[MOD] Foundation of Conquest and War V. 7.2

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eranicus
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Re: [WIP - MOD] Foundation of Conquest and War V. 3.0Alpha

Post by eranicus » Sat, 23. Mar 19, 16:13

First of all , thank you very much for the mod.

Im starting a new game with v2.20 and I plan to use your mod together with Faction War/Economy Enhancer v3.1

Will I get any conflicts if I also load War Module , Economy AI Module , Catchup Module from Faction War/Economy Enhancer ?

As far as I understood it is better not to load Economy Balance Module.

Buzz2005
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Re: [WIP - MOD] Foundation of Conquest and War V. 3.0Alpha

Post by Buzz2005 » Sat, 23. Mar 19, 19:12

yes dont load ec balance and all is working well
Fixed ships getting spawned away from ship configuration menu at resupply ships from automatically getting deployables.

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Re: [WIP - MOD] Foundation of Conquest and War V. 3.0Alpha

Post by Buzz2005 » Sun, 24. Mar 19, 13:57

A little report on 2.21 beta

My Teladi wharf has 300 ships in queue but they did a nice job of fixing the shipyards so they dont get stuck and as I pump it full of resources they actually get built :lol:

Faction AI mod if you installed the new version on a relatively new game does a great job also expanding already buit stations to accommodate the shortages instead of building new ones

and there is a mod on workshop no fog that noticeably boosts the fps

all in all looks great
only thing is that xenon always suck in my gameplays :cry:, slowly loosing sector by sector never attacking with great enough force to make a difference
Fixed ships getting spawned away from ship configuration menu at resupply ships from automatically getting deployables.

rosssack
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Re: [WIP - MOD] Foundation of Conquest and War V. 3.0Alpha

Post by rosssack » Sun, 24. Mar 19, 14:19

Buzz2005 wrote:
Sun, 24. Mar 19, 13:57
A little report on 2.21 beta

My Teladi wharf has 300 ships in queue but they did a nice job of fixing the shipyards so they dont get stuck and as I pump it full of resources they actually get built :lol:

Faction AI mod if you installed the new version on a relatively new game does a great job also expanding already buit stations to accommodate the shortages instead of building new ones

and there is a mod on workshop no fog that noticeably boosts the fps

all in all looks great
only thing is that xenon always suck in my gameplays :cry:, slowly loosing sector by sector never attacking with great enough force to make a difference
as above the xeon in my game have been wiped out by the ai factions the capital ships really need fighter escorts turrets are far too easy to destroy far all ships in game

BlackRain
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Re: [WIP - MOD] Foundation of Conquest and War V. 3.0Alpha

Post by BlackRain » Sun, 24. Mar 19, 19:33

Yeah in the version I have been fooling around with for the last week, the xenon should be stronger

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Re: [WIP - MOD] Foundation of Conquest and War V. 3.1Alpha

Post by BlackRain » Sun, 24. Mar 19, 19:46

Version 3.1 FOCW Alpha
1) Added more spawned ships to all Main factions
2) Increased fighter support for Xenon and overall more fighters in game.
3) Increased ships/fleets for Xenon overall. May lead to Teladi being hurt bad in early game.

The spawned fleets/ships are all in jobs, just do a search for "Spawned"

90% of all ships are still built but now there are more spawned ships which provide support. This will increase activity and fighting. You will see larger fleets, larger invasions and such overall. These fleets/ships can still be fully eliminated by weakening a faction enough. Some spawned ships are escorts and will naturally not get built if their lead ship (which is normally built) can no longer be built due to loss of shipyard.

Buzz2005
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Re: [WIP - MOD] Foundation of Conquest and War V. 3.1Alpha

Post by Buzz2005 » Mon, 25. Mar 19, 11:35

yea dont recommend 2.21 beta bc xenon dont build ships
Fixed ships getting spawned away from ship configuration menu at resupply ships from automatically getting deployables.

kyrah
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Re: [WIP - MOD] Foundation of Conquest and War V. 3.1Alpha

Post by kyrah » Mon, 25. Mar 19, 15:53

Is spawning ships not the wrong way? Was the goal not that everything is build, fully simulate economy and such things?

