[MOD] Foundation of Conquest and War V. 7.2

The place to discuss scripting and game modifications for X4: Foundations.

Moderators: Moderators for English X Forum, Scripting / Modding Moderators

kyrah
Posts: 59
Joined: Mon, 14. Mar 16, 16:41
x4

Re: [MOD] Foundation of Conquest and War V. 5.9

Post by kyrah » Sat, 22. Aug 20, 19:38

Yeah i think a better economy for xenon would be good.

AtilaElari
Posts: 60
Joined: Tue, 28. Jul 20, 08:59

Re: [MOD] Foundation of Conquest and War V. 5.9

Post by AtilaElari » Sun, 23. Aug 20, 14:19

A day after spying on Xenons I can confirm, they can't produce their alotted fleets because they don't mine enough resources. I edited "ExistingDestroyerThreshold" of miner ships from 2 to 6 (if I understand correctly, that's what is determining their number), let's see if it helps.

Edit: it seems that only the shipyards of one sector are buisy and out of resources, while the others just idle, with their storage full. Hypothesis: the AI queued all its quota of ships on this sector, so they have no ship slots for other areas.
After turning the FOCW off, the previously idle xenon docks started manufacturing again.

Perhaps if there was a script that would clean up the manufacturing queue once every couple hours this problem would be fixed. Well, if it's not too hard to code that is.
Last edited by AtilaElari on Sun, 23. Aug 20, 17:00, edited 1 time in total.

BlackRain
Moderator (Script&Mod)
Moderator (Script&Mod)
Posts: 7406
Joined: Mon, 15. Dec 03, 18:53
x4

Re: [MOD] Foundation of Conquest and War V. 5.9

Post by BlackRain » Sun, 23. Aug 20, 16:30

AtilaElari wrote:
Sun, 23. Aug 20, 14:19
A day after spying on Xenons I can confirm, they can't produce their alotted fleets because they don't mine enough resources. I edited "ExistingDestroyerThreshold" of miner ships from 2 to 6 (if I understand correctly, that's what is determining their number), let's see if it helps.

Edit: it seems that only the shipyards of one sector are buisy and out of resources, while the others just idle, with their storage full. Hypothesis: the AI queued all its quota of ships on this sector, so they have no ship slots for other areas.
After turning the FOCW off, the previously idle xenon docks started manufacturing again.
That doesn't make any sense at all. Whether FOCW is on or off, the vanilla ships will still be ordered normally as they always are. They have nothing to do with one another. Also, all ships wouldn't be queued for one shipyard and ignore others, that isn't the way it works. Not sure what is going on in your game or what led to the situation, so it's hard for me to see the issue. I have never experienced what you are describing and I haven't added in any extra mining or energy ships for Xenon and they have had no problem pumping out ships from all shipyards/wharfs.

AtilaElari
Posts: 60
Joined: Tue, 28. Jul 20, 08:59

Re: [MOD] Foundation of Conquest and War V. 5.9

Post by AtilaElari » Fri, 28. Aug 20, 15:46

Observation: it seems that the Xenon are more competent with only the "advanced" settings turned on, and the usual additional ships disabled. In this case they send proper fleets to attack, while if you turn everything up it seems that they waste their manufacturing capacity by producing small strike groups of 1 destroyer and a few escorts and pretty much suicide them on the defences of other factions, over and over.

BlackRain
Moderator (Script&Mod)
Moderator (Script&Mod)
Posts: 7406
Joined: Mon, 15. Dec 03, 18:53
x4

Re: [MOD] Foundation of Conquest and War V. 5.9

Post by BlackRain » Fri, 28. Aug 20, 16:25

AtilaElari wrote:
Fri, 28. Aug 20, 15:46
Observation: it seems that the Xenon are more competent with only the "advanced" settings turned on, and the usual additional ships disabled. In this case they send proper fleets to attack, while if you turn everything up it seems that they waste their manufacturing capacity by producing small strike groups of 1 destroyer and a few escorts and pretty much suicide them on the defences of other factions, over and over.
Well, it is true that just turning on every single feature may not be for the best. It is best to experiment and see what fits your game. I like to put a lot of P's and fighters for Xenon as well as larger fleets. Sometimes I turn all xenon off too.

tomatoslayer
Posts: 1
Joined: Wed, 15. Apr 20, 11:59

Re: [MOD] Foundation of Conquest and War V. 5.9

Post by tomatoslayer » Sun, 10. Jan 21, 19:36

Does "all factions" include xenon?

Retrov1si0n
Posts: 1
Joined: Sun, 29. Nov 20, 12:05
x4

Re: [MOD] Foundation of Conquest and War V. 5.9

Post by Retrov1si0n » Sun, 10. Jan 21, 22:38

No Xenon jobs are covered by xenon specific options (I think).

sanas
Posts: 30
Joined: Fri, 1. Jan 21, 08:17
x4

Re: [MOD] Foundation of Conquest and War V. 5.9

Post by sanas » Mon, 11. Jan 21, 13:02

is it compatible with all mods? such as vro, faction pack, or ship pack?

