[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. 6.6

Post by BlackRain » Sat, 1. May 21, 16:09

alexalsp wrote:
Sat, 1. May 21, 14:38
BlackRain wrote:
Tue, 27. Apr 21, 01:13
and are not using FE mod
I'm sorry - this is what a mod ... :oops:

Russian Lng
Hey Alex, not sure I understand you here lol. Anyway, not everyone uses FE so that file is only for them and will allow for larger battles. It works really good and I like the vanilla factionlogic honestly. Everyone has their preferences though. I do like the catchup script for FE though.

Oh I should also mention that when I say FE, I mean the war module aspect of it because it would conflict with the change I made in that one file. Obviously, if you are using the FE war module then don't use that aiscript file I put up.

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Re: [MOD] Foundation of Conquest and War V. 6.7

Post by Scoob » Sat, 1. May 21, 17:52

Hi,

Thanks for the update.

Do we need to replace and re-edit focwsetup.xml with v6.7, or can we retain our existing file?

Scoob.

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Re: [MOD] Foundation of Conquest and War V. 6.7

Post by BlackRain » Sat, 1. May 21, 18:02

Scoob wrote:
Sat, 1. May 21, 17:52
Hi,

Thanks for the update.

Do we need to replace and re-edit focwsetup.xml with v6.7, or can we retain our existing file?

Scoob.
There are definitely changes to the focwsetup file. I added new options too for yaki and trinity

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Re: [MOD] Foundation of Conquest and War V. 6.7

Post by Scoob » Sat, 1. May 21, 21:44

BlackRain wrote:
Sat, 1. May 21, 18:02
There are definitely changes to the focwsetup file. I added new options too for yaki and trinity
Cool, I assumed that was the case.

If someone were to use an old version of focwsetup what actually happens? Will it generate an error / crash the game, or will it assume some default value (i.e. Off) if no value is present? Just wondering, in case I ever fail to overwrite and re-edit the file in the future. Obviously a crash would certainly ensure I updated it, but a more subtle effect might not.

Scoob.

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Re: [MOD] Foundation of Conquest and War V. 6.7

Post by BlackRain » Sat, 1. May 21, 22:40

Scoob wrote:
Sat, 1. May 21, 21:44
BlackRain wrote:
Sat, 1. May 21, 18:02
There are definitely changes to the focwsetup file. I added new options too for yaki and trinity
Cool, I assumed that was the case.

If someone were to use an old version of focwsetup what actually happens? Will it generate an error / crash the game, or will it assume some default value (i.e. Off) if no value is present? Just wondering, in case I ever fail to overwrite and re-edit the file in the future. Obviously a crash would certainly ensure I updated it, but a more subtle effect might not.

Scoob.
Well, it wouldn't have whatever changes I made, I mean, in this case you just wouldn't have the new yaki or trinity options so they wouldn't be present.

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Re: [MOD] Foundation of Conquest and War V. 6.7

Post by Scoob » Sun, 2. May 21, 00:47

BlackRain wrote:
Sat, 1. May 21, 22:40
Well, it wouldn't have whatever changes I made, I mean, in this case you just wouldn't have the new yaki or trinity options so they wouldn't be present.
Ok cool, so the entire new feature simply wont be there, that makes sense based on the default setting being off anyway.

The Yaki in my game are pretty much wiped out, thanks to a quirk with accident fire (at one of my ships) from a Xenon Station hitting the Yaki Station. They then went to war and the Yaki lost...their Station has not respawned. I assume Yaki are a special case, and don't behave like a regular faction when it comes to ship building etc? Going to try the update when I have the chance of course, just pondering things while I cannot.

Scoob.

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Re: [MOD] Foundation of Conquest and War V. 6.7

Post by BlackRain » Sun, 2. May 21, 01:03

Scoob wrote:
Sun, 2. May 21, 00:47
BlackRain wrote:
Sat, 1. May 21, 22:40
Well, it wouldn't have whatever changes I made, I mean, in this case you just wouldn't have the new yaki or trinity options so they wouldn't be present.
Ok cool, so the entire new feature simply wont be there, that makes sense based on the default setting being off anyway.

