[MOD] Foundation of Conquest and War V. 5.4

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Mr.Freud
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Re: [MOD] Foundation of Conquest and War V. 4.3

Post by Mr.Freud » Mon, 29. Jun 20, 17:15

I checked 2 Xenon sectors and there are less ships than usual. HOP started invasion of one of them already. I configured the file to increase number of Xenon ships only and unchecked all others. Maybe something is not working as intended? My game is 1 hour long. At first I saw no performance penalty but now I think its because Xenon have much less ships. I set additional XEN miners ON, fighters setting 2, cap ships 1 and both additional defense and attacking fleets ON.
Another question is - is the mod compatible with Faction Enhancer (I'm using war and economy AI modules) and VRO?

BlackRain
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Re: [MOD] Foundation of Conquest and War V. 4.3

Post by BlackRain » Mon, 29. Jun 20, 17:36

Mr.Freud wrote:
Mon, 29. Jun 20, 17:15
I checked 2 Xenon sectors and there are less ships than usual. HOP started invasion of one of them already. I configured the file to increase number of Xenon ships only and unchecked all others. Maybe something is not working as intended? My game is 1 hour long. At first I saw no performance penalty but now I think its because Xenon have much less ships. I set additional XEN miners ON, fighters setting 2, cap ships 1 and both additional defense and attacking fleets ON.
Another question is - is the mod compatible with Faction Enhancer (I'm using war and economy AI modules) and VRO?
Did u download the latest version? By the way, this mod could never make you have less ships than usual because it only adds ships and does not touch vanilla ships at all. So no matter what, you would at least have the vanilla ships so saying less ships than normal doesn't really fit. It should work fine with Faction enhancer and VRO as again, this only adds more ships and doesn't touch anything else.

Now, is this a new game? Existing game? How long into the game did you check the Xenon sectors? It should check around 10 to 15 minutes into loading a save or starting a new game, but if it doesn't fire at that time for some reason, it won't check again for an hour so I am curious how long into the game you checked and such.

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Re: [MOD] Foundation of Conquest and War V. 4.3

Post by Mr.Freud » Mon, 29. Jun 20, 17:46

Its new game, 1 hour into the game. The mod has been activated since the beginning. Mod version is 4.3
I'll keep checking their sectors then. Maybe they are invading somewhere

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Re: [MOD] Foundation of Conquest and War V. 4.3

Post by BlackRain » Mon, 29. Jun 20, 18:01

Mr.Freud wrote:
Mon, 29. Jun 20, 17:46
Its new game, 1 hour into the game. The mod has been activated since the beginning. Mod version is 4.3
I'll keep checking their sectors then. Maybe they are invading somewhere
Well their attacking fleets will just go wander and won't stay in their own sectors, there should be defense fleets but they might just be in another sector than the ones you checked. They could spawn in any of them I suppose. Same for their other ships, they could spawn anywhere in Xenon space (to start they spawn the first time but later will be built normally)

Some of the ships I did set up to spawn in specific sectors though. Let me know if you find them somewhere. By the way, if you made Xenon Capitals set to 1, that only adds like 1 or 2 extra destroyers with a couple of fighter followers. The Xenon carrier defense adds 2 extra carriers.

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Re: [MOD] Foundation of Conquest and War V. 4.3

Post by Mr.Freud » Mon, 29. Jun 20, 18:41

BlackRain wrote:
Mon, 29. Jun 20, 18:01
By the way, if you made Xenon Capitals set to 1, that only adds like 1 or 2 extra destroyers with a couple of fighter followers. The Xenon carrier defense adds 2 extra carriers.
How many ships added by setting of 3? Can I make changes for existing game or do I have to start a new one? Also I wonder if those ships (for every faction) are built/rebuilt or do they just spawn/respawn from time to time?

