[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

Phiolin
Posts: 158
Joined: Wed, 26. May 04, 08:49
x4

Re: [MOD] Foundation of Conquest and War V. 6.5

Post by Phiolin » Sat, 17. Apr 21, 18:22

Some suggestions:

For the ship spawn control cue's in focwsetup, move the find_station for the shipyard search inside of the do_if condition, so that the script doesn't search for a shipyard and then in the next step determines it doesn't actually want to build a ship, causing an unnecessary search for no reason. Might be a very minor performance gain only, but still.

Code: Select all

        <do_if value="($numship + $totalnumxenmin3) lt $ExistingDestroyerThreshold">
          <find_station name="$XenonShipyard" space="player.galaxy" functional="true" multiple="false">
            <match canbuildships="true"/>
            <match owner="faction.xenon"/>
          </find_station>
          <request_job_ship job="'xenon_free_miner_m_mineral3'" name="this.$Requested_Job_Ship" requester="$XenonShipyard" zone="$XenonShipyard.zone"/>
          <set_value name="$totalnumxenmin3" operation="add" exact="1"/>
        </do_if>
You're missing Xenon Miner jobs for the new Xenon sectors introduced by the Split expansion. There are 6 Xenon core sectors in the game, but only 4 job definitions for the sectors of the base game.
Might want to add jobs for Cluster_424_Sector002_macro (Emperors Pride VI) and Cluster_415_Sector001_macro (Matrix #598).... but:

I'm having some difficulties to understand how the miners are distributed. As far as I can see, the cue's randomly search for a shipyard not specific to the actual job sector, so the miners might for example get build in Scale Plate Green, but would then deploy to Matrix #9 causing them to travel through half of the universe eventually?
And if that's not the case and they just stay and mine where they are being built - then why have 4 job definitions for miners anyway, wouldn't one be enough then and it would just be a question of which shipyard to build them at?
This is less of a concern for destroyers and fighters, but for miners I believe the intention is to have some additional ones in each Xenon area, so unsure if the script currently works that way?

The "xenon_free_miner_m_mineral4" job has an encounters tag for "ship_cluster". Guess that slipped in somehow but shouldn't be there as it might cause the miners being picked up by your encounters logic and start patroling instead of mining. :)

Code: Select all

  <job id="xenon_free_miner_m_mineral4" name="{20204,1901}" startactive="false">
    <modifiers commandeerable="true"/>
    
    <orders>
      <order order="MiningRoutine" default="true">
        <param name="minbuy" value="0"/>
        <param name="maxbuy" value="2"/>
        <param name="minsell" value="0"/>
        <param name="maxsell" value="2"/>
      </order>
    </orders>
    <basket basket="minerals_xenon"/>
    <category faction="xenon" tags="[factionlogic, miner]" size="ship_m"/>
    <quota galaxy="2" />
    <location class="sector" macro="Cluster_21_Sector001_macro" />
    <environment buildatshipyard="true"/>      <encounters id="ship_cluster"/>
	<time interval="180"/>
    <ship>
      <select faction="xenon" tags="[miner, solid]" size="class.ship_m"/>
      
      <owner exact="xenon" overridenpc="true"/>
      <cargo>
        <wares>
          <fillpercent min="0" max="100" profile="inversebell"/>
        </wares>
      </cargo>
    </ship>
  </job>

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. 6.5

Post by BlackRain » Sat, 17. Apr 21, 21:52

Phiolin wrote:
Sat, 17. Apr 21, 18:22
Some suggestions:

For the ship spawn control cue's in focwsetup, move the find_station for the shipyard search inside of the do_if condition, so that the script doesn't search for a shipyard and then in the next step determines it doesn't actually want to build a ship, causing an unnecessary search for no reason. Might be a very minor performance gain only, but still.

