[MOD] Foundation of Conquest and War V. 7.2

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Retrox
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Re: [MOD] Foundation of Conquest and War V. 4.0

Post by Retrox » Tue, 5. May 20, 12:15

Is there an ingame configuration menu or could i configure it via some file? At least i havent found an ingame one. Some help would be nice!
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Re: [MOD] Foundation of Conquest and War V. 4.0

Post by Drewgamer » Tue, 5. May 20, 15:09

Retrox wrote:
Tue, 5. May 20, 12:15
Is there an ingame configuration menu or could i configure it via some file? At least i havent found an ingame one. Some help would be nice!
Open the "FOCW" folder, then open the "md" folder, in there is a file called "focw_config". You can set all your options there (there are instructions in the file of what each option does).
Check out my mod Crystal Rarities

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Re: [MOD] Foundation of Conquest and War V. 4.0

Post by VPanda » Wed, 6. May 20, 10:32

Hello! does this mod add "I" Xenons? because in my game there are too few of them, even on maximum FOCW settings.

Min
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Re: [MOD] Foundation of Conquest and War V. 4.0

Post by Min » Sat, 9. May 20, 19:04

Great mod Rain. I've revisited after taking time away from X4. Question: Does this mod work with Faction Enhancer MOD? Also is it compatible with the newest 3.20 ver?

Also in the config instructions, it says to edit for example "md.FOCW_Config.FOCWSettings.$activateXenfighter" with following values 1 2 and 3. However, in the focwsetup there are multiple lines containing "md.FOCW_Config.FOCWSettings.$activateXenfighter" some with 0 some with 1 some with 2. Wondering which one I should modify.

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Re: [MOD] Foundation of Conquest and War V. 4.0

Post by djrygar » Sun, 10. May 20, 15:20

Min wrote:
Sat, 9. May 20, 19:04
Great mod Rain. I've revisited after taking time away from X4. Question: Does this mod work with Faction Enhancer MOD? Also is it compatible with the newest 3.20 ver?

Also in the config instructions, it says to edit for example "md.FOCW_Config.FOCWSettings.$activateXenfighter" with following values 1 2 and 3. However, in the focwsetup there are multiple lines containing "md.FOCW_Config.FOCWSettings.$activateXenfighter" some with 0 some with 1 some with 2. Wondering which one I should modify.
Do not enable fighters - it will kill framerate (unless you've got 5ghz Intel, then maybe)

I'm playing with FOCW + VRO + xrships (plus Landlord and Getting Paid that slowed my progress) and its fantastic.

I enabled: additional bigships and carriers for defense for xenons, and bigships for invasions + additional transporters.
Right now im trying to save Teladis shipyard as xenons basically destroyed their economy. I have 2 destroyers in one secotr and 3 in second, but it looks like they want to join forces and smash teladis shipyard for good. Best experience in X games I ever had.
It is actually possible to loose an X game. Amazing.
Last edited by djrygar on Sun, 10. May 20, 15:32, edited 1 time in total.

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Re: [MOD] Foundation of Conquest and War V. 4.0

Post by djrygar » Sun, 10. May 20, 15:32

question to author:
Are those ships spawned out of thin air or built?

Min
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Re: [MOD] Foundation of Conquest and War V. 4.0

Post by Min » Sun, 10. May 20, 19:05

djrygar wrote:
Sun, 10. May 20, 15:20
Min wrote:
Sat, 9. May 20, 19:04
Great mod Rain. I've revisited after taking time away from X4. Question: Does this mod work with Faction Enhancer MOD? Also is it compatible with the newest 3.20 ver?

Also in the config instructions, it says to edit for example "md.FOCW_Config.FOCWSettings.$activateXenfighter" with following values 1 2 and 3. However, in the focwsetup there are multiple lines containing "md.FOCW_Config.FOCWSettings.$activateXenfighter" some with 0 some with 1 some with 2. Wondering which one I should modify.
Do not enable fighters - it will kill framerate (unless you've got 5ghz Intel, then maybe)

I'm playing with FOCW + VRO + xrships (plus Landlord and Getting Paid that slowed my progress) and its fantastic.

I enabled: additional bigships and carriers for defense for xenons, and bigships for invasions + additional transporters.
Right now im trying to save Teladis shipyard as xenons basically destroyed their economy. I have 2 destroyers in one secotr and 3 in second, but it looks like they want to join forces and smash teladis shipyard for good. Best experience in X games I ever had.
It is actually possible to loose an X game. Amazing.
Yes I had the same situation my last game. Hatikva and Teladi space fell fast near the end of it Xenon had taken up to outer ring and before I restarted they were 2 sectors away from PHQ.

