[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: 7406
Joined: Mon, 15. Dec 03, 18:53
x4

Re: [MOD] Foundation of Conquest and War V. 7.0

Post by BlackRain » Sat, 6. Aug 22, 17:23

AtilaElari wrote:
Thu, 4. Aug 22, 08:43
Also - is checkinterval calculated in real time or in-game time? As in, will it run more often in SETA?
It would be too ridiculous if it were based on using Seta lol

laser50
Posts: 8
Joined: Mon, 10. Dec 18, 14:44
xr

Re: [MOD] Foundation of Conquest and War V. 7.0

Post by laser50 » Thu, 11. Aug 22, 03:54

Hey there, is it also possible to use this to adjust the amount of traders/transports factions build? Not sure if I missed it completely or if it isn't possible here. Every faction just seems to waste so much potential fixing its own issues if it could just build some more traders

BlackRain
Moderator (Script&Mod)
Moderator (Script&Mod)
Posts: 7406
Joined: Mon, 15. Dec 03, 18:53
x4

Re: [MOD] Foundation of Conquest and War V. 7.0

Post by BlackRain » Thu, 11. Aug 22, 06:37

laser50 wrote:
Thu, 11. Aug 22, 03:54
Hey there, is it also possible to use this to adjust the amount of traders/transports factions build? Not sure if I missed it completely or if it isn't possible here. Every faction just seems to waste so much potential fixing its own issues if it could just build some more traders
Well, I didn't add in trade ships but I could. I will consider it for the next time I update the mod.

laser50
Posts: 8
Joined: Mon, 10. Dec 18, 14:44
xr

Re: [MOD] Foundation of Conquest and War V. 7.0

Post by laser50 » Thu, 11. Aug 22, 23:33

BlackRain wrote:
Thu, 11. Aug 22, 06:37
laser50 wrote:
Thu, 11. Aug 22, 03:54
Hey there, is it also possible to use this to adjust the amount of traders/transports factions build? Not sure if I missed it completely or if it isn't possible here. Every faction just seems to waste so much potential fixing its own issues if it could just build some more traders
Well, I didn't add in trade ships but I could. I will consider it for the next time I update the mod.
The reason being is that adding all those ships and extra pressure on the shipyards will slow the entire economy down, in my game advanced electronics are like dark matter, I could even argue that having the ability to toggle X more traders per faction would help your mod achieve more chaos in the later game!

I'll keep my eye out for a potential update, eiter way this is a nice addition to my game, spices things up a little

EDIT: CUrrently using another generic mod to increase the trader amount, only issue I have with this mod is that it says "raises by about 20-30%" but gives little indication of how much that is, as you have a toggleable option (1 to 3) it'd be a great way to customize

AtilaElari
Posts: 60
Joined: Tue, 28. Jul 20, 08:59

Re: [MOD] Foundation of Conquest and War V. 7.0

Post by AtilaElari » Tue, 23. Aug 22, 09:54

A question: I'm trying to modify Xenon (again). I can't seem to figure out how Jobs distinguish between Xenon I and K.

Here's a bit from a Job of roaming Xenon I fleet.

Code: Select all

    <category faction="xenon" tags="[factionlogic, military, destroyer]" size="ship_xl"/>   

And for "xenon_destroyer_more" job the line is the same.

Code: Select all

    <category faction="xenon" tags="[factionlogic, military, destroyer]" size="ship_xl"/> 
So if I want to have large Xenon fleets to be headed by I instead of K, how do I go about changing that? I guess I can't find some other line of code.

BlackRain
Moderator (Script&Mod)
Moderator (Script&Mod)
Posts: 7406
Joined: Mon, 15. Dec 03, 18:53
x4

Re: [MOD] Foundation of Conquest and War V. 7.0

Post by BlackRain » Tue, 23. Aug 22, 16:30

AtilaElari wrote:
Tue, 23. Aug 22, 09:54
A question: I'm trying to modify Xenon (again). I can't seem to figure out how Jobs distinguish between Xenon I and K.

Here's a bit from a Job of roaming Xenon I fleet.

Code: Select all

    <category faction="xenon" tags="[factionlogic, military, destroyer]" size="ship_xl"/>   

And for "xenon_destroyer_more" job the line is the same.