Code: Select all

        <do_if value="($numship + $totalnumxenmin3) lt $ExistingDestroyerThreshold">
          <find_station name="$XenonShipyard" space="player.galaxy" functional="true" multiple="false">
            <match canbuildships="true"/>
            <match owner="faction.xenon"/>
          </find_station>
          <request_job_ship job="'xenon_free_miner_m_mineral3'" name="this.$Requested_Job_Ship" requester="$XenonShipyard" zone="$XenonShipyard.zone"/>
          <set_value name="$totalnumxenmin3" operation="add" exact="1"/>
        </do_if>
You're missing Xenon Miner jobs for the new Xenon sectors introduced by the Split expansion. There are 6 Xenon core sectors in the game, but only 4 job definitions for the sectors of the base game.
Might want to add jobs for Cluster_424_Sector002_macro (Emperors Pride VI) and Cluster_415_Sector001_macro (Matrix #598).... but:

I'm having some difficulties to understand how the miners are distributed. As far as I can see, the cue's randomly search for a shipyard not specific to the actual job sector, so the miners might for example get build in Scale Plate Green, but would then deploy to Matrix #9 causing them to travel through half of the universe eventually?
And if that's not the case and they just stay and mine where they are being built - then why have 4 job definitions for miners anyway, wouldn't one be enough then and it would just be a question of which shipyard to build them at?
This is less of a concern for destroyers and fighters, but for miners I believe the intention is to have some additional ones in each Xenon area, so unsure if the script currently works that way?

The "xenon_free_miner_m_mineral4" job has an encounters tag for "ship_cluster". Guess that slipped in somehow but shouldn't be there as it might cause the miners being picked up by your encounters logic and start patroling instead of mining. :)

Code: Select all

  <job id="xenon_free_miner_m_mineral4" name="{20204,1901}" startactive="false">
    <modifiers commandeerable="true"/>
    
    <orders>
      <order order="MiningRoutine" default="true">
        <param name="minbuy" value="0"/>
        <param name="maxbuy" value="2"/>
        <param name="minsell" value="0"/>
        <param name="maxsell" value="2"/>
      </order>
    </orders>
    <basket basket="minerals_xenon"/>
    <category faction="xenon" tags="[factionlogic, miner]" size="ship_m"/>
    <quota galaxy="2" />
    <location class="sector" macro="Cluster_21_Sector001_macro" />
    <environment buildatshipyard="true"/>      <encounters id="ship_cluster"/>
	<time interval="180"/>
    <ship>
      <select faction="xenon" tags="[miner, solid]" size="class.ship_m"/>
      
      <owner exact="xenon" overridenpc="true"/>
      <cargo>
        <wares>
          <fillpercent min="0" max="100" profile="inversebell"/>
        </wares>
      </cargo>
    </ship>
  </job>
Hey, I just recently changed the code. That was why the find_shipyard is where it is because before there was no do_if previously. I tend to fool around a lot and change things or improve things over and over so it can be messy. I just didn't think to put it in at the time. Thanks for pointing it out, but I would have gotten to that eventually.

As for your second comment, as I have already said. Jobs has nothing to do with where the ships go or where they are built or anything at all remotely related. The only thing JOBS is there for, is for me to pull that particular ship or fleet of ships (the make up of the ship/fleet). Everything else is just useless stuff but it might be necessary to have it there even if I don't use it. Errors pop up if you don't have some of the things in there.

Currently, all ships are built at any available shipyard. So Xenon miners/energy collectors will be built at any Xenon shipyard no matter where it is.

And by the way, if you push the Xenon into one particular area of the map (like for example I removed the xenon from everywhere and they only have Scale plate, Turquoise Sea, Company regard and part of Hewa's Twin) not only will they build all their new shipyards/wharfs in that area, but all their ships. I just checked out the sectors over there and man there are a lot of Xenon hehe. It looks just like what a Xenon area of the map should look like. I am afraid to go in there.

Phiolin
Posts: 158
Joined: Wed, 26. May 04, 08:49
x4

Re: [MOD] Foundation of Conquest and War V. 6.5

Post by Phiolin » Sat, 17. Apr 21, 22:16

I was pretty much assuming it works that way with the miners, thanks for confirming.
Currently playing around with the numbers a bit, as it is nice to see more Xenon activity in the game finally, but 1-2 K coming through a gate are not enough to break through the multitude of destroyers that factions have posted there. I guess it is less of an issue if you have all Xenons pushed into 1 area, but if they are spread out through 6 clusters, they don't need "more" fleets, they need "bigger" fleets. So currently testing if I can just increase the wing size of some of the escort jobs to pull together a fleet of 3-4 destroyers with some Xenon M and fighters that might eventually survive more than a minute in faction space. ;)

Just to give some numbers:
Family Kritt, ZYA has 6 Rattlesnakes posted at the Gate to Rhy's Defiance and in the immediate vincinity are also a Solar power plant, an Ore refinery and a Defense station, all well near shooting range of the gate.
Ianamus Zura IV, TEL has 4 Phoenix Vanguard at the gate to Matrix #451 and a Defense Station quite close, in addition to the trading station that's there anyway.
Litany of Fury IX, PAR has an Odyssues at the gate and at least a dozen Nemesis corvettes as well as again another defense station in shooting range.

