[MOD] Foundation of Conquest and War V. 7.2

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

Post by ScandyNav » Wed, 29. Jun 22, 09:17

BlackRain wrote:
Wed, 29. Jun 22, 03:24
ScandyNav wrote:
Tue, 28. Jun 22, 20:33
BlackRain wrote:
Sat, 25. Jun 22, 21:30
FOCW Version 6.9

1) New options for VIGOR Ships for the Avarice DLC. I put it together quickly so haven't done any testing. All options have been reset so make sure to go through the config file and set it up the way you want. I am also not familiar with the new tags (Iceunion and scrapyard) that I am seeing in the vigor ships and I didn't check the in game names or look at the t file so hopefully the names are okay.

Let me know if there are any issues.
Iceunion is a mining subfaction for VIG faction. They look like VIG Ice Union miners in game. They don't have any ships except one type of L ice miner.
Scrapyard - i'm not sure but it may be a very small storyline faction, which guards Scrapyard Trade station. They don't fly anywhere and not participate in any activity.
Ice Union definitely does not have only miners. When I was looking at the jobs.xml, I just used the same name from what I saw already on their destroyers and fighters. Scrapyard also seems to have destroyers and fighters too. These are the only two that do, there are no Vigor ships that don't use these names.
This is strange. I just told that how it looks in my current game.
Image
https://i.imgur.com/Fz6FUgr.png
Last edited by Terre on Mon, 4. Jul 22, 07:22, edited 1 time in total.
Reason: Images posted directly to the forums should not be greater than 640x480 or 100kb, oversize image now linked

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

Post by BlackRain » Wed, 29. Jun 22, 14:54

ScandyNav wrote:
Wed, 29. Jun 22, 09:17
BlackRain wrote:
Wed, 29. Jun 22, 03:24
ScandyNav wrote:
Tue, 28. Jun 22, 20:33

Iceunion is a mining subfaction for VIG faction. They look like VIG Ice Union miners in game. They don't have any ships except one type of L ice miner.
Scrapyard - i'm not sure but it may be a very small storyline faction, which guards Scrapyard Trade station. They don't fly anywhere and not participate in any activity.
Ice Union definitely does not have only miners. When I was looking at the jobs.xml, I just used the same name from what I saw already on their destroyers and fighters. Scrapyard also seems to have destroyers and fighters too. These are the only two that do, there are no Vigor ships that don't use these names.
This is strange. I just told that how it looks in my current game.
Yeah, the faction itself is called Vigor syndicate. I only looked in the jobs.xml and not the t file so i wasn't sure what the text said but I see this in the jobs.xml

Code: Select all

<job id="loanshark_patrol_iceunion" name="{20204,11601}">
    <modifiers commandeerable="false"/>
    <orders>
      <order order="Patrol" default="true">
        <param name="range" value="class.zone"/>
      </order>
    </orders>
    <category faction="loanshark" tags="[military, iceunion]" size="ship_l"/>
    <quota galaxy="2"/>
    <location class="sector" macro="Cluster_501_Sector001_macro" faction="loanshark" relation="self" comparison="exact"/>
    <environment buildatshipyard="true"/>
    <ship>
      <select faction="loanshark" tags="[plunderer]" size="ship_l"/>
      <loadout>
        <level min="0.7" max="1.0"/>
      </loadout>
      <owner exact="loanshark" overridenpc="true"/>
    </ship>
    <subordinates>
      <subordinate job="loanshark_escort_iceunion_patrol"/>
      <subordinate job="loanshark_escort_common"/>
    </subordinates>
  </job>
  <job id="loanshark_patrol_scrapyard" name="{20204,13601}">
    <modifiers commandeerable="false"/>
    <orders>
      <order order="Patrol" default="true">
        <param name="range" value="class.zone"/>
      </order>
    </orders>
    <category faction="loanshark" tags="[military, scrapyard]" size="ship_s"/>
    <quota galaxy="5"/>
    <location class="sector" macro="Cluster_502_Sector001_macro" faction="loanshark" relation="self" comparison="exact"/>
    <environment buildatshipyard="true"/>
    <ship>
      <select faction="loanshark" tags="[fighter, scrapyard]" size="ship_s"/>
      <loadout>
        <level min="0.7" max="1.0"/>
      </loadout>
      <owner exact="loanshark" overridenpc="true"/>
    </ship>
    <subordinates>
      <subordinate job="loanshark_escort_scrapyard"/>
    </subordinates>
  </job>
  <job id="loanshark_patrol_aurora" name="{20204,14601}">
    <modifiers commandeerable="false"/>
    <orders>
      <order order="Patrol" default="true">
        <param name="range" value="class.zone"/>
      </order>
    </orders>
    <category faction="loanshark" tags="[military, aurora]" size="ship_s"/>
    <quota galaxy="7"/>
    <location class="sector" macro="Cluster_503_Sector001_macro" faction="loanshark" relation="self" comparison="exact"/>
    <environment buildatshipyard="true"/>
    <ship>
      <select faction="loanshark" tags="[fighter, aurora]" size="ship_s"/>
      <loadout>
        <level min="0.7" max="1.0"/>
      </loadout>
      <owner exact="loanshark" overridenpc="true"/>
    </ship>
    <subordinates>
      <subordinate job="loanshark_escort_aurora"/>
    </subordinates>
  </job>
So I see aan Iceunion patrol, scrapyard patrol and aurora patrol. Guess I need to look in the t file.

