[MOD] Foundation of Conquest and War V. 7.2

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BlackRain
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Re: [MOD] Foundation of Conquest and War V. 4.1

Post by BlackRain » Fri, 26. Jun 20, 21:19

Now updated with a new version for Split. Make sure to follow directions below, you need to configure the split in the mod so that you can get the ships you want.

Version 4.1 FOCW
1) Now fully compatible with Split DLC adding in Split ships and fleets.
Make sure to go into the FOCW folder in extensions. Then, there is an extensions folder in the FOCW folder as well. Open the extensions folder within the FOCW folder, then open ego_dlc_split folder, then MD folder, then open focw_configdlc1.xml file to configure the mod for split. This will allow you to choose how many ships and such you want in your game.


Please let me know if there are any issues. Also, if there are any requests, suggestions, etc.

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

Post by BlackRain » Sat, 27. Jun 20, 05:05

Arkblade wrote:
Sun, 31. May 20, 17:11
i'm make L081 language.
https://drive.google.com/file/d/17B-kvc ... sp=sharing
use freely.
Thanks for this, I forgot to include it this time but will next time.

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Re: [MOD] Foundation of Conquest and War V. 4.1

Post by z1ppeh » Sat, 27. Jun 20, 21:16

BlackRain wrote:
Fri, 26. Jun 20, 21:19
Now updated with a new version for Split. Make sure to follow directions below, you need to configure the split in the mod so that you can get the ships you want.

Version 4.1 FOCW
1) Now fully compatible with Split DLC adding in Split ships and fleets.
Make sure to go into the FOCW folder in extensions. Then, there is an extensions folder in the FOCW folder as well. Open the extensions folder within the FOCW folder, then open ego_dlc_split folder, then MD folder, then open focw_configdlc1.xml file to configure the mod for split. This will allow you to choose how many ships and such you want in your game.


Please let me know if there are any issues. Also, if there are any requests, suggestions, etc.
The defaults are already set in this new version(what is turned on /off etc). You may want to set them all to 0 as people are...stupid... enough not to read the desc

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Re: [MOD] Foundation of Conquest and War V. 4.1

Post by BlackRain » Sat, 27. Jun 20, 22:58

Yeah, I just realized that the mod might not be working as intended and I need to fix something, which I am trying to do but having trouble with. Will post when all fixed.

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Re: [MOD] Foundation of Conquest and War V. 4.1

Post by BlackRain » Sun, 28. Jun 20, 02:26

Version 4.2 FOCW
Please pay attention to the following instructions!
I didn't realize, but the way I was doing things wasn't actually working well, if at all. So, the mod wasn't actually fully working previously. I have now fixed this and it works as it should. What this means is, you need to be careful how you configure the mod because I do not know how it will affect the performance of your game. Adding a lot of ships may affect performance (of course if those ships get destroyed then performance will improve I suppose). Do not judge based on previous versions of the mod because they weren't working properly and aren't a good way to gauge how well it will work with the working version! Try using lower settings at first and only activate the things you really want unless you are confident or just want to try it out. I also don't know how it will affect the game in the long term (in terms of war balance, etc.)

1) NEW WAY OF CONFIGURING THE MOD SO PLEASE FOLLOW THE INSTRUCTIONS. In the MD folder of the mod, open up the focwsetup.xml file. The configuration options are now there, just follow instructions in there (it is the same as before but different file now). Do not edit anything else in the file unless you know what you are doing.
2) Fixed ships not actually activating in the mod.

