It would be too ridiculous if it were based on using Seta lolAtilaElari wrote: ↑Thu, 4. Aug 22, 08:43Also - is checkinterval calculated in real time or in-game time? As in, will it run more often in SETA?
[MOD] Foundation of Conquest and War V. 7.2
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Re: [MOD] Foundation of Conquest and War V. 7.0
Re: [MOD] Foundation of Conquest and War V. 7.0
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
Re: [MOD] Foundation of Conquest and War V. 7.0
Well, I didn't add in trade ships but I could. I will consider it for the next time I update the mod.laser50 wrote: ↑Thu, 11. Aug 22, 03:54Hey 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
Re: [MOD] Foundation of Conquest and War V. 7.0
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!BlackRain wrote: ↑Thu, 11. Aug 22, 06:37Well, I didn't add in trade ships but I could. I will consider it for the next time I update the mod.laser50 wrote: ↑Thu, 11. Aug 22, 03:54Hey 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
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
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Re: [MOD] Foundation of Conquest and War V. 7.0
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.
And for "xenon_destroyer_more" job the line is the same.
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.
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"/>
Re: [MOD] Foundation of Conquest and War V. 7.0
Just change the followingAtilaElari wrote: ↑Tue, 23. Aug 22, 09:54A 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.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.Code: Select all
<category faction="xenon" tags="[factionlogic, military, destroyer]" size="ship_xl"/>
Code: Select all
<category faction="xenon" tags="[factionlogic, military, carrier]" size="ship_xl"/>
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Re: [MOD] Foundation of Conquest and War V. 7.0
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.
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Re: [MOD] Foundation of Conquest and War V. 7.0
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.
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.
Re: [MOD] Foundation of Conquest and War V. 7.0
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 wrote: ↑Wed, 24. Aug 22, 06:59I 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.
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Re: [MOD] Foundation of Conquest and War V. 7.0
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?
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?
Re: [MOD] Foundation of Conquest and War V. 7.0
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 wrote: ↑Thu, 1. Sep 22, 19:44Does 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?
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Re: [MOD] Foundation of Conquest and War V. 7.0
Which mod would do that?BlackRain wrote: ↑Fri, 2. Sep 22, 16:01The 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.
Re: [MOD] Foundation of Conquest and War V. 7.0
Deadair AI tweaksAtilaElari wrote: ↑Fri, 2. Sep 22, 16:24Which mod would do that?BlackRain wrote: ↑Fri, 2. Sep 22, 16:01The 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.
https://github.com/kuertee/x4-mod-da-ku-ai-tweaks
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Re: [MOD] Foundation of Conquest and War V. 7.0
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 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
Re: [MOD] Foundation of Conquest and War V. 7.0
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
I have around 100 mods in my game right now
Re: [MOD] Foundation of Conquest and War V. 7.0
a448738483 wrote: ↑Sun, 11. Sep 22, 07:51So... 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.
Re: [MOD] Foundation of Conquest and War V. 7.0
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
THIS IS : X4: Foundations – Corporations Expansion
viewtopic.php?f=146&t=449602&p=5143872#p5143872
Re: [MOD] Foundation of Conquest and War V. 7.0
This mod doesn't do the exact same thing as the one for XRebirth?
Re: [MOD] Foundation of Conquest and War V. 7.0
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 ^^
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 ^^