The Yaki in my game are pretty much wiped out, thanks to a quirk with accident fire (at one of my ships) from a Xenon Station hitting the Yaki Station. They then went to war and the Yaki lost...their Station has not respawned. I assume Yaki are a special case, and don't behave like a regular faction when it comes to ship building etc? Going to try the update when I have the chance of course, just pondering things while I cannot.

Scoob.
I don’t know if it is intended or a bug because i noticed in the debug log there were messages about the yaki not being able to find a suitable sector to build their station. It might be a bug

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Re: [MOD] Foundation of Conquest and War V. 6.6

Post by Kadatherion » Tue, 4. May 21, 01:19

BlackRain wrote:
Sat, 1. May 21, 03:01
I use FOCW, VRO, the aiscript change I attached up above and deadairaitweaks if anyone is wondering and my game has been excellent so far. I had started a new game with all of these and am now on 4 days 9 hours of in game time. Fights are still going strong and the universe is humming along.
Pretty much my same setup, except for this additional tweak of yours. Can I ask more precisely how it works? You mentioned it counts double for reconnaissance, so the faction logic waits until it has more ships around to send when it wants to invade, right? Is there anything that gets similarly "buffed" for the defender, to keep more or less the same balance? 'Cause otherwise from what I understand it would mean that offensive actions with the tweak become much more effective: if the defenders (as it often seem to happen) hardly ever manage to send a defensive fleet where needed (in time, at least) and much of the defense depends on the platforms, then sector takeovers should happen much faster on average around the galaxy. Which is something I might want in the late game, while not so much in the first few days.

Seeing how often stations and platforms are much weaker than they'd be supposed to at defending themselves in OOS (even with all the tweaks VRO has tried to do to make them work better... or, well, work at all, actually), I'm a bit wary of anything that could make them less relevant and basically speed up the pace at which a faction might begin snowballing (well, as much as the jobs system allows, which luckily isn't too much usually).

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Re: [MOD] Foundation of Conquest and War V. 6.6

Post by BlackRain » Tue, 4. May 21, 16:26

Kadatherion wrote:
Tue, 4. May 21, 01:19
BlackRain wrote:
Sat, 1. May 21, 03:01
I use FOCW, VRO, the aiscript change I attached up above and deadairaitweaks if anyone is wondering and my game has been excellent so far. I had started a new game with all of these and am now on 4 days 9 hours of in game time. Fights are still going strong and the universe is humming along.
Pretty much my same setup, except for this additional tweak of yours. Can I ask more precisely how it works? You mentioned it counts double for reconnaissance, so the faction logic waits until it has more ships around to send when it wants to invade, right? Is there anything that gets similarly "buffed" for the defender, to keep more or less the same balance? 'Cause otherwise from what I understand it would mean that offensive actions with the tweak become much more effective: if the defenders (as it often seem to happen) hardly ever manage to send a defensive fleet where needed (in time, at least) and much of the defense depends on the platforms, then sector takeovers should happen much faster on average around the galaxy. Which is something I might want in the late game, while not so much in the first few days.

Seeing how often stations and platforms are much weaker than they'd be supposed to at defending themselves in OOS (even with all the tweaks VRO has tried to do to make them work better... or, well, work at all, actually), I'm a bit wary of anything that could make them less relevant and basically speed up the pace at which a faction might begin snowballing (well, as much as the jobs system allows, which luckily isn't too much usually).
It functions the same way that Vanilla does, it is just that they will now look to gather more ships. So the defense will use the same logic. What I usually see happening is, larger fleets flying around and larger battles taking place. Some stations get destroyed, slow progress but big battles. It is working very well in my opinion. I have not seen any snowballing as all factions are pretty strong in my game which is about 5 days in. The economy is also very strong but I also take an active part in the economy and have built many large stations providing goods. The only faction I really heavily helped was Zyarch (by constantly trading the goods their shipyards need and I also went through the whole split questline and Zyarch is one large empire now). I just completed the Paranid questline and formed the Realm of the Trinity. Right now, I have Realm of Trinity and Zyarch Patriarchy as allies against Argon/Antigone/Teladi. Terrans are at war with Antigone. I have intentionally sown chaos throughout the universe so that the Terrans can eventually dominate muahahaha.

