fantastic , thanks for the update.BlackRain wrote: ↑Thu, 20. Aug 20, 21:41FOCW 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.
[MOD] Foundation of Conquest and War V. 7.2
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Re: [MOD] Foundation of Conquest and War V. 5.9
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Re: [MOD] Foundation of Conquest and War V. 5.9
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.
Thank you for Xenonpocalypse option. Let's see if it will lead to the End of Flesh in my game.
Re: [MOD] Foundation of Conquest and War V. 5.9
Big thanks for the Xenonpocalypse. Finally a real threat.
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Re: [MOD] Foundation of Conquest and War V. 5.9
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.
Re: [MOD] Foundation of Conquest and War V. 5.9
Yeah i think a better economy for xenon would be good.
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Re: [MOD] Foundation of Conquest and War V. 5.9
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.
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.
Re: [MOD] Foundation of Conquest and War V. 5.9
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 wrote: ↑Sun, 23. Aug 20, 14:19A 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.
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Re: [MOD] Foundation of Conquest and War V. 5.9
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.
Re: [MOD] Foundation of Conquest and War V. 5.9
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.AtilaElari wrote: ↑Fri, 28. Aug 20, 15:46Observation: 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.
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Re: [MOD] Foundation of Conquest and War V. 5.9
Does "all factions" include xenon?
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Re: [MOD] Foundation of Conquest and War V. 5.9
No Xenon jobs are covered by xenon specific options (I think).
Re: [MOD] Foundation of Conquest and War V. 5.9
is it compatible with all mods? such as vro, faction pack, or ship pack?
Re: [MOD] Foundation of Conquest and War V. 5.9
how can i make sure the mod works? I set all factions except xenons $activate 1. And $activateallfaction stay 0.
Re: [MOD] Foundation of Conquest and War V. 5.9
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.
Re: [MOD] Foundation of Conquest and War V. 5.9
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?
Is out there a feature list maybe to this one?
Re: [MOD] Foundation of Conquest and War V. 5.9
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.
Re: [MOD] Foundation of Conquest and War V. 5.9
Ok, thank you for you explanation. Already tried out both mods and I'm fine with your new one
Re: [MOD] Foundation of Conquest and War V. 5.9
What does exactly the Xenon apocalypse option? enabled it and still nothing major