Download link is in the OP

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Re: [MOD] Foundation of Conquest and War V. 4.2

Post by BlackRain » Sun, 28. Jun 20, 03:42

If you already downloaded Version 4.2, please redownload. There is a small couple fixes I made and I didn't want to make a whole new version. Just redownload and overwrite old files. Maybe even delete the whole folder to remove some files I might have taken out

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Re: [MOD] Foundation of Conquest and War V. 4.2

Post by BlackRain » Sun, 28. Jun 20, 15:11

By the way, I have found performance to be very good for me. This is my hardware i7-7820x 3.6ghz, 64GB of Ram, m2 drive, RTX 2070 Super. Currently I am also using my corporations mod with all features on (Corporations mod adds ships obviously) and for this mod I have my settings as medium Xenon fighters, light xenon capitals, All factions heavy fighters, all factions heavy capitals, I haven't activated split yet but will try activating split on all heavy, I also added all additional carriers except the xenon attack carriers. So, there are a lot of additional ships in the game and so far performance still seems perfect. I haven't noticed any slow downs yet anyway.

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Re: [MOD] Foundation of Conquest and War V. 4.2

Post by BlackRain » Sun, 28. Jun 20, 15:21

Version 4.3 FOCW

1) Messed up some of the Split settings but now all fixed. Just drop this in and now the split ships will work correctly that you configure.

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Re: [MOD] Foundation of Conquest and War V. 4.3

Post by Mr.Freud » Mon, 29. Jun 20, 17:15

I checked 2 Xenon sectors and there are less ships than usual. HOP started invasion of one of them already. I configured the file to increase number of Xenon ships only and unchecked all others. Maybe something is not working as intended? My game is 1 hour long. At first I saw no performance penalty but now I think its because Xenon have much less ships. I set additional XEN miners ON, fighters setting 2, cap ships 1 and both additional defense and attacking fleets ON.
Another question is - is the mod compatible with Faction Enhancer (I'm using war and economy AI modules) and VRO?

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Re: [MOD] Foundation of Conquest and War V. 4.3

Post by BlackRain » Mon, 29. Jun 20, 17:36

Mr.Freud wrote:
Mon, 29. Jun 20, 17:15
I checked 2 Xenon sectors and there are less ships than usual. HOP started invasion of one of them already. I configured the file to increase number of Xenon ships only and unchecked all others. Maybe something is not working as intended? My game is 1 hour long. At first I saw no performance penalty but now I think its because Xenon have much less ships. I set additional XEN miners ON, fighters setting 2, cap ships 1 and both additional defense and attacking fleets ON.
Another question is - is the mod compatible with Faction Enhancer (I'm using war and economy AI modules) and VRO?
Did u download the latest version? By the way, this mod could never make you have less ships than usual because it only adds ships and does not touch vanilla ships at all. So no matter what, you would at least have the vanilla ships so saying less ships than normal doesn't really fit. It should work fine with Faction enhancer and VRO as again, this only adds more ships and doesn't touch anything else.

Now, is this a new game? Existing game? How long into the game did you check the Xenon sectors? It should check around 10 to 15 minutes into loading a save or starting a new game, but if it doesn't fire at that time for some reason, it won't check again for an hour so I am curious how long into the game you checked and such.

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Re: [MOD] Foundation of Conquest and War V. 4.3

Post by Mr.Freud » Mon, 29. Jun 20, 17:46

Its new game, 1 hour into the game. The mod has been activated since the beginning. Mod version is 4.3
I'll keep checking their sectors then. Maybe they are invading somewhere

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Re: [MOD] Foundation of Conquest and War V. 4.3

Post by BlackRain » Mon, 29. Jun 20, 18:01

Mr.Freud wrote:
Mon, 29. Jun 20, 17:46
Its new game, 1 hour into the game. The mod has been activated since the beginning. Mod version is 4.3
I'll keep checking their sectors then. Maybe they are invading somewhere
Well their attacking fleets will just go wander and won't stay in their own sectors, there should be defense fleets but they might just be in another sector than the ones you checked. They could spawn in any of them I suppose. Same for their other ships, they could spawn anywhere in Xenon space (to start they spawn the first time but later will be built normally)

Some of the ships I did set up to spawn in specific sectors though. Let me know if you find them somewhere. By the way, if you made Xenon Capitals set to 1, that only adds like 1 or 2 extra destroyers with a couple of fighter followers. The Xenon carrier defense adds 2 extra carriers.