Code: Select all

    <category faction="xenon" tags="[factionlogic, military, destroyer]" size="ship_xl"/> 
So if I want to have large Xenon fleets to be headed by I instead of K, how do I go about changing that? I guess I can't find some other line of code.
Just change the following

Code: Select all

    <category faction="xenon" tags="[factionlogic, military, carrier]" size="ship_xl"/> 
changing the selection from "destroyer" to "carrier" is all you need to do.

AtilaElari
Posts: 60
Joined: Tue, 28. Jul 20, 08:59

Re: [MOD] Foundation of Conquest and War V. 7.0

Post by AtilaElari » Wed, 24. Aug 22, 06:47

Thank you. The defense stations in VRO are a bit too capable at holding off Ks. Going to see how well the Commonwealth can hold off fleets of I with 4 K in tow.

AtilaElari
Posts: 60
Joined: Tue, 28. Jul 20, 08:59

Re: [MOD] Foundation of Conquest and War V. 7.0

Post by AtilaElari » Wed, 24. Aug 22, 06:59

I think there may be an error in Jobs list:
I was looking through Terran fleets, and for Large carrier fleet there is a Subordinate ob "terran_destroyer_escort_l", but there is no Job ID for it, but there is for "terran_destroyer_escort_large". I think you made a typo. And that's the reason why Terran carriers are flying solo in my game.

And <subordinate job="terran_escort_s_carrier"/> is also not defined anywhere in the document.

BlackRain
Moderator (Script&Mod)
Moderator (Script&Mod)
Posts: 7406
Joined: Mon, 15. Dec 03, 18:53
x4

Re: [MOD] Foundation of Conquest and War V. 7.0

Post by BlackRain » Sat, 27. Aug 22, 01:19

AtilaElari wrote:
Wed, 24. Aug 22, 06:59
I think there may be an error in Jobs list:
I was looking through Terran fleets, and for Large carrier fleet there is a Subordinate ob "terran_destroyer_escort_l", but there is no Job ID for it, but there is for "terran_destroyer_escort_large". I think you made a typo. And that's the reason why Terran carriers are flying solo in my game.

And <subordinate job="terran_escort_s_carrier"/> is also not defined anywhere in the document.
Not a mistake, most likely it is referring to vanilla escorts. If a terran carrier is flying around solo in your game, it might not be one from FOCW, but a vanilla one, not sure.

AtilaElari
Posts: 60
Joined: Tue, 28. Jul 20, 08:59

Re: [MOD] Foundation of Conquest and War V. 7.0

Post by AtilaElari » Thu, 1. Sep 22, 19:44

Does anything in FOCW interact with how the ships are used by the AI? To be more precise:
I see very large fleets (I may be going overboard with how many ships I allow with FOCW, heh) patroling sectors, but they are very rarely used for attacks, and often smaller groups are chosen.
Is it possible to make some jubs preferable for use in attacks, or otherwise make AI more agressive with them? Or is it doable only on the AI side?

BlackRain
Moderator (Script&Mod)
Moderator (Script&Mod)
Posts: 7406
Joined: Mon, 15. Dec 03, 18:53
x4

Re: [MOD] Foundation of Conquest and War V. 7.0

Post by BlackRain » Fri, 2. Sep 22, 16:01

AtilaElari wrote:
Thu, 1. Sep 22, 19:44
Does anything in FOCW interact with how the ships are used by the AI? To be more precise:
I see very large fleets (I may be going overboard with how many ships I allow with FOCW, heh) patroling sectors, but they are very rarely used for attacks, and often smaller groups are chosen.
Is it possible to make some jubs preferable for use in attacks, or otherwise make AI more agressive with them? Or is it doable only on the AI side?
The mod doesn't really touch AI at all. The only thing is this <modifiers commandeerable="true"/> which makes it so ships can or can not be used by the factionlogic. However, this is why I use deadair AI tweaks which does affect how many ships get used in combat, etc.

AtilaElari
Posts: 60
Joined: Tue, 28. Jul 20, 08:59

Re: [MOD] Foundation of Conquest and War V. 7.0

Post by AtilaElari » Fri, 2. Sep 22, 16:24

BlackRain wrote:
Fri, 2. Sep 22, 16:01
The mod doesn't really touch AI at all. The only thing is this <modifiers commandeerable="true"/> which makes it so ships can or can not be used by the factionlogic. However, this is why I use deadair AI tweaks which does affect how many ships get used in combat, etc.
Which mod would do that?