BlackRain
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Re: [WIP - MOD] Foundation of Conquest and War V. 3.1Alpha

Post by BlackRain » Mon, 25. Mar 19, 22:02

kyrah wrote:
Mon, 25. Mar 19, 15:53
Is spawning ships not the wrong way? Was the goal not that everything is build, fully simulate economy and such things?
Go back and read our previous conversations on this. I won't be repeating what I already said.

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Frumph
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Re: [WIP - MOD] Foundation of Conquest and War V. 3.1Alpha

Post by Frumph » Tue, 26. Mar 19, 18:15

BlackRain wrote:
Mon, 25. Mar 19, 22:02
kyrah wrote:
Mon, 25. Mar 19, 15:53
Is spawning ships not the wrong way? Was the goal not that everything is build, fully simulate economy and such things?
Go back and read our previous conversations on this. I won't be repeating what I already said.
The amount of time you spent writing this reply could have spent just answering it. 99 pages of threads on this conversation and we're told to go back and re-read everything.

Buzz2005
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Re: [WIP - MOD] Foundation of Conquest and War V. 3.1Alpha

Post by Buzz2005 » Tue, 26. Mar 19, 18:49

Just go back from here and read Blackrains posts, or click on his username and read

The amount of time it took you to write this you could have done the above
Fixed ships getting spawned away from ship configuration menu at resupply ships from automatically getting deployables.

BlackRain
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Re: [WIP - MOD] Foundation of Conquest and War V. 3.1Alpha

Post by BlackRain » Tue, 26. Mar 19, 23:00

Frumph wrote:
Tue, 26. Mar 19, 18:15
BlackRain wrote:
Mon, 25. Mar 19, 22:02
kyrah wrote:
Mon, 25. Mar 19, 15:53
Is spawning ships not the wrong way? Was the goal not that everything is build, fully simulate economy and such things?
Go back and read our previous conversations on this. I won't be repeating what I already said.
The amount of time you spent writing this reply could have spent just answering it. 99 pages of threads on this conversation and we're told to go back and re-read everything.
Excuse me? I don't have to do a damn thing for you, and please don't use my mod, thanks.

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Tanvaras
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Re: [WIP - MOD] Foundation of Conquest and War V. 3.1Alpha

Post by Tanvaras » Wed, 27. Mar 19, 02:09

I have had a few questions but a simple search under Blackrains username and I found the answers (Took me a whole 2 minutes). So yeah I am positive Blackrain doesn't have to repeat himself more than once. Search is a great tool, more people need to learn how to use it.

And Thanks for the continuation of the No1 mod for X4, coupled with Faction Enhancer, X4 is closer to what I wanted out of X4. Look forward to continued updates to FOW :)
“We don't make mistakes, just happy little accidents.”
“Talent is a pursued interest"
“Let's get crazy.”
“There's nothing wrong with having a tree as a friend.”

Bob Ross, 29 October 1942 - 4 July 1995

BlackRain
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Re: [WIP - MOD] Foundation of Conquest and War V. 3.1Alpha

Post by BlackRain » Wed, 27. Mar 19, 02:29

I just get annoyed when people seem ungrateful. If I said I wasn't going to answer, why antagonize me for no reason? Is it my duty to answer people's questions? I am not being paid or owe anyone anything. I have been pretty helpful throughout but I was just tired of discussing that particular thing. If people don't want spawned ships then just edit out them from jobs.xml. In my opinion, having the spawned ships I added has made my game much more enjoyable.

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Frumph
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Re: [WIP - MOD] Foundation of Conquest and War V. 3.1Alpha

Post by Frumph » Wed, 27. Mar 19, 05:22

BlackRain wrote:
Wed, 27. Mar 19, 02:29
I just get annoyed when people seem ungrateful. If I said I wasn't going to answer, why antagonize me for no reason? Is it my duty to answer people's questions? I am not being paid or owe anyone anything. I have been pretty helpful throughout but I was just tired of discussing that particular thing. If people don't want spawned ships then just edit out them from jobs.xml. In my opinion, having the spawned ships I added has made my game much more enjoyable.
There's the answer I was looking for. Appreciate it.