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Re: [MOD] Foundation of Conquest and War V. 6.9

Post by BlackRain » Wed, 29. Jun 22, 15:30

I just looked through the T file, and there are no ships named just Vigor, take a look. What you are showing in the screenshot is prob just a pirate raiding party under the VIGOR name (they take the name of factions). The stations have the name Vigor syndicate though. I guess I could still name the ships differently if I want to. Probably I will.

Code: Select all

<t id="11101">Ice Union Escort Fighter(Escort Fighter same as {20204,2601})</t>
    <t id="11201">Ice Union Raiding Party(Raiding Party same as {20204,3401})</t>
    <t id="11301">Ice Union Plunderer(Plunderer same as {20204,4101})</t>
    <t id="11401">Ice Union Marauder(Marauder same as {20204,4201})</t>
    <t id="11501">Ice Union Pillager(Pillager same as {20204,4301})</t>
    <t id="11601">Ice Union Patrol(Patrol same as {20204,5201})</t>
    <t id="11701">Ice Union Police(Police same as {20204,6101})</t>
    <t id="11801">Ice Union Miner(Miner same as {20221,3041})</t>
    <t id="11901">Ice Union Freighter(Freighter same as {20221,4011})</t>
    <t id="12001">Ice Union Transporter(Transporter same as {20221,3031})</t>
    <t id="13001">Scrapyard(Scrapyard engineers sub-faction, same as {20101,121111}, use in following job prefixes)</t>
    <t id="13101">Scrapyard Escort Fighter(Escort Fighter same as {20204,2601})</t>
    <t id="13201">Scrapyard Raiding Party(Raiding Party same as {20204,3401})</t>
    <t id="13301">Scrapyard Plunderer(Plunderer same as {20204,4101})</t>
    <t id="13401">Scrapyard Marauder(Marauder same as {20204,4201})</t>
    <t id="13501">Scrapyard Pillager(Pillager same as {20204,4301})</t>
    <t id="13601">Scrapyard Patrol(Patrol same as {20204,5201})</t>
    <t id="13701">Scrapyard Police(Police same as {20204,6101})</t>
    <t id="14001">Aurora(Short for Aurora Casino sub-faction, same as {20101,81511}, use in following job prefixes)</t>
    <t id="14101">Aurora Escort Fighter(Escort Fighter same as {20204,2601})</t>
    <t id="14201">Aurora Raiding Party(Raiding Party same as {20204,3401})</t>
    <t id="14301">Aurora Plunderer(Plunderer same as {20204,4101})</t>
    <t id="14401">Aurora Marauder(Marauder same as {20204,4201})</t>
    <t id="14501">Aurora Pillager(Pillager same as {20204,4301})</t>
    <t id="14601">Aurora Patrol(Patrol same as {20204,5201})</t>
    <t id="14701">Aurora Police(Police same as {20204,6101})</t>

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Re: [MOD] Foundation of Conquest and War V. 6.9

Post by BlackRain » Wed, 29. Jun 22, 15:41

FOCW Version 7.0

1) Minor fix to code.
2) Vigor Fleets and squads will now be known as Vigor Repo Fleets and Vigor Repo Squads

You will need to configure options again.