Meanwhile, the Xenon have been pushed into the lower right corner but they are slowly gaining territory and have many ships in their territory (probably over 100 k's and a dozen I's roaming around in there with hundreds of fighters). Honestly, I am afraid to go check lol.

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Re: [MOD] Foundation of Conquest and War V. 6.7

Post by MiFoludek » Mon, 10. May 21, 09:47

Hello,


I think it is the bug - the same variable is defined twice with missing reference to ships jobs (v6.7)
<!-- Turn on additional Court Carriers? 0 for No, 1 for Yes -->
<set_value name="$activatecourtcar" exact="0" />
<!-- Turn on additional Court Carriers for defense? 0 for No, 1 for Yes -->
<!-- NOT ACTIVE RIGHT NOW --><set_value name="$activatecourtcar" exact="0" />
BR

BlackRain
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Re: [MOD] Foundation of Conquest and War V. 6.7

Post by BlackRain » Mon, 10. May 21, 18:34

MiFoludek wrote:
Mon, 10. May 21, 09:47
Hello,


I think it is the bug - the same variable is defined twice with missing reference to ships jobs (v6.7)
<!-- Turn on additional Court Carriers? 0 for No, 1 for Yes -->
<set_value name="$activatecourtcar" exact="0" />
<!-- Turn on additional Court Carriers for defense? 0 for No, 1 for Yes -->
<!-- NOT ACTIVE RIGHT NOW --><set_value name="$activatecourtcar" exact="0" />
BR
I will take a look.

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Re: [MOD] Foundation of Conquest and War V. 6.7

Post by UnholyForager » Tue, 11. May 21, 16:36

Great mod! Please keep up the good work.

I'm still new to modding X4, was poking around in the jobs.xml and I noticed the two Xenon carrier attack jobs have the destroyer tag. Wouldn't this just spawn more K's or am I missing something?

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Re: [MOD] Foundation of Conquest and War V. 6.7

Post by BlackRain » Tue, 11. May 21, 18:57

UnholyForager wrote:
Tue, 11. May 21, 16:36
Great mod! Please keep up the good work.

I'm still new to modding X4, was poking around in the jobs.xml and I noticed the two Xenon carrier attack jobs have the destroyer tag. Wouldn't this just spawn more K's or am I missing something?
Yeah, I think I switched that one to K's instead of I's for some reason in the past. Maybe I will switch it back eventually

delilah wild
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Re: [MOD] Foundation of Conquest and War V. 6.7

Post by delilah wild » Sat, 22. May 21, 15:13

Hello Blackrain,

Thank you for this marvelous mod. I've used it in conjunction with others to revive and keep the Xenon salty.

I've run a continuous game since the release of X4. This means some factions are well developed economically and militarily. I suspect this is why the Yaki were whipped out before I could even find their station!

I'm currently trying different avenues to reviving the Yaki. Something that I think may be of help is being able to reset Yaki diplomatic relations with myself and other factions. Unless I missed it, that doesn't seem possible in the current version of FOCW.

I hope you'll consider adding this in the future. And thanks ahead of time for giving this consideration.

Cheers

BlackRain
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Re: [MOD] Foundation of Conquest and War V. 6.7

Post by BlackRain » Sat, 22. May 21, 15:17

delilah wild wrote:
Sat, 22. May 21, 15:13
Hello Blackrain,

Thank you for this marvelous mod. I've used it in conjunction with others to revive and keep the Xenon salty.

