[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

BlackRain
Moderator (Script&Mod)
Moderator (Script&Mod)
Posts: 7411
Joined: Mon, 15. Dec 03, 18:53
x4

Re: [MOD] Foundation of Conquest and War V. 6.7

Post by BlackRain » Tue, 28. Sep 21, 02:03

Gen.d.Pz.Tr.Seb wrote:
Mon, 27. Sep 21, 12:19
I'd be interested, as long as it is as well configurable as all your other settings, and does not drown out the classical ship building. Also what rate (/system) are you thinking of? Some kind of '1 L per 30 minutes per owned sector', or something more sophisticated?
I wouldn't touch existing ships which are built by the vanilla jobs and it would also be in addition to my FOCW job ships. This would be completely extra/additional ships. I was thinking of calculating how many sectors the Xenon control and then having quotas for how many sectors they own. This way if they lose sectors or gain sectors, they could get more or less ships. So, just as an example, if they own 10 sectors then they would have a quota of a dozen K fleets (K with P's and N's/M's as escort). These would all be ships which can also be taken control of by the faction logic and used in their defense/offense.

I figure it would look like this, I would have a variable which could be set so you could put in any number you want. Then it would be like

if Xenon own 5 sectors then whatever the variable is times 1.25, if Xenon own 10 sectors then whatever the variable is times 1.5, etc. I am just using these numbers as examples but you could configure the variable to be whatever.

I could also give certain bonuses to how many fleets if they own specific sectors or have a certain amount of shipyards, etc. There are many ways to do it.

As for why I would want to do this, I know some people think spawning ships is a horrible thing but I just want more action. This should give the Xenon some needed firepower.

Shazbot01
Posts: 30
Joined: Tue, 13. May 14, 01:29
x3tc

Re: [MOD] Foundation of Conquest and War V. 6.7

Post by Shazbot01 » Tue, 28. Sep 21, 16:28

Yes please, more Xenon to get past the roadblocks for mayhem would be WONDERFUL!

Valinir
Posts: 25
Joined: Sun, 4. Oct 20, 22:18
x3ap

Re: [MOD] Foundation of Conquest and War V. 6.7

Post by Valinir » Sun, 3. Oct 21, 16:17

I think you dont need to spawn xenon ships
I think the xenon need more shipyards to built all the ships

kmunoz
Posts: 444
Joined: Sun, 25. Feb 07, 19:59
x4

Re: [MOD] Foundation of Conquest and War V. 6.7

Post by kmunoz » Sun, 3. Oct 21, 16:41

Valinir wrote:
Sun, 3. Oct 21, 16:17
I think you dont need to spawn xenon ships
I think the xenon need more shipyards to built all the ships
It was my understanding that the real issue is that the Xenon have trouble getting resources now. I could be wrong, as I don't pay too much attention to it, but I recall reading this in passing somewhere around here.
Let's Play Poorly! - Suboptimal X4 Playthroughs

Valinir
Posts: 25
Joined: Sun, 4. Oct 20, 22:18
x3ap

Re: [MOD] Foundation of Conquest and War V. 6.7

Post by Valinir » Sun, 3. Oct 21, 17:42

Not sure about that, i looked into the storage of the xenon shipyard and they have more then enough ore and silicon ( they where close to full) but still my xenon couldnt really conqer any importen sector (5 days playtime)

Im about to try to adding the xenon awakening mod addionally but not sure if focw and xenon awakening are compatible
Anyone if the focw mod is compatible eith other mod who adding jobs?

BlackRain
Moderator (Script&Mod)
Moderator (Script&Mod)
Posts: 7411
Joined: Mon, 15. Dec 03, 18:53
x4

Re: [MOD] Foundation of Conquest and War V. 6.7

Post by BlackRain » Mon, 4. Oct 21, 00:11

Valinir wrote:
Sun, 3. Oct 21, 17:42
Not sure about that, i looked into the storage of the xenon shipyard and they have more then enough ore and silicon ( they where close to full) but still my xenon couldnt really conqer any importen sector (5 days playtime)

Im about to try to adding the xenon awakening mod addionally but not sure if focw and xenon awakening are compatible
Anyone if the focw mod is compatible eith other mod who adding jobs?
FOCW does it's own thing and should not conflict with anything.

Also, the problem with Xenon is getting resources, that is the issue. The Xenon already have 5 Shipyards and 5 wharfs. How many more do they need?

Jaskan
Posts: 192
Joined: Fri, 31. Jan 20, 10:42

Re: [MOD] Foundation of Conquest and War V. 6.7

Post by Jaskan » Wed, 13. Oct 21, 20:01

Has anybody tried this new xenon war mod with focw

https://steamcommunity.com/sharedfiles/ ... 2621615560

just wanted to know if any issues using them together, example will there be fps hit.