Angsaar
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Re: [WIP - MOD] Foundation of Conquest and War V. 3.1Alpha

Post by Angsaar » Wed, 27. Mar 19, 05:36

I find the spawning to be a nice buffer to keep the conflict going

Misunderstood Wookie
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Re: [WIP - MOD] Foundation of Conquest and War V. 3.1Alpha

Post by Misunderstood Wookie » Wed, 27. Mar 19, 10:16

Tanvaras wrote:
Wed, 27. Mar 19, 02:09
I have had a few questions but a simple search under Blackrains username and I found the answers (Took me a whole 2 minutes). So yeah I am positive Blackrain doesn't have to repeat himself more than once. Search is a great tool, more people need to learn how to use it.

And Thanks for the continuation of the No1 mod for X4, coupled with Faction Enhancer, X4 is closer to what I wanted out of X4. Look forward to continued updates to FOW :)
Wait you can combine this with Faction enhancer I read the desc for the it but figured it may have overlapping functionality and make performance go to the cat tray.
*modified*
*X3 LiteCube User*
MOD GemFX Real Space Shaders
MOD Variety and Rebalance Overhaul Icon Pack
I lost my Hans and should not be flying Solo.
Image

BlackRain
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Re: [WIP - MOD] Foundation of Conquest and War V. 3.1Alpha

Post by BlackRain » Wed, 27. Mar 19, 10:32

ledhead900 wrote:
Wed, 27. Mar 19, 10:16
Tanvaras wrote:
Wed, 27. Mar 19, 02:09
I have had a few questions but a simple search under Blackrains username and I found the answers (Took me a whole 2 minutes). So yeah I am positive Blackrain doesn't have to repeat himself more than once. Search is a great tool, more people need to learn how to use it.

And Thanks for the continuation of the No1 mod for X4, coupled with Faction Enhancer, X4 is closer to what I wanted out of X4. Look forward to continued updates to FOW :)
Wait you can combine this with Faction enhancer I read the desc for the it but figured it may have overlapping functionality and make performance go to the cat tray.
It works great for me. Not sure about your pc but it should be fine I think

Buzz2005
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Re: [WIP - MOD] Foundation of Conquest and War V. 3.1Alpha

Post by Buzz2005 » Wed, 27. Mar 19, 16:08

I don't know if its vannila or faction AI mod but this was very cool

Camping in Matrix#451 just watching teladi fight xenon, maybe help a little :twisted:

Teladi owns the sector, has 2 defense stations, xenon has 1 and started the second

Then out of the Xenon gate 1 K makes a run to a teladi defense station and straight to the administrative center, it killed it and died in the process
BOOM sector is contested and will likely be taken over

Watching teladi destroyers take out K looks very good sometimes, targeting turrets and smart positioning to fire all weapons
Fixed ships getting spawned away from ship configuration menu at resupply ships from automatically getting deployables.

Misunderstood Wookie
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Re: [WIP - MOD] Foundation of Conquest and War V. 3.1Alpha

Post by Misunderstood Wookie » Thu, 28. Mar 19, 12:37

BlackRain wrote:
Wed, 27. Mar 19, 10:32
ledhead900 wrote:
Wed, 27. Mar 19, 10:16
Tanvaras wrote:
Wed, 27. Mar 19, 02:09
I have had a few questions but a simple search under Blackrains username and I found the answers (Took me a whole 2 minutes). So yeah I am positive Blackrain doesn't have to repeat himself more than once. Search is a great tool, more people need to learn how to use it.

And Thanks for the continuation of the No1 mod for X4, coupled with Faction Enhancer, X4 is closer to what I wanted out of X4. Look forward to continued updates to FOW :)
Wait you can combine this with Faction enhancer I read the desc for the it but figured it may have overlapping functionality and make performance go to the cat tray.
It works great for me. Not sure about your pc but it should be fine I think
Which Module is the one you use?
https://steamcommunity.com/profiles/765 ... pid=392160
*modified*
*X3 LiteCube User*
MOD GemFX Real Space Shaders
MOD Variety and Rebalance Overhaul Icon Pack
I lost my Hans and should not be flying Solo.
Image

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