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Re: [MOD] Foundation of Conquest and War V. 4.3

Post by BlackRain » Mon, 29. Jun 20, 18:51

Mr.Freud wrote:
Mon, 29. Jun 20, 18:41
BlackRain wrote:
Mon, 29. Jun 20, 18:01
By the way, if you made Xenon Capitals set to 1, that only adds like 1 or 2 extra destroyers with a couple of fighter followers. The Xenon carrier defense adds 2 extra carriers.
How many ships added by setting of 3?
Well for fighters it would be between 6 and 12 squadrons (each squadron being anywhere from 4 to 8 fighters), this would also add in frigate squadrons, about 5 to 10 squadrons with 1 frigate and 4 to 7 fighter escorts each.

For capitals, it usually adds about 5 destroyers with several fighter escorts. This is just when doing destroyers. If you also add the defense carriers, that is 2 carriers with escorts, the escorts consister of 3 frigates with a few fighter escorts of their own each, also 2 destroyer escorts with 3 frigates each (for 6 total) and each of these have a few escort fighters. I guess each of these carrier fleets consists of a dozen or more ships total. Same for carrier attack fleets.

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Re: [MOD] Foundation of Conquest and War V. 4.3

Post by Mr.Freud » Mon, 29. Jun 20, 19:18

Sounds Awesome. I guess I set Xenon to the max and see how it goes. But are ships built out of economy or are they just spawned in?

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Re: [MOD] Foundation of Conquest and War V. 4.3

Post by BlackRain » Mon, 29. Jun 20, 19:35

Mr.Freud wrote:
Mon, 29. Jun 20, 19:18
Sounds Awesome. I guess I set Xenon to the max and see how it goes. But are ships built out of economy or are they just spawned in?

Ships will be built normally except the first time they are put in. This is a bug with the code that egosoft would need to fix. The first time, they will spawn, but after that they will build normally

Mr.Freud
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Re: [MOD] Foundation of Conquest and War V. 4.3

Post by Mr.Freud » Mon, 29. Jun 20, 19:44

BlackRain wrote:
Mon, 29. Jun 20, 19:35
Mr.Freud wrote:
Mon, 29. Jun 20, 19:18
Sounds Awesome. I guess I set Xenon to the max and see how it goes. But are ships built out of economy or are they just spawned in?

Ships will be built normally except the first time they are put in. This is a bug with the code that egosoft would need to fix. The first time, they will spawn, but after that they will build normally
That's awesome, thank you!

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Re: [MOD] Foundation of Conquest and War V. 4.3

Post by BlackRain » Tue, 30. Jun 20, 03:09

Version 4.4 FOCW

1) SPlit wasn't working, now working. To edit the split ships, you need to open up the focwsetupdlc1.xml file in the md folder (there is no longer an extension folder, wasn't working for some reason)

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Re: [MOD] Foundation of Conquest and War V. 4.4

Post by Mr.Freud » Tue, 30. Jun 20, 05:36

Is there a way to find out which ships were added by the mod and which ships are original?

BlackRain
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Re: [MOD] Foundation of Conquest and War V. 4.4

Post by BlackRain » Tue, 30. Jun 20, 19:42

Mr.Freud wrote:
Tue, 30. Jun 20, 05:36
Is there a way to find out which ships were added by the mod and which ships are original?
I didn't clearly specify which is which. I could only give new names to the ships I add.

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Re: [MOD] Foundation of Conquest and War V. 4.5

Post by BlackRain » Tue, 30. Jun 20, 21:19

Version 4.5 FOCW

1) Simple update, I reversed the names of all vanilla ships back to vanilla. Now, only ships added by my mod have their names changed (For example Privateer fleet, Inquisition fleet, etc.) The only exception to this is the Argon carrier fleet that defends Argon Prime, I left the name as Argon One.

Mr.Freud
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Re: [MOD] Foundation of Conquest and War V. 4.5

Post by Mr.Freud » Wed, 1. Jul 20, 07:45

Thank you. It was bit confusing.

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Re: [MOD] Foundation of Conquest and War V. 4.5

Post by BlackRain » Wed, 1. Jul 20, 15:06

Mr.Freud wrote:
Wed, 1. Jul 20, 07:45
Thank you. It was bit confusing.
Sure, but existing ships/fleets which are already named (like vanilla ships that were already named before the latest version) will not be affected. Only new ships built will be affected. Of course if you start a new game then it will work right away

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