[MOD] Foundation of Conquest and War V. 7.2

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

Post by Mr.Freud » Fri, 10. Dec 21, 21:45

thx

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

Post by DrwHem » Sat, 1. Jan 22, 03:54

I just activated this only i believe i used the settings to double the xenon in my current game. roughly how long should i wait before i see a change? its been a few in game hours in SETA now and im not noticing anything.

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

Post by BlackRain » Sat, 1. Jan 22, 04:56

DrwHem wrote:
Sat, 1. Jan 22, 03:54
I just activated this only i believe i used the settings to double the xenon in my current game. roughly how long should i wait before i see a change? its been a few in game hours in SETA now and im not noticing anything.
I am not really sure how you are determining whether their numbers have increased or not? First, you have to consider whether they can build the ships (as in possess the resources), then you have to consider if they are losing ships and if they are replacing them fast enough, then also you have to consider where they may be physically as they could be sitting around in one of their sectors or flying around far away from the main parts of a sector, etc. Also, is it a new game? an existing game? Were the Xenon getting hammered by factions before you gave them more ships? I mean, there is a lot to consider.

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

Post by DrwHem » Sat, 1. Jan 22, 15:05

I just checked in my extensions tab and FOCW shows as red because it says im missing cradle of humanity...but i clearly have it and it shows as on. is there a different extension i need to add?

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

Post by BlackRain » Sat, 1. Jan 22, 16:37

DrwHem wrote:
Sat, 1. Jan 22, 15:05
I just checked in my extensions tab and FOCW shows as red because it says im missing cradle of humanity...but i clearly have it and it shows as on. is there a different extension i need to add?
There have been people who had this issue before, I forgot what the cause was. Just open up the folder where the mod is, open the content.xml in the FOCW folder.

Edit the following line

<dependency name="Cradle of Humanity" id="ego_dlc_terran" optional="false"/>

change false to true. Should work then.

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Re: [MOD] Foundation of Conquest and War V. 6.8

Post by BlackRain » Wed, 12. Jan 22, 23:33

FOCW Version 6.8

1) New options, Large fleets for every faction. These are much larger fleets than you are used to! Over a dozen capital ships, dozens of fighters and frigate/corvette size ships.

I highly, highly, recommend using Deadair ware mod and Deadair fill mod (or at least Deadair fill mod) especially if you are going to use the new large fleets. This is my mod set up when I am playing: VRO, Many of the Deadair mods (except diplomacy related ones), FOCW and FOCW Corporations, XR Shippack (but ships only I remove all other extra stuff from it and only use the ships), and a variety of other fluff mods, like more ship rooms, etc. I also set Deadair fill pretty high, I know some people think this is cheating and they don't want the ai to cheat, etc. but all I can say is that it has made my game so much more enjoyable with so much life to the game.

Brisingr22
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Re: [MOD] Foundation of Conquest and War V. 6.8

Post by Brisingr22 » Thu, 13. Jan 22, 17:25

with the deadair mods not being update anymore is it worth still using them?

In my game after about 5 hrs of running i start to get stuttering frames every few seconds, usually FPS goes from 80 down to 65 and then back up for after a second or so. Are mods such as Faction Enhancer worth having anymore? I mainly just use VRO, FE, and FCW mod wise with the ship variation expansion

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Re: [MOD] Foundation of Conquest and War V. 6.8

Post by BlackRain » Thu, 13. Jan 22, 19:53

Brisingr22 wrote:
Thu, 13. Jan 22, 17:25
with the deadair mods not being update anymore is it worth still using them?

In my game after about 5 hrs of running i start to get stuttering frames every few seconds, usually FPS goes from 80 down to 65 and then back up for after a second or so. Are mods such as Faction Enhancer worth having anymore? I mainly just use VRO, FE, and FCW mod wise with the ship variation expansion
The deadair mods like deadair fill and wares don't need to be updated as they are basically complete for what they do. Deadair just updated his deadair ai tweaks mod so he is back with that anyway. Those are the ones I use, I don't use any others. As for Faction enhancer, I do not use Faction enhancer, I always found that it caused problems for me late game. However, this is just my own personal opinion/taste and I am not trying to criticize his work. I just don't think a lot of it is necessary and the game runs fine without it in my opinion. Again, this is a matter of taste, but you can try it and see what you prefer (with or without it). However, you can't just remove it from an existing game so you would need to start a new game if it was in there. My current game is about 3 or so days in (as in over 72 hours) and the game runs perfectly fine for me, but I don't know your hardware.