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

Post by Scoob » Thu, 30. Jun 22, 01:44

Thanks for the update.

Scratch everything else I said (I just removed it) I was looking at the wrong file... I'll refer you to the next paragraph (unchanged) for an explanation lol.

Just late-night posting here, need to read through the settings the refamiliarise myself with them, when I'm more awake.

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

Post by user1679 » Mon, 4. Jul 22, 06:51

Thanks for the update. Sorry if this has already been answered but I didn't see a FAQ and 150 pages is a lot...

1. How many more ships do the options with "on" or "off" add compared to the ones with the "light", "medium" and "heavy" options?

2. What happens if you put "activateallfactionsfight" on 1 (light) and "activatezyarthfight" on 2 (medium)? Do you get a significant amount of additional ships vs. both set to light? I ask because I've recently found that having too much mass traffic kills my FPS so I assume having hundreds of fighters bumping into each other near a gate would do the same.

3. Do the various "attack player" settings such as "activateargcarattackpla" take into consideration reputation or do these fleets spawn as always aggressive?

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

Post by BlackRain » Mon, 4. Jul 22, 16:39

user1679 wrote:
Mon, 4. Jul 22, 06:51
Thanks for the update. Sorry if this has already been answered but I didn't see a FAQ and 150 pages is a lot...

1. How many more ships do the options with "on" or "off" add compared to the ones with the "light", "medium" and "heavy" options?

2. What happens if you put "activateallfactionsfight" on 1 (light) and "activatezyarthfight" on 2 (medium)? Do you get a significant amount of additional ships vs. both set to light? I ask because I've recently found that having too much mass traffic kills my FPS so I assume having hundreds of fighters bumping into each other near a gate would do the same.

3. Do the various "attack player" settings such as "activateargcarattackpla" take into consideration reputation or do these fleets spawn as always aggressive?
1. Fleets which you turn on are usually a large fleet (comparable to heavy). Basically they are usually extra fleets if you want more.
2. The difference between light and medium is a couple of fighters per fleet/squad. So instead of 4 to 6 it might be 2 to 3 or something like that.
3. These ships do not get built and act aggressive automatically. They act normally except if you are that faction's enemy then they especially come looking for your stations to attack (assuming they can make it there lol).

I can say this, when I use faction war/enhancement mod (the war module), the game always becomes unplayable after like a day or so with all max options and I have a decent PC. If I don't use faction war, the game runs smoothly no matter how long I play with all the options maxed out (and I use FOCW corporations and all of the deadair mods and the KUDA/deadair ai tweak stuff). I do not use any additional job stuff like with the XR ship pack or SV. I use XR ship pack but without the jobs.xml that is included (I just delete it). With this, my game runs excellently and also is very fun with plenty of action.

If you want to know exact numbers added, you can look in the setup script and the jobs.xml. I will give you an example below:

Code: Select all

<cue name="job_activate_ArgonFightersLight" instantiate="true" checktime="player.age + 120s" checkinterval="5min">		
		<conditions>        
		<check_value value="md.FOCWsetup.Settings.$activateallfactionsfight == 1"/>	
		</conditions>	 
	 <actions>	 
				
				<find_ship name="$ArgonFighterslight" job="'argon_fighter_light'" space="player.galaxy" multiple="true"/>			
                <set_value name="$numship" exact="$ArgonFighterslight.count"/>
				<set_value name="$totalnumargfight1" operation="add" exact="0"/>
					
