[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

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

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

Post by Jaskan » Thu, 20. Aug 20, 23:55

BlackRain wrote:
Thu, 20. Aug 20, 21:41
FOCW Version 5.9
1) Added configuration options for the Faction Court of Curbs. Should only activate when court is an active faction. Free split family ships should no longer get built at that point (hopefully it works)
2) Changed diplomacy options, now diplomacy is a one shot deal instead of a constant check. Just put a 1 next to the configuration option and make sure to edit all the diplomacy options for each faction, then load up the game and voila. You can then turn it off or leave it as is (it will keep resetting the diplomacy back to whatever you set at each game load if you leave it on or will change if you change the settings).
3) Some minor fixes in the code here and there.
fantastic , thanks for the update.

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

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

Post by AtilaElari » Fri, 21. Aug 20, 11:40

Praise He Who Brings Updates!
Thank you for Xenonpocalypse option. Let's see if it will lead to the End of Flesh in my game.

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

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

Post by kyrah » Fri, 21. Aug 20, 18:45

Big thanks for the Xenonpocalypse. Finally a real threat.

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. 5.9

Post by BlackRain » Fri, 21. Aug 20, 19:08

kyrah wrote:
Fri, 21. Aug 20, 18:45
Big thanks for the Xenonpocalypse. Finally a real threat.
Let me know how it goes. I can always increase it if it is still not enough

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

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

Post by AtilaElari » Fri, 21. Aug 20, 21:04

BlackRain wrote:
Fri, 21. Aug 20, 19:08
kyrah wrote:
Fri, 21. Aug 20, 18:45
Big thanks for the Xenonpocalypse. Finally a real threat.
Let me know how it goes. I can always increase it if it is still not enough
I believe it would be beneficial to also increase the amount of mining ships even further: as I spied on Xenon shipyards, I saw them idling with no Ore quite a lot.

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: 7411
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: 7411
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: 7411
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: 7411
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: 7411
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:

Post Reply

Return to “X4: Foundations - Scripts and Modding”