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Re: [MOD] Foundation of Conquest and War V. 6.8

Post by BlackRain » Thu, 13. Jan 22, 20:23

I just had a "wow" moment and had to comment. I was clearing out a Xenon sector, Tharka's cascade XVII, just finishing up the sweep of the sector and had just moved in a light patrol fleet to defend the gate leading into further Xenon territory. I moved my main attack fleet to the other side of the sector as I was preparing to leave the sector and go elsewhere. Big mistake, I don't know if it was a coincidence or the AI knew to attack at that time, but one of the large fleets I added with the latest version came through the gate where I had just positioned my light patrol fleet. I had 12 frigates (the VRO ones, not the vanilla ones, as in L size ships) on defense and they were not prepared for the Xenon I with 6 destroyer escorts and dozens of fighters to come through. I had to quickly order them to retreat while they were being torn up while I tried to get my attack fleet over there. Right now, my main fleet is trying to scramble over there to help them, but I already lost half of them ugh. What timing! Pretty intense fight.

Brisingr22
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Re: [MOD] Foundation of Conquest and War V. 6.8

Post by Brisingr22 » Thu, 13. Jan 22, 23:18

@BlackRain for system wise i have a gtx 1070, 16gigs of ram and a i5-9600K CPU @ 3.7Ghz

Im unsure what is causing the stutters, could possibly be the FE's. I figured at first it was the XR ship mod, but even when restarting it does the same thing at about the 5hr mark in the game. I may just have to restart without the FE mods and see how it goes, and maybe ill download the deadair mods you mentioned to see if it works

what others mods do you think add flavor to the game that you could mention?

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Re: [MOD] Foundation of Conquest and War V. 6.8

Post by BlackRain » Fri, 14. Jan 22, 01:24

Brisingr22 wrote:
Thu, 13. Jan 22, 23:18
@BlackRain for system wise i have a gtx 1070, 16gigs of ram and a i5-9600K CPU @ 3.7Ghz

Im unsure what is causing the stutters, could possibly be the FE's. I figured at first it was the XR ship mod, but even when restarting it does the same thing at about the 5hr mark in the game. I may just have to restart without the FE mods and see how it goes, and maybe ill download the deadair mods you mentioned to see if it works

what others mods do you think add flavor to the game that you could mention?
Well, my complete list of mods is the following:

FOCW Corporations
FOCW
Deadair fill
Deadair wares
Deadair AI tweaks
Reaction force
Tatertrade
VRO
X4 Fire and Smoke
Ship reverse engineering
Ship variation expansion (with vro compatibility)
XR ship pack, but I removed all the extra stuff to it and only make use of the ships. As in deleted the jobs stuff and all that.
Simple carrier repairs
Sector explorer
Recycle ships and stations
paint jobs for sale
More ship rooms

That is mostly everything. I did make a slight change to xenon factionlogic to make them more aggressive but that is a small change.

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Re: [MOD] Foundation of Conquest and War V. 6.8

Post by BlackRain » Fri, 14. Jan 22, 01:25

Brisingr22 wrote:
Thu, 13. Jan 22, 23:18
@BlackRain for system wise i have a gtx 1070, 16gigs of ram and a i5-9600K CPU @ 3.7Ghz

Im unsure what is causing the stutters, could possibly be the FE's. I figured at first it was the XR ship mod, but even when restarting it does the same thing at about the 5hr mark in the game. I may just have to restart without the FE mods and see how it goes, and maybe ill download the deadair mods you mentioned to see if it works

what others mods do you think add flavor to the game that you could mention?
By the way, I think I remember experiencing stutters myself when using FE in the past if I am recalling correctly. Try starting a new game without it and let me know how it goes.

exogenesis
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Re: [MOD] Foundation of Conquest and War V. 6.8

Post by exogenesis » Thu, 17. Feb 22, 23:31

Hi BlackRain, thank you for making this mod,
I'm hoping FOCW will be my saviour from very late-game stagnation :)

However I'm not seeing extra ship production, probably I've got something wrong.