And it really looks similar at all the other Xenon border gates. So there's really just no way that 1-2 Xenon destroyers can just push through those blockades. It needs a much bigger fleet of destroyers and corvettes to overwhelm those faction forces backed by the nearby stations.

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. 6.5

Post by BlackRain » Sat, 17. Apr 21, 22:54

Phiolin wrote:
Sat, 17. Apr 21, 22:16
I was pretty much assuming it works that way with the miners, thanks for confirming.
Currently playing around with the numbers a bit, as it is nice to see more Xenon activity in the game finally, but 1-2 K coming through a gate are not enough to break through the multitude of destroyers that factions have posted there. I guess it is less of an issue if you have all Xenons pushed into 1 area, but if they are spread out through 6 clusters, they don't need "more" fleets, they need "bigger" fleets. So currently testing if I can just increase the wing size of some of the escort jobs to pull together a fleet of 3-4 destroyers with some Xenon M and fighters that might eventually survive more than a minute in faction space. ;)

Just to give some numbers:
Family Kritt, ZYA has 6 Rattlesnakes posted at the Gate to Rhy's Defiance and in the immediate vincinity are also a Solar power plant, an Ore refinery and a Defense station, all well near shooting range of the gate.
Ianamus Zura IV, TEL has 4 Phoenix Vanguard at the gate to Matrix #451 and a Defense Station quite close, in addition to the trading station that's there anyway.
Litany of Fury IX, PAR has an Odyssues at the gate and at least a dozen Nemesis corvettes as well as again another defense station in shooting range.

And it really looks similar at all the other Xenon border gates. So there's really just no way that 1-2 Xenon destroyers can just push through those blockades. It needs a much bigger fleet of destroyers and corvettes to overwhelm those faction forces backed by the nearby stations.
Hey, some of the fleets do have multiple K's or an I with multiple K's. Also, they are tied to the factionlogic so sometimes factionlogic will grab them and form a larger fleet. However, you can also increase the subordinates to get larger fleets too but the fleets don't always form up entirely. It all depends on whether they can order ships in a timely fashion. They definitely will eventually break through, but it all depends on what kind of timescale you are expecting. You tend to see a lot more action after a couple days of in game time and then of course it continues to grow over time. The time scale of vanilla for all these things to happen is much larger than expected but once you get to that point it is very cool. FE rushes this, but the reason I don't use FE is because there is too much going on too quickly and it messes with the economy quite a bit which is why FE also has a lot of economic changes. I find vanilla to be a much better pace (with increased ships from FOCW of course) but that is just my preference.

Midnitewolf
Posts: 564
Joined: Tue, 23. Mar 21, 06:18

Re: [MOD] Foundation of Conquest and War V. 6.5

Post by Midnitewolf » Mon, 19. Apr 21, 17:02

Thinking about using this mod but for whatever reason, I can't seem to get a good understanding of what this mod does from the description.

1) What does it include? For example, I use the mod "RelationshipHaggling" which allows you to bribe factions through the pirate factions to improve your relations. Sounds like this might be incorporated or something similar added in FOCW so if I use FOCW, should I remove this mod due to conflicts/dupilcation?

2) I run the Faction Enhancer mods which appears to possibly do some of the same things as this mod, is FOCW compatible or do I need to choose one or the other?

3) The bulk of this mod just appears to allow you to make fleets bigger and I know there is a diplomacy feature as well but what else does this mod do because I get the impression it is much bigger than just bigger fleets?

4) This mod also mentioned adding new ships or renaming ships, but I am running VRO, XR ShipPack and Ship Variation Expansion all of which also add ships and change names. Does FOCW conflict with any of this?