BlackRain
Moderator (Script&Mod)
Moderator (Script&Mod)
Posts: 7406
Joined: Mon, 15. Dec 03, 18:53
x4

Re: [MOD] Foundation of Conquest and War V. 5.9

Post by BlackRain » Mon, 11. Jan 21, 18:24

sanas wrote:
Mon, 11. Jan 21, 13:02
is it compatible with all mods? such as vro, faction pack, or ship pack?
Yeah it is compatible with anything

sanas
Posts: 30
Joined: Fri, 1. Jan 21, 08:17
x4

Re: [MOD] Foundation of Conquest and War V. 5.9

Post by sanas » Fri, 5. Feb 21, 02:30

how can i make sure the mod works? I set all factions except xenons $activate 1. And $activateallfaction stay 0.

BlackRain
Moderator (Script&Mod)
Moderator (Script&Mod)
Posts: 7406
Joined: Mon, 15. Dec 03, 18:53
x4

Re: [MOD] Foundation of Conquest and War V. 5.9

Post by BlackRain » Tue, 9. Feb 21, 19:15

sanas wrote:
Fri, 5. Feb 21, 02:30
how can i make sure the mod works? I set all factions except xenons $activate 1. And $activateallfaction stay 0.
Well, you will notice that all ships added by my mod have different names. So you may see something like Militia or Republican guard or Privateers, mercenaries, terraforming fleets, Inquisition fleets, etc. Every faction has their own names for the new ships added.

jah
Posts: 268
Joined: Fri, 12. Mar 04, 15:39
x4

Re: [MOD] Foundation of Conquest and War V. 5.9

Post by jah » Sat, 13. Feb 21, 22:29

So I wonder what is the difference between this mod and focw corporations? Do I need both mods and what does this one actually do different to corporations?
Is out there a feature list maybe to this one?

BlackRain
Moderator (Script&Mod)
Moderator (Script&Mod)
Posts: 7406
Joined: Mon, 15. Dec 03, 18:53
x4

Re: [MOD] Foundation of Conquest and War V. 5.9

Post by BlackRain » Mon, 15. Feb 21, 18:36

jah wrote:
Sat, 13. Feb 21, 22:29
So I wonder what is the difference between this mod and focw corporations? Do I need both mods and what does this one actually do different to corporations?
Is out there a feature list maybe to this one?
They are two completely different mods.

This mod adds more ships to the game (more fleets, etc.) You can customize it a bit and choose a lighter or heavier ship amounts in each fleet, etc.

Corporations mod changes all stations to be owned by various corporations. These corporations will build more stations and order ships and fight each other and trade, etc.

jah
Posts: 268
Joined: Fri, 12. Mar 04, 15:39
x4

Re: [MOD] Foundation of Conquest and War V. 5.9

Post by jah » Mon, 15. Feb 21, 20:04

Ok, thank you for you explanation. Already tried out both mods and I'm fine with your new one :D

User avatar
scrab21
Posts: 26
Joined: Fri, 28. Aug 15, 23:40
x4

Re: [MOD] Foundation of Conquest and War V. 5.9

Post by scrab21 » Sun, 14. Mar 21, 20:19

What does exactly the Xenon apocalypse option? enabled it and still nothing major :gruebel:

BlackRain
Moderator (Script&Mod)
Moderator (Script&Mod)
Posts: 7406
Joined: Mon, 15. Dec 03, 18:53
x4

Re: [MOD] Foundation of Conquest and War V. 5.9

Post by BlackRain » Mon, 15. Mar 21, 16:50

scrab21 wrote:
Sun, 14. Mar 21, 20:19
What does exactly the Xenon apocalypse option? enabled it and still nothing major :gruebel:
It just adds tons of ships, but if the xenon economy is messed up, they might not be able to build them. It just increases the total amount of ships they are allowed to build to frightening levels.

kyrah
Posts: 59
Joined: Mon, 14. Mar 16, 16:41
x4

Re: [MOD] Foundation of Conquest and War V. 5.9

Post by kyrah » Tue, 16. Mar 21, 10:34

Does it work with 4.00?

BlackRain
Moderator (Script&Mod)
Moderator (Script&Mod)
Posts: 7406
Joined: Mon, 15. Dec 03, 18:53
x4

Re: [MOD] Foundation of Conquest and War V. 5.9

Post by BlackRain » Tue, 16. Mar 21, 15:09

kyrah wrote:
Tue, 16. Mar 21, 10:34
Does it work with 4.00?
Of course, it will always work with every version since it doesn't mess with anything. It just adds more ships (that get built).

kyrah
Posts: 59
Joined: Mon, 14. Mar 16, 16:41
x4

Re: [MOD] Foundation of Conquest and War V. 5.9

Post by kyrah » Tue, 16. Mar 21, 16:49

Thanks for clarification.
BlackRain wrote:
Fri, 28. Aug 20, 16:25
AtilaElari wrote:
Fri, 28. Aug 20, 15:46
Observation: it seems that the Xenon are more competent with only the "advanced" settings turned on, and the usual additional ships disabled. In this case they send proper fleets to attack, while if you turn everything up it seems that they waste their manufacturing capacity by producing small strike groups of 1 destroyer and a few escorts and pretty much suicide them on the defences of other factions, over and over.
Well, it is true that just turning on every single feature may not be for the best. It is best to experiment and see what fits your game. I like to put a lot of P's and fighters for Xenon as well as larger fleets. Sometimes I turn all xenon off too.
Are you considering changing that? It seems counterproductive / irritating to me if you activate all xenon options and they get worse because they no longer attack in groups