I've run a continuous game since the release of X4. This means some factions are well developed economically and militarily. I suspect this is why the Yaki were whipped out before I could even find their station!

I'm currently trying different avenues to reviving the Yaki. Something that I think may be of help is being able to reset Yaki diplomatic relations with myself and other factions. Unless I missed it, that doesn't seem possible in the current version of FOCW.

I hope you'll consider adding this in the future. And thanks ahead of time for giving this consideration.

Cheers
Yeah I forgot to add in yaki for the diplomacy stuff. I can add them at some point.

By the way, I would recommend not using the yaki spawn options because yaki will continuously spawn ships quite frequently lol. I would have to play around with it to find a good balance of how frequently they should spawn.

Jaskan
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Re: [MOD] Foundation of Conquest and War V. 6.7

Post by Jaskan » Sat, 22. May 21, 17:09

delilah wild wrote:
Sat, 22. May 21, 15:13
Hello Blackrain,

Thank you for this marvelous mod. I've used it in conjunction with others to revive and keep the Xenon salty.

I've run a continuous game since the release of X4. This means some factions are well developed economically and militarily. I suspect this is why the Yaki were whipped out before I could even find their station!

I'm currently trying different avenues to reviving the Yaki. Something that I think may be of help is being able to reset Yaki diplomatic relations with myself and other factions. Unless I missed it, that doesn't seem possible in the current version of FOCW.

I hope you'll consider adding this in the future. And thanks ahead of time for giving this consideration.

Cheers
I share my experience on this

1.) I used to use FOCW to handle Diplomacy , but i never got it to work for diplomacy but for extra ships for factions is what i use it for.
2) Then i discovered you can edit your save game files quite easily to set diplomacy, and i did that for a while.

3) Then i discovered latest version of DeadAir Dynamic Wars, and i was like WTF WOooWWW, Its got Slider to set diplomacy during the game
I no longer have to restart the game edit save file to set diplomacy.

When the diplomacy is set correctly by the App it should show in encyclopaedia and faction relations but this never happened with FOCW diplomacy, just save file edit and Dynamic Wars.


And as i am findind if you want to revive a faction
1) First become an Allie, so that the logistics of building them a shipyard is easier for you.
2) Put a massive amount of storage in said shipyard so they dont run low.
3) put multiples of ship productions bays
4) And said faction will have ships rolling out and becoming lively faction
5) I think it works best if you own the Shipyard cause then you can fix supply issues.
6) Currently doing this for xenon, and am having to restrict them when they building too many ships causing fps hit.
7) As you said use diplomacy to make yak have no enemies until they grow.

In short, just get DynamicWars mod and go to its sweet faction menus in Extension Options, its got more stuff there than just setting diplomacy, it also shows total number of ships and stations of each faction etc.

And to really revive a faction, you gona need cheatmenu

BlackRain
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Re: [MOD] Foundation of Conquest and War V. 6.7

Post by BlackRain » Sun, 23. May 21, 19:48

Jaskan wrote:
Sat, 22. May 21, 17:09
delilah wild wrote:
Sat, 22. May 21, 15:13
Hello Blackrain,

Thank you for this marvelous mod. I've used it in conjunction with others to revive and keep the Xenon salty.

I've run a continuous game since the release of X4. This means some factions are well developed economically and militarily. I suspect this is why the Yaki were whipped out before I could even find their station!

I'm currently trying different avenues to reviving the Yaki. Something that I think may be of help is being able to reset Yaki diplomatic relations with myself and other factions. Unless I missed it, that doesn't seem possible in the current version of FOCW.

I hope you'll consider adding this in the future. And thanks ahead of time for giving this consideration.

Cheers
I share my experience on this

1.) I used to use FOCW to handle Diplomacy , but i never got it to work for diplomacy but for extra ships for factions is what i use it for.
2) Then i discovered you can edit your save game files quite easily to set diplomacy, and i did that for a while.

