[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: [WIP - MOD] Foundation of Conquest and War V. 2.4Alpha

Post by BlackRain » Sat, 26. Jan 19, 22:24

Version 2.4 FOCW Alpha
1) Decrease in shield regen for all shields
2) Increase in damage for most weapons/turrets
3) Increase in Xenon ships in Xenon sectors
4) Increase in Teladi defense fleets/ships
5) Slight increase in Argon and Antigone defense fleets/ships
6) Slight increase in Paranid and HOP defense fleets/ships
7) New basket for only engine parts and smart chips with new trade ships for each faction focused on only these two resources
8 ) Increased how many engine parts and smart chips factories get built per faction
9) Capital ships won't boost (doesn't work with aggressive ai though)

Dreamtide
Posts: 18
Joined: Wed, 27. Jun 12, 02:31
x4

Re: [WIP - MOD] Foundation of Conquest and War V. 2.4Alpha

Post by Dreamtide » Sun, 27. Jan 19, 14:29

BlackRain wrote:
Sat, 26. Jan 19, 22:24
Version 2.4 FOCW Alpha
1) Decrease in shield regen for all shields
2) Increase in damage for most weapons/turrets
3) Increase in Xenon ships in Xenon sectors
4) Increase in Teladi defense fleets/ships
5) Slight increase in Argon and Antigone defense fleets/ships
6) Slight increase in Paranid and HOP defense fleets/ships
7) New basket for only engine parts and smart chips with new trade ships for each faction focused on only these two resources
8 ) Increased how many engine parts and smart chips factories get built per faction
9) Capital ships won't boost (doesn't work with aggressive ai though)
...might it be better to let the player supply those smart chips and engine parts with their own stations for profit?

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

Re: [WIP - MOD] Foundation of Conquest and War V. 2.4Alpha

Post by BlackRain » Sun, 27. Jan 19, 14:42

Dreamtide wrote:
Sun, 27. Jan 19, 14:29
BlackRain wrote:
Sat, 26. Jan 19, 22:24
Version 2.4 FOCW Alpha
1) Decrease in shield regen for all shields
2) Increase in damage for most weapons/turrets
3) Increase in Xenon ships in Xenon sectors
4) Increase in Teladi defense fleets/ships
5) Slight increase in Argon and Antigone defense fleets/ships
6) Slight increase in Paranid and HOP defense fleets/ships
7) New basket for only engine parts and smart chips with new trade ships for each faction focused on only these two resources
8 ) Increased how many engine parts and smart chips factories get built per faction
9) Capital ships won't boost (doesn't work with aggressive ai though)
...might it be better to let the player supply those smart chips and engine parts with their own stations for profit?
The demand is too high, we want the factions to be able to build whatever ships they need so they can continue to fight. Give me feedback on how it goes though.

Bubonosaure
Posts: 120
Joined: Tue, 13. Nov 18, 00:26
x4

Re: [WIP - MOD] Foundation of Conquest and War V. 2.4Alpha

Post by Bubonosaure » Sun, 27. Jan 19, 14:58

Hey, just wondering if factions get assigned a new HQ when their original one gets destroyed ? Haven't been able to find the new Teladi HQ.

I like the shield changes though I do think shield OOS is the real problem. Ships barely damage each other right now. I would be careful when tweaking OOS, though, as it can get extremely frustrating really fast. I still have nightmares from your I MK3 Drone carrier. Not that you were at fault but the game seemed to think all drones were launched at the same time and since you're a cheeky ones, they were obviously missile drones. That usually meant instant death for whatever was in its path. :)

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

Re: [WIP - MOD] Foundation of Conquest and War V. 2.4Alpha

Post by BlackRain » Sun, 27. Jan 19, 15:18

Bubonosaure wrote:
Sun, 27. Jan 19, 14:58
Hey, just wondering if factions get assigned a new HQ when their original one gets destroyed ? Haven't been able to find the new Teladi HQ.

I like the shield changes though I do think shield OOS is the real problem. Ships barely damage each other right now. I would be careful when tweaking OOS, though, as it can get extremely frustrating really fast. I still have nightmares from your I MK3 Drone carrier. Not that you were at fault but the game seemed to think all drones were launched at the same time and since you're a cheeky ones, they were obviously missile drones. That usually meant instant death for whatever was in its path. :)
Hi, there is no way to tweak oos combat that I know of anyway. As for shields, they should be better OOS now but they just don't handle shield regen delay at 0 well. As for Drones, I think you are confusing me with someone else since I never did anything to drones lol.

Bubonosaure
Posts: 120
Joined: Tue, 13. Nov 18, 00:26
x4

Re: [WIP - MOD] Foundation of Conquest and War V. 2.4Alpha

Post by Bubonosaure » Sun, 27. Jan 19, 15:48

The I incident happened in X:Rebirth [The New Frontier] but I used it to illustrate how OOS can be sometimes terrifying. You didn't tweak the drones or OOS but X:Rebirth OOS calculations would assume drones would be launched and ready to fire in a pinch, which never hapenned when actually fighting it. This thing would litteraly down my Arawns in a seconds if I didn't pay attention and save often. That probably should have been my first point.