5) Does this mod help with the declining amount of ships in the galaxy...all the factions in my game seem to be declining in terms of ship strenght and replacing losses at a very low rate if at all?

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. 6.5

Post by BlackRain » Mon, 19. Apr 21, 17:42

Midnitewolf wrote:
Mon, 19. Apr 21, 17:02
Thinking about using this mod but for whatever reason, I can't seem to get a good understanding of what this mod does from the description.

1) What does it include? For example, I use the mod "RelationshipHaggling" which allows you to bribe factions through the pirate factions to improve your relations. Sounds like this might be incorporated or something similar added in FOCW so if I use FOCW, should I remove this mod due to conflicts/dupilcation?

2) I run the Faction Enhancer mods which appears to possibly do some of the same things as this mod, is FOCW compatible or do I need to choose one or the other?

3) The bulk of this mod just appears to allow you to make fleets bigger and I know there is a diplomacy feature as well but what else does this mod do because I get the impression it is much bigger than just bigger fleets?

4) This mod also mentioned adding new ships or renaming ships, but I am running VRO, XR ShipPack and Ship Variation Expansion all of which also add ships and change names. Does FOCW conflict with any of this?

5) Does this mod help with the declining amount of ships in the galaxy...all the factions in my game seem to be declining in terms of ship strenght and replacing losses at a very low rate if at all?

This mod does not conflict with anything as far as I know.

1) In FOCW Corporations mod, you can speak to a manager of any faction and you can do a variety of things. If you are an ally of the faction you are talking to, you can tell them to have a set relation with another faction (like go to war with). You can talk to a manager of a faction and also pay to improve their relations with another faction if they have lower than 0 relation. So you can pay to bring them to 0 relation. You can speak to one of your own managers on one of your stations and also pay to improve relations with another faction.

FOCW though just has some basic scripts you can edit in the config file to set whatever relations you want. There is no dynamic aspect to it in any way. You just edit the FOCWsetup file to set the number you want for the relation to be. So for example, if you were starting a new game and you wanted certain factions to start out at war, you could set it up in the file that way. You can change relations with the script at any time though. Just turn it on and edit the numbers to what you want. Make sure to follow the directions. This will not conflict with relationshiphaggling.

2) FE works fine with FOCW, but I do not use FE as I feel it rushes conflict. FOCW does not in any way alter the factionlogic. It uses the vanilla faction logic which is actually pretty good with 4.0 in my opinion. The problem with vanilla is that there tends to be less and less fleets/ships over time and that is why it seems like the "AI" is dying or that there is very little conflict going on. However, if a faction has enough ships, you will see plenty of action without any further things needed.

3) This mod adds in fleets and you can customize it in many ways, more so if you know how to edit scripts. However, there are basic options which are easy to change, just open the FOCWSetup file and read instructions. However, it is a bit more complicated than just that, but for how it affects your game it can be explained simply as adding more ships. Basically, I am forcing the ordering of ships. In vanilla, the jobs file has quotas for ships, etc. but these won't necessarily get built. If the shipyards are unable to build ships it can remove them from the queue. This isn't necessarily a problem if a faction is doing well or so the theory should be. However, as anyone can see, the game seems to start "dying" out over time. With this mod, that won't happen as long as the shipyards continue to get resources. If the economy is healthy, you will see just as much action several days into your save as you did right when you started. Maybe even more.

Taking an active role in helping weak economies will also help. In my game, Zyarch was dead but I have been feeding them resources (to the shipyard that is) and they have really come alive and expanded.

In this MOD jobs doesn't do much so if you try to edit jobs, that won't change much. The only thing you can do is if you wanted to add more subordinates or something. That is the only thing that can be changed by editing jobs.

4) FOCW doesn't conflict with anything really. I think the only thing with VRO is you will see every carrier fleet named Argon One, but that is all.

5) This is exactly what it helps with, however, this is still relying on the shipyards having resources. As long as resources are supplied to the faction shipyards, they will build more ships and you will not see a decrease in ships or activity. My universe is humming along and feels alive, but I also take an active role in providing resources. I support the factions I want to see grow and try to keep a good balance of power between the factions while watching them fight their petty wars and I profit lol. I also play one faction against another and such.

