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:
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<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 :
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<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 :
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<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.