BTW do you just enable extra Is? Please let me know which function you selected in the config file

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Re: [MOD] Foundation of Conquest and War V. 4.0

Post by BlackRain » Mon, 11. May 20, 00:10

djrygar wrote:
Sun, 10. May 20, 15:32
question to author:
Are those ships spawned out of thin air or built?
Only the first instance of the ships are spawned. If you put it in on new game, they will spawn like everything else in the game does at game start. If you put it into an existing game for the first time, the ships will spawn only the first time. There is no way to get around that but they will then be built like all other ships. It is an issue with jobs.

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Re: [MOD] Foundation of Conquest and War V. 4.0

Post by djrygar » Mon, 11. May 20, 01:23

BlackRain wrote:
Mon, 11. May 20, 00:10
Only the first instance of the ships are spawned. If you put it in on new game, they will spawn like everything else in the game does at game start. If you put it into an existing game for the first time, the ships will spawn only the first time. There is no way to get around that but they will then be built like all other ships. It is an issue with jobs.
Thats great, no problem with that.
Min wrote:
Sun, 10. May 20, 19:05
Yes I had the same situation my last game. Hatikva and Teladi space fell fast near the end of it Xenon had taken up to outer ring and before I restarted they were 2 sectors away from PHQ.
BTW do you just enable extra Is? Please let me know which function you selected in the config file
2 K already destroyed half of my PHQ sector, I'm getting surrounded and cannot afford even a Shrike ;>
Less and less traders are coming for my stuff.., Teladi Shipyard in Profit Ceter Alpha has 10% of health ;D This is desperation :>

I enabled:
activateXenminers
activateXencapital
activateXencardefend

with these, game remains relatively smooth, so fighting in person is still enjoyable
(ryzen 3700x). Actually the fact that xenons wiped so many sectors helps with performance.

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Re: [MOD] Foundation of Conquest and War V. 4.0

Post by DeadAirRT » Mon, 11. May 20, 01:31

BlackRain wrote:
Mon, 11. May 20, 00:10
It is an issue with jobs.
Preach brother-man.

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Re: [MOD] Foundation of Conquest and War V. 4.0

Post by LoneStargazer » Mon, 11. May 20, 17:11

The mod has actually helped the factions to somewhat hold against Xenon in my game so far, thought I used highter settings for them in the config (2) and 1 for Xeon options and Im still not that far in this playthrough. Previous game the Xenon were rampaging with VRO + Faction Enchancer, so I think it's more related to current patch, that made Xenon alot more of a treat. The Free Families seem to be hit the worst, loosing their story station and a few sectors and getting cut from the rest of the universe, probably because they have 2 connections to Xenon sectors and FOCW itself wasn't yet updated for Vendetta, and they don't have any millitary expect ZYA colonial police, who are small in number and aren't really fitted to fight large scale invasions.

Personally, I like it when there are some fights and wars and even sectors changing hands but the general equilibrium holds, so you can feel yourself like someone small doing your little business in the larger selfsufficient and lively universe, not a mass effect style stop-the-reapers-all-by-yourself-racing-against-the-clock hero, but guess it's a preference.

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Re: [MOD] Foundation of Conquest and War V. 4.0

Post by Min » Tue, 12. May 20, 18:07

djrygar wrote:
Mon, 11. May 20, 01:23
BlackRain wrote:
Mon, 11. May 20, 00:10
Only the first instance of the ships are spawned. If you put it in on new game, they will spawn like everything else in the game does at game start. If you put it into an existing game for the first time, the ships will spawn only the first time. There is no way to get around that but they will then be built like all other ships. It is an issue with jobs.
Thats great, no problem with that.
Min wrote:
Sun, 10. May 20, 19:05
Yes I had the same situation my last game. Hatikva and Teladi space fell fast near the end of it Xenon had taken up to outer ring and before I restarted they were 2 sectors away from PHQ.
BTW do you just enable extra Is? Please let me know which function you selected in the config file
2 K already destroyed half of my PHQ sector, I'm getting surrounded and cannot afford even a Shrike ;>
Less and less traders are coming for my stuff.., Teladi Shipyard in Profit Ceter Alpha has 10% of health ;D This is desperation :>

I enabled:
activateXenminers
activateXencapital
activateXencardefend

with these, game remains relatively smooth, so fighting in person is still enjoyable
(ryzen 3700x). Actually the fact that xenons wiped so many sectors helps with performance.
Setting is all on 1,2 or 3? I assume I should set only 1 if I’m worried about performance? Will it make a noticeable difference I wonder

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Re: [MOD] Foundation of Conquest and War V. 4.0

Post by djrygar » Tue, 12. May 20, 18:23

everything on 1

actually just disabled additional transports, because it was too crazy

Argon Prime just fell ;<
Forget about doing quests, its RTS style now.