Please keep in mind that you are using a lot of heavy intensive scripted mods. VRO alone may see a decreased performance with more ships and also more player stations and such. I was doing a VRO playthrough which was 5 days in but there was noticeable performance decrease but that may be because I had so many large complex stations and you have to provide so many miners and such to run them. I am also running FOCW and FOCW corporations which adds lots of ships. Completely vanilla with FOCW and FOCW corporations does not see any performance decrease on my PC. I really like VRO though, I will need to play around more with it to see if it was just an issue of me fooling around too much with scripts.

Gen.d.Pz.Tr.Seb
Posts: 39
Joined: Sun, 9. Jan 05, 18:53
x4

Re: [MOD] Foundation of Conquest and War V. 6.5

Post by Gen.d.Pz.Tr.Seb » Mon, 19. Apr 21, 20:53

When I load my game I get the 'FOCW has been installed with Split support' message twice. Am I supposed to get those messages every time after loading? And why two? Is one of them may supposed to be for the terran dlc and just has the wrong label? The only thing I did besides changing the config is renaming the root directory to be lowercase, just in case that causes problems with linux, maybe that is somehow causing this?
Iucundi acti labores

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. 6.5

Post by BlackRain » Mon, 19. Apr 21, 20:59

Gen.d.Pz.Tr.Seb wrote:
Mon, 19. Apr 21, 20:53
When I load my game I get the 'FOCW has been installed with Split support' message twice. Am I supposed to get those messages every time after loading? And why two? Is one of them may supposed to be for the terran dlc and just has the wrong label? The only thing I did besides changing the config is renaming the root directory to be lowercase, just in case that causes problems with linux, maybe that is somehow causing this?
Yeah, that is supposed to happen. It is because of the way I set it up but I should change it in the future.

Midnitewolf
Posts: 564
Joined: Tue, 23. Mar 21, 06:18

Re: [MOD] Foundation of Conquest and War V. 6.5

Post by Midnitewolf » Tue, 20. Apr 21, 05:40

BlackRain wrote:
Mon, 19. Apr 21, 17:42
Midnitewolf wrote:
Mon, 19. Apr 21, 17:02
Thinking about using this mod but for whatever reason, I can't seem to get a good understanding of what this mod does from the description.

1) What does it include? For example, I use the mod "RelationshipHaggling" which allows you to bribe factions through the pirate factions to improve your relations. Sounds like this might be incorporated or something similar added in FOCW so if I use FOCW, should I remove this mod due to conflicts/dupilcation?

2) I run the Faction Enhancer mods which appears to possibly do some of the same things as this mod, is FOCW compatible or do I need to choose one or the other?

3) The bulk of this mod just appears to allow you to make fleets bigger and I know there is a diplomacy feature as well but what else does this mod do because I get the impression it is much bigger than just bigger fleets?

4) This mod also mentioned adding new ships or renaming ships, but I am running VRO, XR ShipPack and Ship Variation Expansion all of which also add ships and change names. Does FOCW conflict with any of this?

5) Does this mod help with the declining amount of ships in the galaxy...all the factions in my game seem to be declining in terms of ship strenght and replacing losses at a very low rate if at all?

This mod does not conflict with anything as far as I know.

1) In FOCW Corporations mod, you can speak to a manager of any faction and you can do a variety of things. If you are an ally of the faction you are talking to, you can tell them to have a set relation with another faction (like go to war with). You can talk to a manager of a faction and also pay to improve their relations with another faction if they have lower than 0 relation. So you can pay to bring them to 0 relation. You can speak to one of your own managers on one of your stations and also pay to improve relations with another faction.

FOCW though just has some basic scripts you can edit in the config file to set whatever relations you want. There is no dynamic aspect to it in any way. You just edit the FOCWsetup file to set the number you want for the relation to be. So for example, if you were starting a new game and you wanted certain factions to start out at war, you could set it up in the file that way. You can change relations with the script at any time though. Just turn it on and edit the numbers to what you want. Make sure to follow the directions. This will not conflict with relationshiphaggling.

2) FE works fine with FOCW, but I do not use FE as I feel it rushes conflict. FOCW does not in any way alter the factionlogic. It uses the vanilla faction logic which is actually pretty good with 4.0 in my opinion. The problem with vanilla is that there tends to be less and less fleets/ships over time and that is why it seems like the "AI" is dying or that there is very little conflict going on. However, if a faction has enough ships, you will see plenty of action without any further things needed.