				<set_value name="$ExistingDestroyerThreshold" exact="3"/> 
				
				<do_if value="$totalnumargfight1 gt $ExistingDestroyerThreshold * 2">
					<set_value name="$totalnumargfight1" exact="0"/>
				</do_if>
					<do_if value="($numship + $totalnumargfight1) lt $ExistingDestroyerThreshold">
						<find_station name="$ArgonShipyard" space="player.galaxy" functional="true" multiple="false">	
					
						<match canbuildships="true"/>  <match owner="faction.argon"/>
						</find_station>
						<request_job_ship job="'argon_fighter_light'" name="this.$Requested_Job_Ship" requester="$ArgonShipyard" zone="$ArgonShipyard.zone"/>
						<set_value name="$totalnumargfight1" operation="add" exact="1"/>					
					</do_if>					
					<do_else>
					<set_value name="$totalnumargfight1" operation="add" exact="1"/>                  
					<cancel_cue cue="job_activate_ArgonFightersLight"/>
					<!--<write_to_logbook category="news" title="{40000,65}" text="'greater than ' + $totalnumargfight1" />-->
					
					</do_else>	
					<remove_value name="$ArgonFighterslight"/>	
					<remove_value name="$ArgonShipyard"/>					
				</actions>
	</cue>
This here is a light squadron for argon. It has a threshold of 3 : <set_value name="$ExistingDestroyerThreshold" exact="3"/> . This means, the max (or thereabouts as it could build an extra one) is 3 squadrons. Now to see how many subordinates these squads have you can find the job which in this case is : <request_job_ship job="'argon_fighter_light'"

So in jobs the following :

Code: Select all

<job id="argon_fighter_light" name="{40000,23}" startactive="false">
    <modifiers commandeerable="true"/>
    
    <category faction="argon" tags="[factionlogic, military, fighter]" size="ship_s"/>
    <quota galaxy="1" />
    <location class="galaxy" macro="xu_ep2_universe_macro" faction="argon" relation="self" comparison="exact"/>
    <environment buildatshipyard="true"/>        <encounters id="ship_cluster"/>
    <ship>
      <select faction="argon" tags="[fighter, heavy]" size="ship_s"/>
      <loadout>
        <level min="0.4" max="1.0"/>
      </loadout>
      <owner exact="argon" overridenpc="true"/>
    </ship>
    <subordinates>
      <subordinate job="argon_fighter_escort_light"/>
    </subordinates>
  </job>
Now just ignore any numbers here as none of those numbers matter. The number of these squads ordered at most would be 3 or 4. What you pay attention to is the subordinate which is : <subordinate job="argon_fighter_escort_light"/>. If you then go look at that :

Code: Select all

<job id="argon_fighter_escort_light" name="{40000,24}" startactive="false">
    <orders>
      <order order="Escort" default="true">
        <param name="formation" value="formationshape.pointguard"/>
        <param name="overrideformationskill" value="true"/>
      </order>
    </orders>
    <category faction="argon" tags="[military, fighter]" size="ship_s"/>
    <quota wing="2" variation="1"/>
    <location class="galaxy" macro="xu_ep2_universe_macro"/>
    <environment buildatshipyard="true"/>        <modifiers subordinate="true"/>
    <ship>
      <select faction="argon" tags="[military, fighter, light]" size="ship_s"/>
      <loadout>
        <level min="0" max="0.7"/>
      </loadout>
      <owner exact="argon" overridenpc="true"/>
    </ship>
  </job>
It has this : <quota wing="2" variation="1"/>. This is what you pay attention to, so the quota for the wing is 2 with a variation of 1, this means there could be anywhere from 1 to 3 fighters as subordinates. Including the leader of this squad, there could be anywhere from 2 to 4 fighters in this squad on light. This same squad if it was on medium would be anywhere from 3 to 5 fighters and heavy would be from 4 to 8 fighters. You then have to multiply that by how many squads get ordered.

