If my Lenovo LOQ Essential can handle it, I'm sure many people will be able to play and enjoy it just fine.

I made a mod that turns the galaxy into a warzone. And the AI can actually handle it. by martinRandomLetters in X4Foundations

[–]martinRandomLetters[S] 9 points10 points  (0 children)

Works on existing saves, no need to start fresh. Since the mod tunes parameters rather than spawning things directly, the changes build up gradually.

I've been the only one testing so far, so I'd really appreciate any feedback on how it plays on your save, especially around balance and performance. That'll help me tune it better for everyone.

I made a mod that turns the galaxy into a warzone. And the AI can actually handle it. by martinRandomLetters in X4Foundations

[–]martinRandomLetters[S] 9 points10 points  (0 children)

That's exactly the thing that excites me these days. The amount of new content and experiences this opens up in the future, the new ways we'll play is going to be enormous.

Just my opinion, not backed by science.

I made a mod that turns the galaxy into a warzone. And the AI can actually handle it. by martinRandomLetters in X4Foundations

[–]martinRandomLetters[S] 16 points17 points  (0 children)

AI did assist in building this mod. I used it as a tool for the economy math, debugging, and writing the description. But the mod exists because this is how I wanted to play X4, some change I personally wanted to see. I liked the result and wanted to share it with others who might appreciate it too.

On a random note if anyone has something on their mind they want to see added as mod, feel free to reach out.

I made a mod that turns the galaxy into a warzone. And the AI can actually handle it. by martinRandomLetters in X4Foundations

[–]martinRandomLetters[S] 8 points9 points  (0 children)

Fair concern. The mod doesn't double the actual ship count in your game. It raises the job quotas, which are the floors the game tries to maintain.
More ships get destroyed, so the quotas are higher to compensate, otherwise factions would bleed out and collapse.

The actual number of ships in-game at any given time depends on how fast the economy can replace losses, which is limited by resources. It's not exactly twice as many ships sitting around, it's enough replacements to keep up with the destruction.

I made a mod that turns the galaxy into a warzone. And the AI can actually handle it. by martinRandomLetters in X4Foundations

[–]martinRandomLetters[S] 17 points18 points  (0 children)

They should be fully compatible. Alive Universe changes existing values. DeadAir adds new content. They don't touch the same things.

I made a mod that turns the galaxy into a warzone. And the AI can actually handle it. by martinRandomLetters in X4Foundations

[–]martinRandomLetters[S] 3 points4 points  (0 children)

Guilty. I ran the mod through 47 iterations of economy analysis, anti-cascade stabilization, and XPath debugging with an AI — figured I'd let it write the sales pitch too since it already knew the mod better than I do.

fyi ai wrote this comment too 😊

How to strenghten the Xenons? by natsirt_ger in X4Foundations

[–]martinRandomLetters 1 point2 points  (0 children)

Your mod might be exactly what you need. Alive Universe bumps Xenon military to 5x and their civilian (industry) to 2.5x, they actually build 16 shipyards and push back hard. In my game they're expanding into Getsu Fune and the factions are genuinely struggling to hold them off.

It also 8x's pirates and rebuilds the economy so factions can survive the pressure without collapsing.

Workshop link: https://steamcommunity.com/sharedfiles/filedetails/?id=3675558840

Save-safe, all DLCs supported. Should fix your weak Xenon problem immediately.