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Re: [MOD] Foundation of Conquest and War V. 4.3

Post by Mr.Freud » Mon, 29. Jun 20, 18:41

BlackRain wrote:
Mon, 29. Jun 20, 18:01
By the way, if you made Xenon Capitals set to 1, that only adds like 1 or 2 extra destroyers with a couple of fighter followers. The Xenon carrier defense adds 2 extra carriers.
How many ships added by setting of 3? Can I make changes for existing game or do I have to start a new one? Also I wonder if those ships (for every faction) are built/rebuilt or do they just spawn/respawn from time to time?

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Re: [MOD] Foundation of Conquest and War V. 4.3

Post by BlackRain » Mon, 29. Jun 20, 18:51

Mr.Freud wrote:
Mon, 29. Jun 20, 18:41
BlackRain wrote:
Mon, 29. Jun 20, 18:01
By the way, if you made Xenon Capitals set to 1, that only adds like 1 or 2 extra destroyers with a couple of fighter followers. The Xenon carrier defense adds 2 extra carriers.
How many ships added by setting of 3?
Well for fighters it would be between 6 and 12 squadrons (each squadron being anywhere from 4 to 8 fighters), this would also add in frigate squadrons, about 5 to 10 squadrons with 1 frigate and 4 to 7 fighter escorts each.

For capitals, it usually adds about 5 destroyers with several fighter escorts. This is just when doing destroyers. If you also add the defense carriers, that is 2 carriers with escorts, the escorts consister of 3 frigates with a few fighter escorts of their own each, also 2 destroyer escorts with 3 frigates each (for 6 total) and each of these have a few escort fighters. I guess each of these carrier fleets consists of a dozen or more ships total. Same for carrier attack fleets.

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Re: [MOD] Foundation of Conquest and War V. 4.3

Post by Mr.Freud » Mon, 29. Jun 20, 19:18

Sounds Awesome. I guess I set Xenon to the max and see how it goes. But are ships built out of economy or are they just spawned in?

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Re: [MOD] Foundation of Conquest and War V. 4.3

Post by BlackRain » Mon, 29. Jun 20, 19:35

Mr.Freud wrote:
Mon, 29. Jun 20, 19:18
Sounds Awesome. I guess I set Xenon to the max and see how it goes. But are ships built out of economy or are they just spawned in?

Ships will be built normally except the first time they are put in. This is a bug with the code that egosoft would need to fix. The first time, they will spawn, but after that they will build normally

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Re: [MOD] Foundation of Conquest and War V. 4.3

Post by Mr.Freud » Mon, 29. Jun 20, 19:44

BlackRain wrote:
Mon, 29. Jun 20, 19:35
Mr.Freud wrote:
Mon, 29. Jun 20, 19:18
Sounds Awesome. I guess I set Xenon to the max and see how it goes. But are ships built out of economy or are they just spawned in?

Ships will be built normally except the first time they are put in. This is a bug with the code that egosoft would need to fix. The first time, they will spawn, but after that they will build normally
That's awesome, thank you!

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Re: [MOD] Foundation of Conquest and War V. 4.3

Post by BlackRain » Tue, 30. Jun 20, 03:09

Version 4.4 FOCW

1) SPlit wasn't working, now working. To edit the split ships, you need to open up the focwsetupdlc1.xml file in the md folder (there is no longer an extension folder, wasn't working for some reason)

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Re: [MOD] Foundation of Conquest and War V. 4.4

Post by Mr.Freud » Tue, 30. Jun 20, 05:36

Is there a way to find out which ships were added by the mod and which ships are original?

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Re: [MOD] Foundation of Conquest and War V. 4.4

Post by BlackRain » Tue, 30. Jun 20, 19:42

Mr.Freud wrote:
Tue, 30. Jun 20, 05:36
Is there a way to find out which ships were added by the mod and which ships are original?
I didn't clearly specify which is which. I could only give new names to the ships I add.

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