So on light, if all squadrons are built and alive at the same time it would add approximately anywhere from 6 to 12 fighters to the game. Medium would add at its height anywhere from 24 to 40 fighters to the game (threshold is 8 ), and heavy would add anywhere from 48 to 96 fighters to the game in total (threshold is 12). Of course, these fighters get destroyed, etc. so usually there is never that many at any given time but one squadron is usually ordered every 5 minutes or so for squads (fleets take much longer to order). These numbers can be easily edited by changing just a few numbers in either focwsetup or jobs.xml.

Change : <set_value name="$ExistingDestroyerThreshold" exact="3"/> to set the basic maximum number of squads/fleets

and change : <quota wing="2" variation="1"/> to set the min/max number of subordinates.

I hope that helps and wasn't too confusing.

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

Post by user1679 » Tue, 5. Jul 22, 07:25

BlackRain wrote:
Mon, 4. Jul 22, 16:39

I hope that helps and wasn't too confusing.
Actually that was perfect. Thanks for all the detail.

I too use the Faction Enhancer / War module and wondered how much that was contributing to the stability. I always
thought it might be ROR because I turn on all the options for that. I will try without the war module and removing
the jobs.xml you mentioned.

Playing around with the "extension options" to adjust mass traffic, I find my FPS is stable around 2% at 56 FPS
and I can push it to 70 fps at 0%. Setting to 0% doesn't actually remove all mass traffic, I will still see a station
about 1/2 full but it takes longer. At 2% the station will be full with several ships waiting to dock. At 5% there
are too many AI on the screen.

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

Post by user1679 » Thu, 7. Jul 22, 08:05

BlackRain wrote:
Tue, 14. Jun 22, 18:36
Why would you need to keep the jobs.xml at all? All it does is add more ships, but it is not like what FOCW does and if you are using FOCW I see no reason why you need that jobs.xml. I balanced all the FOCW added fleets and such based on a variety of criteria. In my opinion, using that jobs.xml will cause quite a bit of chaos and won't be balanced. However, it is up to the person to decide on their own. I don't like that much chaos in my game and prefer a much more controlled (but fun) environment.

Also, nothing in that jobs.xml will conflict with FOCW. There is no conflict, it is just that the jobs.xml of XRshippack adds a ton of fleets and you have no control over it unless you edit the jobs.xml yourself.
Incidentally, VRO has a similar jobs.xml that adds a similar "ton of fleets" so if, like me, people use both VRO and XRShip Pack, that could explain the ton of traffic killing FPS. It's
a lot of AI right at the beginning of the game for the CPU to handle. When I removed both jobs files, my fps went from 34 to 78.

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

Post by BlackRain » Fri, 8. Jul 22, 03:55

user1679 wrote:
Thu, 7. Jul 22, 08:05
BlackRain wrote:
Tue, 14. Jun 22, 18:36
Why would you need to keep the jobs.xml at all? All it does is add more ships, but it is not like what FOCW does and if you are using FOCW I see no reason why you need that jobs.xml. I balanced all the FOCW added fleets and such based on a variety of criteria. In my opinion, using that jobs.xml will cause quite a bit of chaos and won't be balanced. However, it is up to the person to decide on their own. I don't like that much chaos in my game and prefer a much more controlled (but fun) environment.

Also, nothing in that jobs.xml will conflict with FOCW. There is no conflict, it is just that the jobs.xml of XRshippack adds a ton of fleets and you have no control over it unless you edit the jobs.xml yourself.
Incidentally, VRO has a similar jobs.xml that adds a similar "ton of fleets" so if, like me, people use both VRO and XRShip Pack, that could explain the ton of traffic killing FPS. It's
a lot of AI right at the beginning of the game for the CPU to handle. When I removed both jobs files, my fps went from 34 to 78.
I use VRO and it runs just fine. VRO also adjusts the existing vanilla jobs I think so it is replacing those rather than just fully adding on to the existing one like xr ship pack does I think.

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

Post by user1679 » Fri, 8. Jul 22, 04:55

BlackRain wrote:
Fri, 8. Jul 22, 03:55
user1679 wrote:
Thu, 7. Jul 22, 08:05
BlackRain wrote:
Tue, 14. Jun 22, 18:36
Why would you need to keep the jobs.xml at all? All it does is add more ships, but it is not like what FOCW does and if you are using FOCW I see no reason why you need that jobs.xml. I balanced all the FOCW added fleets and such based on a variety of criteria. In my opinion, using that jobs.xml will cause quite a bit of chaos and won't be balanced. However, it is up to the person to decide on their own. I don't like that much chaos in my game and prefer a much more controlled (but fun) environment.