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Re: [MOD] Foundation of Conquest and War V. 4.0

Post by BlackRain » Thu, 14. May 20, 00:18

djrygar wrote:
Tue, 12. May 20, 18:23
everything on 1

actually just disabled additional transports, because it was too crazy

Argon Prime just fell ;<
Forget about doing quests, its RTS style now.
If you are changing the settings mid game, it isn’t as if ships will be removed so there may be extra ships for a time

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Re: [MOD] Foundation of Conquest and War V. 4.0

Post by Min » Sun, 17. May 20, 04:15

In my current game Xenon are attacking TEL trade station in Hewa's Twin however seems capital ships don't attack only fighters do. Also the trade station goes to 0% but cant be destroyed. I don't know if its anything to do with the mod or if its just a bug in beta 3.20. I can provide my save if you wish

EDIT: Just to confirm they managed to blow up the station I left it on SETA for like 20 mins it stays at 0% hull for ages. dont know if its bug or not

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Re: [MOD] Foundation of Conquest and War V. 4.0

Post by djrygar » Sun, 17. May 20, 08:34

Min wrote:
Sun, 17. May 20, 04:15
EDIT: Just to confirm they managed to blow up the station I left it on SETA for like 20 mins it stays at 0% hull for ages. dont know if its bug or not

i have seen the same thing, at 0% for few hours
maybe they have tons of repair drones, ships were constantly docking anyway, maybe delivering drone parts

when additional destroyer joined party station fell, so it might be that it overcome repairing ability

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Re: [MOD] Foundation of Conquest and War V. 4.0

Post by djrygar » Sun, 17. May 20, 08:40

BlackRain wrote:
Thu, 14. May 20, 00:18
If you are changing the settings mid game, it isn’t as if ships will be removed so there may be extra ships for a time
I'm not sure if disabling works at all.. I disabled additional bigships in this game like 24 hours ago and still see streams of destroyers..
xenon transporters appear faster than I can kill them.

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Re: [MOD] Foundation of Conquest and War V. 4.0

Post by joey86 » Sun, 17. May 20, 12:20

I play with VRO and all sugested mods. Most factions pushed xenon out of their teritory except of both split factions.
I was heavily defending Family Zhinn.
A few days ago i started to go near free familys and took fires of defeat back from xenon. (and loosing half my fleet)
At about the same time Xenon became stronger.
They push even harder against Family Zhinn which is now no longer guarded by me and are constantly atacking fires of defeat where i am still not finished building my (1st real) Defence Station.

I am not looking to much whats going up in the rest of the Universe but it seems that xenon are also atacking sectors where they weren`t able to get a foot in earlier.

Now finaly to my question:
I considered to use this mod to help both split factions a bit but it seems i can only boost all factions, xenon or factions that are not split.

What is included in all factions? is zya and familys in it? is xenon in it?

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Re: [MOD] Foundation of Conquest and War V. 4.0

Post by TehGM » Sun, 17. May 20, 15:28

I must confirm, Split factions seem to have troubles keeping up, which is a shame. I use VRO + FOCW to balance out and get some activity in my universe, and for other factions it's cool, although I had to use cheat menu at one point to spawn few ships for HAT (had their additional defenses disabled in FOCW and they were getting obliterated cause Argon wouldn't help them, so I enabled it and spawned a few ships.

Seems I will have to use cheat menu to help split now, but it's really not cool, and not really sustainable - not to mention I hate cheating, so even having cheat menu at all to help factions feels wrong.. Hope options for split factions get added.

Xenon being a threat is cool, it's actually what I want, but only if factions have any chances to stand against them.
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Re: [MOD] Foundation of Conquest and War V. 4.0

Post by BlackRain » Mon, 18. May 20, 02:05

Min wrote:
Sun, 17. May 20, 04:15
In my current game Xenon are attacking TEL trade station in Hewa's Twin however seems capital ships don't attack only fighters do. Also the trade station goes to 0% but cant be destroyed. I don't know if its anything to do with the mod or if its just a bug in beta 3.20. I can provide my save if you wish

EDIT: Just to confirm they managed to blow up the station I left it on SETA for like 20 mins it stays at 0% hull for ages. dont know if its bug or not
This mod only changes amount of ships. Anything else has nothing to do with this mod

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