3) This mod adds in fleets and you can customize it in many ways, more so if you know how to edit scripts. However, there are basic options which are easy to change, just open the FOCWSetup file and read instructions. However, it is a bit more complicated than just that, but for how it affects your game it can be explained simply as adding more ships. Basically, I am forcing the ordering of ships. In vanilla, the jobs file has quotas for ships, etc. but these won't necessarily get built. If the shipyards are unable to build ships it can remove them from the queue. This isn't necessarily a problem if a faction is doing well or so the theory should be. However, as anyone can see, the game seems to start "dying" out over time. With this mod, that won't happen as long as the shipyards continue to get resources. If the economy is healthy, you will see just as much action several days into your save as you did right when you started. Maybe even more.

Taking an active role in helping weak economies will also help. In my game, Zyarch was dead but I have been feeding them resources (to the shipyard that is) and they have really come alive and expanded.

In this MOD jobs doesn't do much so if you try to edit jobs, that won't change much. The only thing you can do is if you wanted to add more subordinates or something. That is the only thing that can be changed by editing jobs.

4) FOCW doesn't conflict with anything really. I think the only thing with VRO is you will see every carrier fleet named Argon One, but that is all.

5) This is exactly what it helps with, however, this is still relying on the shipyards having resources. As long as resources are supplied to the faction shipyards, they will build more ships and you will not see a decrease in ships or activity. My universe is humming along and feels alive, but I also take an active role in providing resources. I support the factions I want to see grow and try to keep a good balance of power between the factions while watching them fight their petty wars and I profit lol. I also play one faction against another and such.

Please keep in mind that you are using a lot of heavy intensive scripted mods. VRO alone may see a decreased performance with more ships and also more player stations and such. I was doing a VRO playthrough which was 5 days in but there was noticeable performance decrease but that may be because I had so many large complex stations and you have to provide so many miners and such to run them. I am also running FOCW and FOCW corporations which adds lots of ships. Completely vanilla with FOCW and FOCW corporations does not see any performance decrease on my PC. I really like VRO though, I will need to play around more with it to see if it was just an issue of me fooling around too much with scripts.
Thanks for all the information and I will probably give it a shot. I have a pretty good PC but I got to admit I am starting to see some frames dropped already so who knows how it will go.

Naalei
Posts: 51
Joined: Sat, 30. Nov 13, 14:35
x4

Re: [MOD] Foundation of Conquest and War V. 6.5

Post by Naalei » Tue, 20. Apr 21, 15:44

Hi,

I took a look at the scripts and have one question :

In foxwsetup, I found the lines to request new ships and this look like this :

Code: Select all

<find_station name="$TerranShipyard" space="player.galaxy" functional="true" multiple="false">	
	<match canbuildships="true"/> 
	<match owner="faction.terran"/>
</find_station>	
It seems it will match only terran shipyard (in this example for a terran job). So none of the new jobs will be built at the player shipyard right ?

Thx

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. 6.5

Post by BlackRain » Tue, 20. Apr 21, 18:42

Naalei wrote:
Tue, 20. Apr 21, 15:44
Hi,

I took a look at the scripts and have one question :

In foxwsetup, I found the lines to request new ships and this look like this :

Code: Select all

<find_station name="$TerranShipyard" space="player.galaxy" functional="true" multiple="false">	
	<match canbuildships="true"/> 
	<match owner="faction.terran"/>
</find_station>	
It seems it will match only terran shipyard (in this example for a terran job). So none of the new jobs will be built at the player shipyard right ?

Thx
No, that is not true. The find station is just because there needs to be a requester. It doesn't actually mean it is going to build at that specific shipyard. Actually, I Could have made any station a requestor or anything really. It is a little complicated to explain, but basically that is not important. Ships can still be ordered at the player shipyard.

Naalei
Posts: 51
Joined: Sat, 30. Nov 13, 14:35
x4

Re: [MOD] Foundation of Conquest and War V. 6.5

Post by Naalei » Tue, 20. Apr 21, 19:57

Ok nice !