In focwsetup.xml I've changed the lines :

<set_value name="$activateXencapital" exact="3" />
<set_value name="$activateXENlargefleets" exact="1" />
<set_value name="$activateXencarattack" exact="1" />
<set_value name="$activateXenonApocalypse" exact="1" />

Started up X4 (v4.20) & loaded a mature game (230 game-days, big empire etc),
FOCW 6.80 is 'on' in Extensions,
DLC's : Cradle of Humanity & Split Vendetta,
no other mods.

I've got Xenon set at +30 relationship to me (& vice versa),
& 7 continuously fully-resourced (by me) Xenon shipyards (all in one sector, so easy to monitor),
but I'm not seeing any significant extra Xenon cap. ships being built after 1/2 hour,
should I, or does it take longer than that to kick-in ?

Does the 'checkinterval' in the lines
<cue name="job_activate_Xenoncarattack" instantiate="true" checktime="player.age + 900s" checkinterval="60min">
<cue name="job_activate_XenonApocalypse" instantiate="true" checktime="player.age + 300s" checkinterval="10min">
mean it should have kicked in for 'Apocalyse' in some way already ?

Should I just leave it for longer ?

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Re: [MOD] Foundation of Conquest and War V. 6.8

Post by BlackRain » Fri, 18. Feb 22, 13:24

exogenesis wrote:
Thu, 17. Feb 22, 23:31
Hi BlackRain, thank you for making this mod,
I'm hoping FOCW will be my saviour from very late-game stagnation :)

However I'm not seeing extra ship production, probably I've got something wrong.

In focwsetup.xml I've changed the lines :

<set_value name="$activateXencapital" exact="3" />
<set_value name="$activateXENlargefleets" exact="1" />
<set_value name="$activateXencarattack" exact="1" />
<set_value name="$activateXenonApocalypse" exact="1" />

Started up X4 (v4.20) & loaded a mature game (230 game-days, big empire etc),
FOCW 6.80 is 'on' in Extensions,
DLC's : Cradle of Humanity & Split Vendetta,
no other mods.

I've got Xenon set at +30 relationship to me (& vice versa),
& 7 continuously fully-resourced (by me) Xenon shipyards (all in one sector, so easy to monitor),
but I'm not seeing any significant extra Xenon cap. ships being built after 1/2 hour,
should I, or does it take longer than that to kick-in ?

Does the 'checkinterval' in the lines
<cue name="job_activate_Xenoncarattack" instantiate="true" checktime="player.age + 900s" checkinterval="60min">
<cue name="job_activate_XenonApocalypse" instantiate="true" checktime="player.age + 300s" checkinterval="10min">
mean it should have kicked in for 'Apocalyse' in some way already ?

Should I just leave it for longer ?
It should have started building them, but there are other variables which might cause delays. So all the Xenon shipyards are full of resources? Are they building other ships? Also give it a little more time to see what happens. They should be building them though. Are you checking every xenon shipyard? Let me know how it goes after a little more time.

exogenesis
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Re: [MOD] Foundation of Conquest and War V. 6.8

Post by exogenesis » Fri, 18. Feb 22, 20:31

I left it running for 5 hours, & it doesn't seem to be any different.
I think something is interfering in some way,

Shipyards full of resources, that all do build cap. ships occasionally :
http://www.Exogenesis.co.uk/20220218191603_1.jpg

All destroyers in galaxy :
http://www.Exogenesis.co.uk/20220218191453_1.jpg

Maybe I've 'damaged' my game-file with hand-edits
(moving ships/stations around & deleting ships etc)
possibly mucking up the jobs relationships ?
don't know enough about that to know what could happen.
http://www.Exogenesis.co.uk/save_001.xml.gz

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Re: [MOD] Foundation of Conquest and War V. 6.8

Post by BlackRain » Sat, 19. Feb 22, 01:10

That isn't even the correct amount of vanilla ships. I am not sure what you have done in your game. It wouldn't matter how you touched the vanilla jobs anyway, since I add my own job file with all the fleets, etc. There could be something else interfering but without having more info I am not sure. I can try test out the save file if I have time but no guarantees. Do you have the game set up to create a debuglog?

exogenesis
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Re: [MOD] Foundation of Conquest and War V. 6.8

Post by exogenesis » Sat, 19. Feb 22, 11:30

Tried the debuglog thing, & on loading game it's saying :

[=ERROR=] 0.00 File I/O: Could not find file '.\extensions\focw\t\0001.xml.sig'
[=ERROR=] 0.00 File I/O: Could not find file '.\extensions\focw\libraries\jobs.xml.sig'
[=ERROR=] 19916281.75 File I/O: Could not find file '.\extensions\focw\md\brencounterlogic.xml.sig'

Don't know if that's significant, couldn't see those files in FOCW.rar file.