Mod is called Xenon Rebirth

BlackRain
Moderator (Script&Mod)
Moderator (Script&Mod)
Posts: 7411
Joined: Mon, 15. Dec 03, 18:53
x4

Re: [MOD] Foundation of Conquest and War V. 6.7

Post by BlackRain » Thu, 14. Oct 21, 00:53

Jaskan wrote:
Wed, 13. Oct 21, 20:01
Has anybody tried this new xenon war mod with focw

https://steamcommunity.com/sharedfiles/ ... 2621615560

just wanted to know if any issues using them together, example will there be fps hit.

Mod is called Xenon Rebirth
No idea, i mean there shouldn't be any conflicts but no clue about whether there will be fps hit. Not sure what exactly that mod does. I mean I read the description but does it add more ships?

Malchar
Posts: 395
Joined: Wed, 7. Apr 21, 00:56
x4

Re: [MOD] Foundation of Conquest and War V. 6.7

Post by Malchar » Thu, 14. Oct 21, 06:05

XR rely mostly on parameters, and xenons ships update. Job add few xenons ships ; two carriers and may be 7 to 10 destroyers. Some destroyers have s/m escort. There is also a handful of ship for argon (7 destroyers) and terran ; a single heavy squadron to guard asteroid belt (it is a kind of guarantie terran player can develop correctly at early game).
Xenons ships update is explained in description. It is nothing extravagant, it is even more common sense than something else.
Impact on performance is minimal to inexistant, and usually AI use maxgalaxy to cap ships.

Adding ships would not had been of great help with the 4.xx, when you see a dozen of xenon K suffering humiliating destruction attempting to attack a small graphen refinery.

BlackRain
Moderator (Script&Mod)
Moderator (Script&Mod)
Posts: 7411
Joined: Mon, 15. Dec 03, 18:53
x4

Re: [MOD] Foundation of Conquest and War V. 6.7

Post by BlackRain » Fri, 15. Oct 21, 01:35

Malchar wrote:
Thu, 14. Oct 21, 06:05
XR rely mostly on parameters, and xenons ships update. Job add few xenons ships ; two carriers and may be 7 to 10 destroyers. Some destroyers have s/m escort. There is also a handful of ship for argon (7 destroyers) and terran ; a single heavy squadron to guard asteroid belt (it is a kind of guarantie terran player can develop correctly at early game).
Xenons ships update is explained in description. It is nothing extravagant, it is even more common sense than something else.
Impact on performance is minimal to inexistant, and usually AI use maxgalaxy to cap ships.

Adding ships would not had been of great help with the 4.xx, when you see a dozen of xenon K suffering humiliating destruction attempting to attack a small graphen refinery.
Hey Malchar, I read the description, but I am still not clear on what your mod does. I understand the changes to Xenon ships (like more shields and different speed, etc.) but is that all the mod does? How exactly does the mod you made make Xenon more effective at destroying stations, etc.? I am asking out of curiosity. Maybe I will have a look at your code.

Malchar
Posts: 395
Joined: Wed, 7. Apr 21, 00:56
x4

Re: [MOD] Foundation of Conquest and War V. 6.7

Post by Malchar » Fri, 15. Oct 21, 04:26

When I can, I make things simply. Peoples** like how xenons were in 3.xx, so, in parameters, I use a lowattention very close to the V3.xx. It give a world more dynamic since stations are no more almost indestructible. defense and attack minspeed and maxspeed are certainly the decisive factor here.

** at least peoples who wish active xenons.

BlackRain
Moderator (Script&Mod)
Moderator (Script&Mod)
Posts: 7411
Joined: Mon, 15. Dec 03, 18:53
x4

Re: [MOD] Foundation of Conquest and War V. 6.7

Post by BlackRain » Sat, 16. Oct 21, 03:44

Malchar wrote:
Fri, 15. Oct 21, 04:26
When I can, I make things simply. Peoples** like how xenons were in 3.xx, so, in parameters, I use a lowattention very close to the V3.xx. It give a world more dynamic since stations are no more almost indestructible. defense and attack minspeed and maxspeed are certainly the decisive factor here.

** at least peoples who wish active xenons.
Hey Malchar, I was looking through your files. I am not seeing anything special in there that would make Xenon more effective at destroying stations. I mean, you change Xenon ships and make them more powerful I guess, but that shouldn't have too much of an impact. The low attention stuff you changed is already changed in VRO and your changes are barely different from the VRO changes. The ship stuff is just a matter of flavor, I mean VRO already changes ships and such by quite a bit so I am not seeing how that would have much of an impact on a VRO game for example. I can see how it would have an effect on a vanilla gameplay, but it is just a matter of ship edits and a slight change to the low attention stuff.