Thx a lot for your time :)

Kadatherion
Posts: 1021
Joined: Fri, 25. Nov 05, 16:05
x4

Re: [MOD] Foundation of Conquest and War V. 6.5

Post by Kadatherion » Wed, 21. Apr 21, 11:20

Sorry if it's a dumb question, I'm back after an year for the new DLC and either things have changed a bit or my memory sucks, and there's something I find unclear in the setup file: some of the races get settings for additional "carrier fleets", others get "defense fleets". For instance, for the Argon you have

Code: Select all

		<!-- Turn on additional Argon Carrier fleet? 0 for No, 1 for Yes -->				
			<set_value name="$activateargcar" exact="0" />
while for Antigone it's

Code: Select all

		<!-- Turn on additional Antigone Defense fleet? 0 for No, 1 for Yes -->		
			<set_value name="$activateantcap" exact="0" />
So, what's what? Is it the same thing and it's just a random way of naming them in the comment, just more fleets and then faction logic does whatever it wants with them? Or are they actually two different logics as the naming would seem to imply, one generic given to vanilla faction logic and one defense restricted? In that case why do the Argon only have an "offensive" (or maybe better said "generic") fleet option, and Antigone only a defensive one?

This seem to happen with all factions except the Xenon: they are the only ones with both kind of options, offensive/defensive.

Basically, I'm asking because what I want is to setup the AIs to be - at least at first - more defensively focused, so I don't have to rush the early game to avoid things like the Xenon overwhelming the Split too fast (which I see is still a thing, although not as bad as it was at launch of the previous DLC) but also them being overwhelmed themselves elsewhere. Later on, when I feel comfortable building up to be able to influence the balance of power by supplying goods in large quantities, I'll probably want to add less restricted fleets to see some more dynamic developments on the map screen. These options are a bit confusing though: obviously, I would want to give additional defense fleets to *everyone* to keep the balance, but from the looks of it... I can't because half the factions only have options for (potentially) offensive carrier fleets?

P.S. I also just noticed that while you have an option for Paranid and Holy Horder fleets (again, apparently offensive for the former, and defensive for the latter), and you've added Split dlc/3.0 unique emerging things such as entries for the Court should it emerge due to player choice, you don't seem to have additional fleets for TRI. Does TRI - in case you go that way in the plot - use the Paranid setting, or is it actually missing?

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. 6.5

Post by BlackRain » Wed, 21. Apr 21, 14:30

Kadatherion wrote:
Wed, 21. Apr 21, 11:20
Sorry if it's a dumb question, I'm back after an year for the new DLC and either things have changed a bit or my memory sucks, and there's something I find unclear in the setup file: some of the races get settings for additional "carrier fleets", others get "defense fleets". For instance, for the Argon you have

Code: Select all

		<!-- Turn on additional Argon Carrier fleet? 0 for No, 1 for Yes -->				
			<set_value name="$activateargcar" exact="0" />
while for Antigone it's

Code: Select all

		<!-- Turn on additional Antigone Defense fleet? 0 for No, 1 for Yes -->		
			<set_value name="$activateantcap" exact="0" />
So, what's what? Is it the same thing and it's just a random way of naming them in the comment, just more fleets and then faction logic does whatever it wants with them? Or are they actually two different logics as the naming would seem to imply, one generic given to vanilla faction logic and one defense restricted? In that case why do the Argon only have an "offensive" (or maybe better said "generic") fleet option, and Antigone only a defensive one?

This seem to happen with all factions except the Xenon: they are the only ones with both kind of options, offensive/defensive.

Basically, I'm asking because what I want is to setup the AIs to be - at least at first - more defensively focused, so I don't have to rush the early game to avoid things like the Xenon overwhelming the Split too fast (which I see is still a thing, although not as bad as it was at launch of the previous DLC) but also them being overwhelmed themselves elsewhere. Later on, when I feel comfortable building up to be able to influence the balance of power by supplying goods in large quantities, I'll probably want to add less restricted fleets to see some more dynamic developments on the map screen. These options are a bit confusing though: obviously, I would want to give additional defense fleets to *everyone* to keep the balance, but from the looks of it... I can't because half the factions only have options for (potentially) offensive carrier fleets?