Full log on start game :
http://www.Exogenesis.co.uk/debuglog.txt
which mostly shows I've got an altered loadouts.xml from trying v5.0 beta (& returning to v4.2),
but I guess that's not relevant (btw is FOCW likely to work with 5.0 beta ?)
Plus many various (vanilla?) MD cue errors like
md.Encounters.xxx & md.Story_Terraforming.xxx (I deleted the EarthTorus object by hand).
Not seeing any other errors that jump out at me as a cause.

When you say "isn't even the correct amount of vanilla ships",
do you mean too few Xenon destroyers, or something else?

Thanks for helping,
I know from experience that it's sorting out the 'outlier' cases that are most frustrating :)

EDIT:
just now seen a ship being built called 'XEN Terraformer Supervisor Fleet K',
never seen that before so I assume that is one from FOCW (?),
so I guess something is working (if a bit 'slowly')...

EDIT2:
In fact there's already quite a few of those.
I was searching map for 'destroyer', if I add 'terraformer' as well I see 31 K's (but still only one 'I') :
http://www.Exogenesis.co.uk/20220219115858_1.jpg

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Re: [MOD] Foundation of Conquest and War V. 6.8

Post by BlackRain » Sat, 19. Feb 22, 17:16

exogenesis wrote:
Sat, 19. Feb 22, 11:30
Tried the debuglog thing, & on loading game it's saying :

[=ERROR=] 0.00 File I/O: Could not find file '.\extensions\focw\t\0001.xml.sig'
[=ERROR=] 0.00 File I/O: Could not find file '.\extensions\focw\libraries\jobs.xml.sig'
[=ERROR=] 19916281.75 File I/O: Could not find file '.\extensions\focw\md\brencounterlogic.xml.sig'

Don't know if that's significant, couldn't see those files in FOCW.rar file.

Full log on start game :
http://www.Exogenesis.co.uk/debuglog.txt
which mostly shows I've got an altered loadouts.xml from trying v5.0 beta (& returning to v4.2),
but I guess that's not relevant (btw is FOCW likely to work with 5.0 beta ?)
Plus many various (vanilla?) MD cue errors like
md.Encounters.xxx & md.Story_Terraforming.xxx (I deleted the EarthTorus object by hand).
Not seeing any other errors that jump out at me as a cause.

When you say "isn't even the correct amount of vanilla ships",
do you mean too few Xenon destroyers, or something else?

Thanks for helping,
I know from experience that it's sorting out the 'outlier' cases that are most frustrating :)

EDIT:
just now seen a ship being built called 'XEN Terraformer Supervisor Fleet K',
never seen that before so I assume that is one from FOCW (?),
so I guess something is working (if a bit 'slowly')...

EDIT2:
In fact there's already quite a few of those.
I was searching map for 'destroyer', if I add 'terraformer' as well I see 31 K's (but still only one 'I') :
http://www.Exogenesis.co.uk/20220219115858_1.jpg
It looks like it is working then, anything with terraformer in it or supervisor is from FOCW. There aren't that many I fleets which get built but you can edit that yourself if you want. It is predominantly K fleets, but there should be a few I fleets which will be built. Also, I recommend using the new options I added then for even larger fleets.

This setting here: <set_value name="$activateXENlargefleets" exact="1" />

If you want, you can tweak how many of these fleets are built by doing the following:

Code: Select all

<cue name="job_activate_XenonLargeFleet" instantiate="true" checktime="player.age + 30s" checkinterval="60min">		
		<conditions>        
		<check_value value="md.FOCWsetup.Settings.$activateXENlargefleets == 1"/>	
		</conditions>	 
	 <actions>	 
				<find_ship name="$Xenoncardefend" job="'xenon_large_fleet'" space="player.galaxy" multiple="true"/>                             
                <set_value name="$numship" exact="$Xenoncardefend.count"/>
				<set_value name="$totalnumship123" operation="add" exact="0"/>
				