Malchar
Posts: 395
Joined: Wed, 7. Apr 21, 00:56
x4

Re: [MOD] Foundation of Conquest and War V. 6.7

Post by Malchar » Sat, 16. Oct 21, 06:46

Jaskan nor me spoke about vro.

Change on xenons ships are rather slight. It is a matter of common sense and equity most time. XL ships had empty shield slots--> I filled them. K is an XL ships with L thruster --> I gave it xl thruster. M is called a heavy fighter so I equiped it, and gave it, heavy fighter stats (here we can make a parallel with VRO but it is indirect).
The XR I released is for vanilla. For the parameters, change could appear slight, but it change the situation ingame.

We can continue to speak about that elsewhere if you dont mind. Here, it is a post about your mod

BlackRain
Moderator (Script&Mod)
Moderator (Script&Mod)
Posts: 7411
Joined: Mon, 15. Dec 03, 18:53
x4

Re: [MOD] Foundation of Conquest and War V. 6.7

Post by BlackRain » Mon, 18. Oct 21, 13:43

I am curious what kind of action people are hoping to see or what the issue is with Xenon exactly. I am currently playing a game I just started and this is my experience so far after 1 day and 14 hours of in game time (so total of 38 hours).

I am using FOCW obviously, FOCW corporations and VRO. I do not use the Faction enhancement mods. I also have a couple of other changes, I have a change to the recon script (which scouts out enemy threat to be higher, which essentially should have the factions call for more ships). I also added in spawned Xenon ships (but only recently as in the last several hours of the gameplay). From what I can see so far, it took a while but the Xenon have taken over 2 sectors so far and are consistently sending ships to raid faction space. Factions are a little congested, but this will clear up over time I am sure. I am not seeing too many issues with the xenon, they definitely aren't being defeated.

Mystershow
Posts: 89
Joined: Tue, 11. Feb 20, 18:56
x4

Re: [MOD] Foundation of Conquest and War V. 6.7

Post by Mystershow » Mon, 18. Oct 21, 16:04

I was wondering if I had an issue as well but it just takes time.


Now I see some more and more XL Xenon ships, I are terryfing, invading Getsu Fune, Hatikvah I, HOP is really busy with Faulty Logic, Frontier Edge have fallen and I've got worrying report from Teladi Space.

So I don't think there are any issues, when I go into Xenon space, I'm quite freightened by the amount of station and forces.


Furthermore I play with "Xpan Sectors Adavanced" and the Xenon where quicker than any other factions to colonize empty sector.


The factions are getting bigger as well so it'll propably end up in a massive war soon.


Bottom line is the mod is working fine I think and it took time to build up the forces.

But I would say the Xenons aren't very aggressive but when aggro, they comme in full force.


This is my experience in my current game so far.


Edit:

I use VRO, Faction Enhancer, FOCW, FOCW corp., ship variation and weapon variation mods. They are the one which would have a potential impact on gameplay.

And an another point, my FPS are suprisingly good.

Mystershow
Posts: 89
Joined: Tue, 11. Feb 20, 18:56
x4

Re: [MOD] Foundation of Conquest and War V. 6.7

Post by Mystershow » Mon, 18. Oct 21, 17:39

I like a dynamic universe when I play because it's a challenge and I can lose.

I have enough experience from previous X series and modding to understand the mechanics as well as the gameplay.


In regards for FOCW, maybe it could be more fleet variation.

Especially in conjunction with VRO, it could mean having to adapt our main forces for the type of ennemy.


It could be a lot of S ships for the Split (kind of suicide run), mostly L and XL for the Terran, M ships with lighlty armed S ships for the Teladi.

Stuff like that.


It's just an idea I have, I have to look how to make it lore friendly as well as balanced.

Malchar
Posts: 395
Joined: Wed, 7. Apr 21, 00:56
x4

Re: [MOD] Foundation of Conquest and War V. 6.7

Post by Malchar » Mon, 18. Oct 21, 18:37

Mystershow wrote:
Mon, 18. Oct 21, 16:04

... ship variation and weapon variation mods. They are the one which would have a potential impact on gameplay.
Like lot of mods these ones act a bit like cheat mods ; they give players only advantages, and make problems worst for xenons. IIRC weapon variation dont allows Xenons better weapons, nor ship variation allows xenons flapships with triples number of large turrets.
BlackRain wrote:
Mon, 18. Oct 21, 13:43
I am curious what kind of action people are hoping to see or what the issue is with Xenon exactly.
Most people who would like to have a more dynamic universe are nostalgic of the v3.xx era, especially the 3.3. Of course it will never come back exactly like it was, because news sectors and new route, would make migration and expansion differente (if we imagine a X4 v4.xx able to be less static)

At this time xenons stay at home or are defeated at the first attempt to destroy a station.