Also, I managed to track the new faction representatives. Those Xenon scums do pack a punch now. Ianamus Zura was infested with I and K, I had to bring dozens of destroyers and some carriers to take care of all that mess !

Dreamtide
Posts: 18
Joined: Wed, 27. Jun 12, 02:31
x4

Re: [WIP - MOD] Foundation of Conquest and War V. 2.4Alpha

Post by Dreamtide » Mon, 28. Jan 19, 14:54

BlackRain wrote:
Sun, 27. Jan 19, 14:42
Dreamtide wrote:
Sun, 27. Jan 19, 14:29
BlackRain wrote:
Sat, 26. Jan 19, 22:24
Version 2.4 FOCW Alpha
1) Decrease in shield regen for all shields
2) Increase in damage for most weapons/turrets
3) Increase in Xenon ships in Xenon sectors
4) Increase in Teladi defense fleets/ships
5) Slight increase in Argon and Antigone defense fleets/ships
6) Slight increase in Paranid and HOP defense fleets/ships
7) New basket for only engine parts and smart chips with new trade ships for each faction focused on only these two resources
8 ) Increased how many engine parts and smart chips factories get built per faction
9) Capital ships won't boost (doesn't work with aggressive ai though)
...might it be better to let the player supply those smart chips and engine parts with their own stations for profit?
The demand is too high, we want the factions to be able to build whatever ships they need so they can continue to fight. Give me feedback on how it goes though.
Will do; did ALL factions get more of both stations? Which factions are the heaviest consumers?

Dreamtide
Posts: 18
Joined: Wed, 27. Jun 12, 02:31
x4

Re: [WIP - MOD] Foundation of Conquest and War V. 2.4Alpha

Post by Dreamtide » Mon, 28. Jan 19, 15:10

So I have a question about faction rep levels in the XML file itself.
I've noticed that if you make two factions "at war" (-1 rep), traffic screams to a halt at the jump gates.
So as I understand it, this project is making fleets that "go get in trouble with each other". How does that relate to the faction rep ratings in the XML file?
If I decided to play a "galaxy at war scenario", would the galaxy lock up since nobody would go through jump gates to attack each other?
I think it'd be fun to play a game where I'm basically saving the factions from embargo-isolation, and then watching them absolutely tar each other with battle fleets.
Is that even possible?

User avatar
Holzapfel
Posts: 97
Joined: Fri, 22. Nov 13, 22:16
x3ap

Re: [WIP - MOD] Foundation of Conquest and War V. 2.4Alpha

Post by Holzapfel » Mon, 28. Jan 19, 22:10

Can we keep playing, with 1.6 being released? Or do we need to wait for an update?

Requiemfang
Posts: 3206
Joined: Thu, 16. Jul 09, 12:24
x4

Re: [WIP - MOD] Foundation of Conquest and War V. 2.4Alpha

Post by Requiemfang » Mon, 28. Jan 19, 22:29

Holzapfel wrote:
Mon, 28. Jan 19, 22:10
Can we keep playing, with 1.6 being released? Or do we need to wait for an update?
Was working pretty fine when I was playing beta 1.6... so I assume yeah it's okay.

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

Re: [WIP - MOD] Foundation of Conquest and War V. 2.4Alpha

Post by BlackRain » Tue, 29. Jan 19, 01:13

Dreamtide wrote:
Mon, 28. Jan 19, 14:54
BlackRain wrote:
Sun, 27. Jan 19, 14:42
Dreamtide wrote:
Sun, 27. Jan 19, 14:29


...might it be better to let the player supply those smart chips and engine parts with their own stations for profit?
The demand is too high, we want the factions to be able to build whatever ships they need so they can continue to fight. Give me feedback on how it goes though.
Will do; did ALL factions get more of both stations? Which factions are the heaviest consumers?
I gave every faction more but not the same amount. Hop for example got more. HOP and PAR seem to be the biggest consumers, followed by TEL and ANT. Argon seem the least

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

Re: [WIP - MOD] Foundation of Conquest and War V. 2.4Alpha

Post by BlackRain » Tue, 29. Jan 19, 01:14

Dreamtide wrote:
Mon, 28. Jan 19, 15:10
So I have a question about faction rep levels in the XML file itself.
I've noticed that if you make two factions "at war" (-1 rep), traffic screams to a halt at the jump gates.
So as I understand it, this project is making fleets that "go get in trouble with each other". How does that relate to the faction rep ratings in the XML file?
If I decided to play a "galaxy at war scenario", would the galaxy lock up since nobody would go through jump gates to attack each other?
I think it'd be fun to play a game where I'm basically saving the factions from embargo-isolation, and then watching them absolutely tar each other with battle fleets.
Is that even possible?
I dont think ships stop going through gates just because they are at war