P.S. I also just noticed that while you have an option for Paranid and Holy Horder fleets (again, apparently offensive for the former, and defensive for the latter), and you've added Split dlc/3.0 unique emerging things such as entries for the Court should it emerge due to player choice, you don't seem to have additional fleets for TRI. Does TRI - in case you go that way in the plot - use the Paranid setting, or is it actually missing?
The difference is that the Antigone Defense Fleet ships will not be commandeered by factionlogic. What that means is, they won't be used by the factionlogic and will just patrol whatever sector they end up patrolling for defense purposes only. They won't ever leave.

I am glad you pointed this out though because when I Was checking I noticed a mistake I made. I accidentally made all the Antigone fleets not able to be used by factionlogic, whoops. That is not supposed to be the case. Glad I noticed it!

Xenon have specific choices that are separated from others.

For most factions, the activateallfactionscap option turns on most faction ships. That means all the original factions not including DLC's. These would all be fleets and squads that can be controlled by factionlogic. These would be considered "offensive" but they can also be used for defense. The reason why Argon has offensive carrier fleet but antigone has defensive capital fleet is because Antigone doesn't use carriers and I had originally just wanted them to have additional defense fleets that defend their territory rather than go elsewhere but maybe this isn't necessary anymore. Same idea for HOP, but I might just make them useable by factionlogic since the factionlogic isn't so bad anymore.

I did not add Trinity yet, I have been planning to add it soon though.

Kadatherion
Posts: 1021
Joined: Fri, 25. Nov 05, 16:05
x4

Re: [MOD] Foundation of Conquest and War V. 6.5

Post by Kadatherion » Wed, 21. Apr 21, 20:29

I see, thanks for confirming how it's set up, so I can try and work around its... "limitations" or "disparities" to reach my goal. I'll then probably just activate the basic extra fleets for everyone (and maybe extra defense for HAT only) and then see how it goes and whether it needs an extra nudge here or there. It's something you tend to have to tweak as you go and the galaxy develops, anyway, so no harm done.

Cool for TRI. Not a big issue since it's such a late game - and optional - thing that very few players are going to be toying with them at any one time, but since the novelty with them in 4.0 is actually about being able to make them go back to war against sort of everyone, them being included in FoCW would definitely be useful. Whenever you happen to get into it, no rush :wink:

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. 6.6

Post by BlackRain » Wed, 21. Apr 21, 21:17

FOCW Version 6.6
1) Fixed a few minor issues and improved some stuff. Need to replace focwsetup.

Will add in trinity in the next version

User avatar
Hector0x
Posts: 994
Joined: Mon, 18. Nov 13, 18:03
x3tc

Re: [MOD] Foundation of Conquest and War V. 6.6

Post by Hector0x » Sat, 24. Apr 21, 14:01

archive is not readable. Tried 7-Zip and Peazip. Already searched this thread. Apparently there have been issues like these before but 7-Zip worked back then.

Scoob
Posts: 9921
Joined: Thu, 27. Feb 03, 22:28
x4

Re: [MOD] Foundation of Conquest and War V. 6.6

Post by Scoob » Sat, 24. Apr 21, 14:55

Hector0x wrote:
Sat, 24. Apr 21, 14:01
archive is not readable. Tried 7-Zip and Peazip. Already searched this thread. Apparently there have been issues like these before but 7-Zip worked back then.
I downloaded v6.6 on Thursday and didn't have a problem extracting it using 7zip. Not had an issue with any of the prior versions either. Don't know what version my 7zip is, but it's certainly not a recent version.

Scoob.

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. 6.6

Post by BlackRain » Sat, 24. Apr 21, 14:56

Hector0x wrote:
Sat, 24. Apr 21, 14:01
archive is not readable. Tried 7-Zip and Peazip. Already searched this thread. Apparently there have been issues like these before but 7-Zip worked back then.
Then why not download winrar? It is free.

User avatar
Hector0x
Posts: 994
Joined: Mon, 18. Nov 13, 18:03
x3tc

Re: [MOD] Foundation of Conquest and War V. 6.6

Post by Hector0x » Sat, 24. Apr 21, 15:19

BlackRain wrote:
Sat, 24. Apr 21, 14:56
it was the script blocker plugin on my end. Working now. Thanks guys.

Post Reply

Return to “X4: Foundations - Scripts and Modding”