BlackRain
Moderator (Script&Mod)
Moderator (Script&Mod)
Posts: 7406
Joined: Mon, 15. Dec 03, 18:53
x4

Re: [MOD] Foundation of Conquest and War V. 7.0

Post by BlackRain » Sun, 4. Sep 22, 02:33

AtilaElari wrote:
Fri, 2. Sep 22, 16:24
BlackRain wrote:
Fri, 2. Sep 22, 16:01
The mod doesn't really touch AI at all. The only thing is this <modifiers commandeerable="true"/> which makes it so ships can or can not be used by the factionlogic. However, this is why I use deadair AI tweaks which does affect how many ships get used in combat, etc.
Which mod would do that?
Deadair AI tweaks

https://github.com/kuertee/x4-mod-da-ku-ai-tweaks

a448738483
Posts: 1
Joined: Sun, 17. Apr 22, 01:05
x4

Re: [MOD] Foundation of Conquest and War V. 7.0

Post by a448738483 » Sun, 11. Sep 22, 07:51

So... when is the breaking point that this mod will eat my CPU alive :(

I use a pretty good CPU, i9, but still worried

I play vanilla and can usually 100+ fps, but now.... especially if I do Xenon apocolapyse

Bozz11
Posts: 252
Joined: Fri, 23. Nov 18, 08:54
x4

Re: [MOD] Foundation of Conquest and War V. 7.0

Post by Bozz11 » Sun, 11. Sep 22, 08:09

No you good if you have a good CPU, I played this mod for the last 1.200 hours on max settings for all factions except xenons because they tend to invade the whole world, also I have added 50 new sectors and still get around 65 FPS
I have around 100 mods in my game right now

BlackRain
Moderator (Script&Mod)
Moderator (Script&Mod)
Posts: 7406
Joined: Mon, 15. Dec 03, 18:53
x4

Re: [MOD] Foundation of Conquest and War V. 7.0

Post by BlackRain » Tue, 13. Sep 22, 02:41

a448738483 wrote:
Sun, 11. Sep 22, 07:51
So... when is the breaking point that this mod will eat my CPU alive :(

I use a pretty good CPU, i9, but still worried

I play vanilla and can usually 100+ fps, but now.... especially if I do Xenon apocolapyse

I mean, it will drop from 100+ fps, but it should be pretty good unless there is just so much going on in one sector then it may drop a bit. I mean a lot, like massive stations you built and many ships battling it out or something.

Folker
Posts: 64
Joined: Fri, 31. Jul 20, 21:56
x4

Re: [MOD] Foundation of Conquest and War V. 7.0

Post by Folker » Sun, 2. Oct 22, 09:08

Hey I saw an poll for enhance X4 universe, It proposes to improve the economy as well as to create several company or corporation which make an economic war besides, I will also propose it to FOCW


THIS IS : X4: Foundations – Corporations Expansion

viewtopic.php?f=146&t=449602&p=5143872#p5143872

spccasey
Posts: 37
Joined: Thu, 16. Aug 12, 18:37
x4

Re: [MOD] Foundation of Conquest and War V. 7.0

Post by spccasey » Sun, 2. Oct 22, 18:41

This mod doesn't do the exact same thing as the one for XRebirth?

BlackRain
Moderator (Script&Mod)
Moderator (Script&Mod)
Posts: 7406
Joined: Mon, 15. Dec 03, 18:53
x4

Re: [MOD] Foundation of Conquest and War V. 7.0

Post by BlackRain » Sun, 2. Oct 22, 18:56

spccasey wrote:
Sun, 2. Oct 22, 18:41
This mod doesn't do the exact same thing as the one for XRebirth?
No, it does not do the same thing. I don't have the time to make such a complicated mod like in Rebirth.

Bozz11
Posts: 252
Joined: Fri, 23. Nov 18, 08:54
x4

Re: [MOD] Foundation of Conquest and War V. 7.0

Post by Bozz11 » Thu, 27. Oct 22, 13:55

hey BlackRain thank you again for your great mod !
One question, will you make the spawn ships mechanique for regular faction work at some point ?

The thing is, it's hard for me to keep the game balanced because of all the mods I use and ANT and ZYA usually get crushed in my games very hard so making them spawn ships for a while could help them not die in the first 40 hours ^^

Post Reply

Return to “X4: Foundations - Scripts and Modding”