                <set_value name="$ExistingDestroyerThreshold" exact="3"/> 
				<do_if value="$totalnumship123 gt $ExistingDestroyerThreshold * 2">
					<set_value name="$totalnumship123" exact="0"/>
				</do_if>
				
					<do_if value="($numship + $totalnumship123) lt $ExistingDestroyerThreshold">
					<find_station name="$XenonShipyard" space="player.galaxy" functional="true" multiple="false">	
					<match canbuildships="true"/>  <match owner="faction.xenon"/>
					 
					</find_station>
					<request_job_ship job="'xenon_large_fleet'" name="this.$Requested_Job_Ship" requester="$XenonShipyard" zone="$XenonShipyard.zone"/>
                     <set_value name="$totalnumship123" operation="add" exact="1"/>
					</do_if>
					
					<do_else><set_value name="$totalnumship123" operation="add" exact="1"/>
					<cancel_cue cue="job_activate_XenonLargeFleet"/>
				</do_else>
					<remove_value name="$Xenoncardefend"/>
					<remove_value name="$XenonShipyard"/>
				</actions>
	</cue>
Where it says <set_value name="$ExistingDestroyerThreshold" exact="3"/> Change the 3 to whatever you want.

Honestly, if you are fine with the larger fleet size, you don't need any other option for Xenon, just use this one and add more of them. Like 20 or something, but keep in mind these fleets are larger. This fleet is led by a K (but you can change it to an I if you want in jobs.xml)

Here is the job fleet:

Code: Select all

<job id="xenon_large_fleet" name="{40000,9}" startactive="false">
    <modifiers commandeerable="true"/>
    
    <category faction="xenon" tags="[military, destroyer]" size="ship_xl"/>
    <quota galaxy="5" cluster="2"/>
    <location class="galaxy" macro="xu_ep2_universe_macro" faction="xenon" relation="self" comparison="exact"/>
    <environment buildatshipyard="true"/>        <encounters id="ship_cluster"/>
    <ship>
      <select faction="xenon" tags="[military, destroyer]" size="ship_xl"/>
      
      <owner exact="xenon" overridenpc="true"/>
    </ship>	
	<subordinate job="xenon_fighter_escort_heavy"/>
	<subordinate job="xenon_frigate_newescort"/>
	<subordinate job="xenon_destroyer_largeescort"/>
  </job>
Where it says destroyer, change it to carrier in both spots.

This fleet will include anywhere from 11 to 19 K's, 3 to 7 P's, and a lot of fighters (a range from 30 to 100). Of course, they all need to be built and the numbers may vary even more depending on production capability and time and whether they can group up properly or not to form fleets.

This is fully customizable if you know what you are doing. Just edit the numbers for the subordinate jobs above, not the main job.

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Re: [MOD] Foundation of Conquest and War V. 6.8

Post by exogenesis » Sat, 19. Feb 22, 22:59

Thanks for the guidance, using just $activateXENlargefleets seems like a good idea.

The 32 'Terraformer' K's that were built with 'everything on' (apocalypse) settings
seemed to just stay in Xen sectors & defend,
so I removed all xenon ships from the save programatically, and ran again with only activateXENlargefleets.

However I don't get any extra Xen caps. with just those settings (with I fleet leaders),
& nothing (extra to vanilla) is happening, after about 4 hours.

Not understanding how one part of this can work & not another - confused...

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Re: [MOD] Foundation of Conquest and War V. 6.8

Post by BlackRain » Sun, 20. Feb 22, 00:26

exogenesis wrote:
Sat, 19. Feb 22, 22:59
Thanks for the guidance, using just $activateXENlargefleets seems like a good idea.

The 32 'Terraformer' K's that were built with 'everything on' (apocalypse) settings
seemed to just stay in Xen sectors & defend,
so I removed all xenon ships from the save programatically, and ran again with only activateXENlargefleets.

However I don't get any extra Xen caps. with just those settings (with I fleet leaders),
& nothing (extra to vanilla) is happening, after about 4 hours.

Not understanding how one part of this can work & not another - confused...
It should definitely be working, maybe the ships are in places you can't see or something or maybe they haven't been built for some reason. Let me know if that changes. By the way, is it 4 hours of real time or 4 hours of seta time?

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