Mr.Freud
Posts: 302
Joined: Sat, 16. Nov 13, 20:20
x4

Re: [WIP - MOD] Foundation of Conquest and War V. 2.4Alpha

Post by Mr.Freud » Tue, 29. Jan 19, 08:28

is it ok to use your mod alongside this one viewtopic.php?f=181&t=413122&start=15 ?
it seems to fix wars better then faction wars one

Wonsz
Posts: 65
Joined: Mon, 10. Dec 18, 23:51
x4

Re: [WIP - MOD] Foundation of Conquest and War V. 2.4Alpha

Post by Wonsz » Tue, 29. Jan 19, 10:14

Mr.Freud wrote:
Tue, 29. Jan 19, 08:28
is it ok to use your mod alongside this one viewtopic.php?f=181&t=413122&start=15 ?
it seems to fix wars better then faction wars one
According to the author of Faction Fix Pack - yes.

viewtopic.php?p=4836230#p4836230

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

Re: [WIP - MOD] Foundation of Conquest and War V. 2.4Alpha

Post by BlackRain » Tue, 29. Jan 19, 13:45

Yeah, the wars being fixed works fine with this and will complement it well. This not only affects the wars (by adding more ships) but it also adds fleets/ships which are not controlled by the factionlogic so that at least some action is always going on.

Dreamtide
Posts: 18
Joined: Wed, 27. Jun 12, 02:31
x4

Re: [WIP - MOD] Foundation of Conquest and War V. 2.4Alpha

Post by Dreamtide » Sat, 2. Feb 19, 12:35

I know it's a little out of scope for this project, but would it be possible to beef up the "random encounter" enemies?
Occasionally have that random Xenon ship not be just an M or N?
And I'd sure like to get hassled by pirates that are flying nastier ships than those kestrels. It'd just make a lot more sense for pirates to possibly be any non-Xenon non-Khaak ship in the game. One or two pirate destroyers consistently in-game somewhere could really spice things up too.
Just a suggestion :)

SMoOoVEeR
Posts: 49
Joined: Thu, 28. Dec 17, 19:41
x4

Re: [WIP - MOD] Foundation of Conquest and War V. 2.4Alpha

Post by SMoOoVEeR » Sat, 2. Feb 19, 14:04

is there any possibility for shiled-penetration?`i remember x3 had shield penetrating weapons which could come in handy in destroying surface targets.
i.e. a specialised ship with shield penetrating weapons, Engine and crucial surface elements of capitals being integrated into the main-shield, but vulnerable by penetration. This could lead to specialised wings for fleets only to destroy surface elements of capital targets

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

Re: [WIP - MOD] Foundation of Conquest and War V. 2.4Alpha

Post by BlackRain » Sat, 2. Feb 19, 14:29

SMoOoVEeR wrote:
Sat, 2. Feb 19, 14:04
is there any possibility for shiled-penetration?`i remember x3 had shield penetrating weapons which could come in handy in destroying surface targets.
i.e. a specialised ship with shield penetrating weapons, Engine and crucial surface elements of capitals being integrated into the main-shield, but vulnerable by penetration. This could lead to specialised wings for fleets only to destroy surface elements of capital targets
I can look into it.

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

Re: [WIP - MOD] Foundation of Conquest and War V. 2.4Alpha

Post by BlackRain » Sat, 2. Feb 19, 14:30

Dreamtide wrote:
Sat, 2. Feb 19, 12:35
I know it's a little out of scope for this project, but would it be possible to beef up the "random encounter" enemies?
Occasionally have that random Xenon ship not be just an M or N?
And I'd sure like to get hassled by pirates that are flying nastier ships than those kestrels. It'd just make a lot more sense for pirates to possibly be any non-Xenon non-Khaak ship in the game. One or two pirate destroyers consistently in-game somewhere could really spice things up too.
Just a suggestion :)
you mean the encounters in deep space? It would be easy to add encounters and such.

Dreamtide
Posts: 18
Joined: Wed, 27. Jun 12, 02:31
x4

Re: [WIP - MOD] Foundation of Conquest and War V. 2.4Alpha

Post by Dreamtide » Sat, 2. Feb 19, 14:42

BlackRain wrote:
Sat, 2. Feb 19, 14:30
Dreamtide wrote:
Sat, 2. Feb 19, 12:35
I know it's a little out of scope for this project, but would it be possible to beef up the "random encounter" enemies?
Occasionally have that random Xenon ship not be just an M or N?
And I'd sure like to get hassled by pirates that are flying nastier ships than those kestrels. It'd just make a lot more sense for pirates to possibly be any non-Xenon non-Khaak ship in the game. One or two pirate destroyers consistently in-game somewhere could really spice things up too.
Just a suggestion :)
you mean the encounters in deep space? It would be easy to add encounters and such.
Yeah, especially the pirates. Seems like every time I get "hand over your cargo!" it's some guy flying a cardboard box with a water pistol glued to the side of it.

Post Reply

Return to “X4: Foundations - Scripts and Modding”