BlackRain
Moderator (Script&Mod)
Moderator (Script&Mod)
Posts: 7406
Joined: Mon, 15. Dec 03, 18:53
x4

Re: [MOD] Foundation of Conquest and War V. 5.9

Post by BlackRain » Tue, 16. Mar 21, 17:17

kyrah wrote:
Tue, 16. Mar 21, 16:49
Thanks for clarification.
BlackRain wrote:
Fri, 28. Aug 20, 16:25
AtilaElari wrote:
Fri, 28. Aug 20, 15:46
Observation: it seems that the Xenon are more competent with only the "advanced" settings turned on, and the usual additional ships disabled. In this case they send proper fleets to attack, while if you turn everything up it seems that they waste their manufacturing capacity by producing small strike groups of 1 destroyer and a few escorts and pretty much suicide them on the defences of other factions, over and over.
Well, it is true that just turning on every single feature may not be for the best. It is best to experiment and see what fits your game. I like to put a lot of P's and fighters for Xenon as well as larger fleets. Sometimes I turn all xenon off too.
Are you considering changing that? It seems counterproductive / irritating to me if you activate all xenon options and they get worse because they no longer attack in groups
You can already control this. I didn't really explain it well because I thought it might be too complex, but you actually potentially have quite a lot of control and options. Perhaps I should have explained it from the beginning. Also, I should mention this. Even though every one of the options sets a quota, the quota is flexible. So even if I say the quota is 2, it may actually be higher and is somewhat random. It is more like the minimum is 2, but it shouldn't go much higher. As in, it might end up being 4 or 5, but not 6 or 7. Or it could just be 2.

Let me explain, and look at the following options.

<set_value name="$activateXencapital" exact="1" /> This one has a few options, depending which one you pick this will create a quota for one of the following : 2 Destroyers with just a couple of fighters on light, Medium will give you a quota of 4 destroyers with a few fighter escorts, and Heavy will give you a quota of 6 destroyers with several fighter escorts.

What that means is, the Xenon can build extra destroyers up to the specified choice and they will either have more or less fighters escorting them. Even on heavy, these choices are on the light side of ships so you might not want such sizes. You can leave this off or activate if you like (leaving this off and choosing a more heavy choice below may be better) THESE ARE INDIVIDUAL FLEETS BY THE WAY SO EACH OF THESE WOULD BE 1 XENON K AND A COUPLE TO SEVERAL FIGHTERS DEPENDING ON THE OPTION. YOU MAY NOT WANT THIS OPTION ACTIVE BECAUSE OF THAT. LARGER SIZE FLEETS ARE BELOW


<set_value name="$activateXencardefend" exact="1" /> This activates a quota for 2 Xenon I fleets which should only defend Xenon sectors. Basically what that means is, these would not be commandeerable and the Xenon won't use them in their factionlogic invasion stuff. You may or may not want to activate this, these may be a good choice since they will keep xenon sectors safer assuming they get built. This will allow the Xenon to build up to 2 Xenon I fleets with 1 Xenon I, 2 Xenon K's, 3 Xenon P's and a dozen or more fighters for each of the 2 Xenon I fleets.


<set_value name="$activateXencarattack" exact="1" /> This activates a quota for 1 Xenon I fleet which will attack other sectors. This fleet has no Xenon K's but it has several Xenon P's and a couple dozen fighters. This fleet is not commandeerable and will not be used in factionlogic invasion stuff for Xenon, but it will roam and attack other sectors. You may or may not want this, up to you.


<set_value name="$activateXencarattackpla" exact="1" /> This seems to be not working, seems I made a mistake with this and has to be fixed. However, the idea behind this one was that a Xenon I fleet like one of the ones mentioned above would actively seek out the player's assets. Of course, whether they get to your assets is a different matter because they would also fight everyone else and might not make it. It would depend where your assets were located and which it selected to attack.


<set_value name="$activatemoreXenonCaps" exact="1" /> This activates a quota of 6 Xenon K fleets. These fleets are Commandeerable and can be used by the Xenon factionlogic in invasions or defense, etc. These fleets have around 3 Xenon K's, a few Xenon P's and around 20 or so fighters.



<set_value name="$activateXenonApocalypse" exact="1" /> If you just really want a lot of Xenon k's flying around you probably only need to activate this one. Or if you also want more carriers, also activate the carrier options. If you activate this, you probably don't need to activate any other Xenon option (except the Carrier options). This gives a quota of 30 Xenon K fleets. These Xenon K fleets consist of 3 Xenon K's, 3 Xenon P's and around 20 or so fighters.


I hope that helps!

Post Reply

Return to “X4: Foundations - Scripts and Modding”