3) Then i discovered latest version of DeadAir Dynamic Wars, and i was like WTF WOooWWW, Its got Slider to set diplomacy during the game
I no longer have to restart the game edit save file to set diplomacy.

When the diplomacy is set correctly by the App it should show in encyclopaedia and faction relations but this never happened with FOCW diplomacy, just save file edit and Dynamic Wars.


And as i am findind if you want to revive a faction
1) First become an Allie, so that the logistics of building them a shipyard is easier for you.
2) Put a massive amount of storage in said shipyard so they dont run low.
3) put multiples of ship productions bays
4) And said faction will have ships rolling out and becoming lively faction
5) I think it works best if you own the Shipyard cause then you can fix supply issues.
6) Currently doing this for xenon, and am having to restrict them when they building too many ships causing fps hit.
7) As you said use diplomacy to make yak have no enemies until they grow.

In short, just get DynamicWars mod and go to its sweet faction menus in Extension Options, its got more stuff there than just setting diplomacy, it also shows total number of ships and stations of each faction etc.

And to really revive a faction, you gona need cheatmenu
I only added code where you could alter the diplomacy in the file and then it would change it in game. I never planned to do more with it and I only added that because someone had asked. The code works fine but it is simplistic so it might be better to use other options. I don't change diplomacy much so I don't have much of an issue regarding that.

delilah wild
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Re: [MOD] Foundation of Conquest and War V. 6.7

Post by delilah wild » Sun, 23. May 21, 19:56

BlackRain wrote:
Sat, 22. May 21, 15:17
Yeah I forgot to add in yaki for the diplomacy stuff. I can add them at some point.

By the way, I would recommend not using the yaki spawn options because yaki will continuously spawn ships quite frequently lol. I would have to play around with it to find a good balance of how frequently they should spawn.
Thank you. And yes the Yaki are spawning with regularity. I like it though. A very active Universe. :)

delilah wild
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Re: [MOD] Foundation of Conquest and War V. 6.7

Post by delilah wild » Sun, 23. May 21, 20:10

Jaskan wrote:
Sat, 22. May 21, 17:09

I share my experience on this

1.) I used to use FOCW to handle Diplomacy , but i never got it to work for diplomacy but for extra ships for factions is what i use it for.
2) Then i discovered you can edit your save game files quite easily to set diplomacy, and i did that for a while.

3) Then i discovered latest version of DeadAir Dynamic Wars, and i was like WTF WOooWWW, Its got Slider to set diplomacy during the game
I no longer have to restart the game edit save file to set diplomacy.

When the diplomacy is set correctly by the App it should show in encyclopaedia and faction relations but this never happened with FOCW diplomacy, just save file edit and Dynamic Wars.


And as i am findind if you want to revive a faction
1) First become an Allie, so that the logistics of building them a shipyard is easier for you.
2) Put a massive amount of storage in said shipyard so they dont run low.
3) put multiples of ship productions bays
4) And said faction will have ships rolling out and becoming lively faction
5) I think it works best if you own the Shipyard cause then you can fix supply issues.
6) Currently doing this for xenon, and am having to restrict them when they building too many ships causing fps hit.
7) As you said use diplomacy to make yak have no enemies until they grow.

In short, just get DynamicWars mod and go to its sweet faction menus in Extension Options, its got more stuff there than just setting diplomacy, it also shows total number of ships and stations of each faction etc.

And to really revive a faction, you gona need cheatmenu
Thanks so much for sharing your insights. This looks like it may work. I'll check out DeadAir's mods. :)

delilah wild
Posts: 25
Joined: Sun, 5. Aug 12, 18:24

Re: [MOD] Foundation of Conquest and War V. 6.7

Post by delilah wild » Mon, 24. May 21, 02:31

Jaskan. One item I noticed when trying to implement your plan is that DeadAir has not added the Yaki to Dynamic Wars. :( I'll contact about this. :) Cheers!

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