Also, nothing in that jobs.xml will conflict with FOCW. There is no conflict, it is just that the jobs.xml of XRshippack adds a ton of fleets and you have no control over it unless you edit the jobs.xml yourself.
Incidentally, VRO has a similar jobs.xml that adds a similar "ton of fleets" so if, like me, people use both VRO and XRShip Pack, that could explain the ton of traffic killing FPS. It's
a lot of AI right at the beginning of the game for the CPU to handle. When I removed both jobs files, my fps went from 34 to 78.
I use VRO and it runs just fine. VRO also adjusts the existing vanilla jobs I think so it is replacing those rather than just fully adding on to the existing one like xr ship pack does I think.
When I looked at the XML, it was adding several fleets based on the player's age. But I might have been misreading it.

Anecdotally, when I use the 'extension options' to turn mass traffic to 0%, I see about 10 ships around the station within 5 minutes of starting a new game. Using VRO with the jobs.xml enabled, I see
30+ ships before I even finish spawning into the game and my FPS is tanked to 23. Disabling the jobs.xml returns the game to the previous state but I don't know what effect it will
have at later stages.

I find using FOCW with VRO (jobs.xml disabled) and XRShip Pack (jobs.xml disabled) gives me 30 to 43 fps around stations and 78 fps in space / asteroid fields. Enabling either or both of
those jobs.xml puts me in the low 20 fps.

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

Post by AtilaElari » Tue, 2. Aug 22, 15:29

I often find shipyards idle despite being filled with resources and a faction definitely not yet up to a quota set up by the mod. What can be the reason?
I assume "checkinterval" variable defines how often the script runs to check for existing ships and assign orders for shipyards? If so then can shorter check time make shipyards build more often?

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

Post by BlackRain » Tue, 2. Aug 22, 16:00

AtilaElari wrote:
Tue, 2. Aug 22, 15:29
I often find shipyards idle despite being filled with resources and a faction definitely not yet up to a quota set up by the mod. What can be the reason?
I assume "checkinterval" variable defines how often the script runs to check for existing ships and assign orders for shipyards? If so then can shorter check time make shipyards build more often?
Hello, the quota is the max amount they could have at any given time. However, this doesn't mean they will build up to the quota. Every time checkinterval fires, they will order one fleet or one squadron or whatever. So, like every 30 minutes they might order one of a specific fleet. They don't order the "quota" of that specific fleet every 30 minutes. You can lower the checkinterval if you want and it will order the fleets and such faster but that is only if the economy can handle it.

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

Post by AtilaElari » 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?

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

Post by user1679 » Fri, 5. Aug 22, 23:35

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's game time and is often used with player.age + CONSTANT because player.age is derived from
the system time when the game is started.

libraries\md.xsd
<xs:attribute name="checktime" type="expression">
<xs:annotation>
<xs:documentation>
Minimum game time (player age) of first condition check, can be variable and is evaluated when cue is enabled (use only in combination with onfail or checkinterval)
</xs:documentation>
</xs:annotation>
</xs:attribute>
<xs:attribute name="checkinterval" type="expression">
<xs:annotation>
<xs:documentation>
Delay between condition checks, must be constant (do not use with cues containing event conditions)
</xs:documentation>
</xs:annotation>
</xs:attribute>

md\setup.xml
<set_value name="md.$SystemTimeAtGamestart" exact="player.systemtime.{'%Y-%m-%d_%H-%M-%S'}" />

libraries\scriptproperties.xml
<keyword name="player" description="Access to player-specific data">
<property name="age" result="Current game time" type="time" />
<property name="systemtime.{$string}" result="Current local system time..."

BlackRain
Moderator (Script&Mod)
Moderator (Script&Mod)
Posts: 7406
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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.

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