I will give a single but significative exemple ; It didnt use specifically the blacklist since my last game in V3.3. Usually I had to blacklist hatikvah sector, and depending of the game hewa II zura IV, and early game, may be bright promise trinity and two grand.

In a static and peaceful universe blacklist is only useful for a generalist usage ; forbid to cross sector held by ennemies.


Joke of the year ; the mod ''nerf xenons'' have been update for the V4

Mystershow
Posts: 89
Joined: Tue, 11. Feb 20, 18:56
x4

Re: [MOD] Foundation of Conquest and War V. 6.7

Post by Mystershow » Mon, 18. Oct 21, 19:37

Malchar wrote:
Mon, 18. Oct 21, 18:37

Like lot of mods these ones act a bit like cheat mods ; they give players only advantages, and make problems worst for xenons. IIRC weapon variation dont allows Xenons better weapons, nor ship variation allows xenons flapships with triples number of large turrets.
I agree, I used it only because I like the X4 lore-friendly approach to the ship design.

I'm doing a long gameplay to see if it had any impact or not.

For the other mods, it's mostly to have a stronger economy, I use VRO because I like the emphasis on support it adds. It's quite hard to win alone even if a good Katana can destroy almost anything.

Malchar wrote:
Mon, 18. Oct 21, 18:37


At this time xenons stay at home or are defeated at the first attempt to destroy a station.
It is indeed what I see in my game right now, quite advanced (most quest done, few fleets and stations).

All I see is, sometimes, a defense station or a skirmish at a gate.

But inside Xenon territory, there are a lot more xenons and stations. If I want to conquer these sectors like for
Spoiler
Show
the end game yaki quest
, it would take me way more ressources than in vanilla and would be a welcome challenge.

Note that I've used every FOCW options except for Apocalypse.

BlackRain
Moderator (Script&Mod)
Moderator (Script&Mod)
Posts: 7411
Joined: Mon, 15. Dec 03, 18:53
x4

Re: [MOD] Foundation of Conquest and War V. 6.7

Post by BlackRain » Mon, 18. Oct 21, 20:43

Malchar wrote:
Mon, 18. Oct 21, 18:37
Mystershow wrote:
Mon, 18. Oct 21, 16:04

... ship variation and weapon variation mods. They are the one which would have a potential impact on gameplay.
Like lot of mods these ones act a bit like cheat mods ; they give players only advantages, and make problems worst for xenons. IIRC weapon variation dont allows Xenons better weapons, nor ship variation allows xenons flapships with triples number of large turrets.
BlackRain wrote:
Mon, 18. Oct 21, 13:43
I am curious what kind of action people are hoping to see or what the issue is with Xenon exactly.
Most people who would like to have a more dynamic universe are nostalgic of the v3.xx era, especially the 3.3. Of course it will never come back exactly like it was, because news sectors and new route, would make migration and expansion differente (if we imagine a X4 v4.xx able to be less static)

At this time xenons stay at home or are defeated at the first attempt to destroy a station.

I will give a single but significative exemple ; It didnt use specifically the blacklist since my last game in V3.3. Usually I had to blacklist hatikvah sector, and depending of the game hewa II zura IV, and early game, may be bright promise trinity and two grand.

In a static and peaceful universe blacklist is only useful for a generalist usage ; forbid to cross sector held by ennemies.


Joke of the year ; the mod ''nerf xenons'' have been update for the V4
My point is that it is working just fine in the game I am playing right now. They are destroying stations and trying to take over space but the scope is a longer timescale which is fine. That is why I am curious what the issue is. I have tested this game so many times and had games that were ten to twenty days long in many different versions of the game. Currently, I am almost 2 days into a new game and the activity I am seeing with the Xenon is just fine.

Mystershow
Posts: 89
Joined: Tue, 11. Feb 20, 18:56
x4

Re: [MOD] Foundation of Conquest and War V. 6.7

Post by Mystershow » Mon, 18. Oct 21, 20:59

BlackRain wrote:
Mon, 18. Oct 21, 20:43

They are destroying stations and trying to take over space but the scope is a longer timescale which is fine.

I agree, my observation as well in my current game and perfectly fine with it.

It just takes time and I'm getting worried for sectors close to Xenon space which is great.

Post Reply

Return to “X4: Foundations - Scripts and Modding”