This mod basically forces the faction to build more ships so this also goes for Xenon. If the Xenon have less shipyards/wharfs then they of course can't build as many ships. I mean, they can still build a lot of ships but it would take longer the more stations you destroy, which means they are also weakened.
[MOD] Foundation of Conquest and War V. 7.2
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Re: [MOD] Foundation of Conquest and War V. 6.8
Re: [MOD] Foundation of Conquest and War V. 6.8
Ok thx, and what about spawned ship, they also depends on amount of shipyards?
Re: [MOD] Foundation of Conquest and War V. 6.8
In mod settings there is line about xenon spawned ship.
And last question, after i increase amount of xenon ships, when they start invade galaxy? I play about 12 hours with your, ane borders not move
And last question, after i increase amount of xenon ships, when they start invade galaxy? I play about 12 hours with your, ane borders not move
Re: [MOD] Foundation of Conquest and War V. 6.8
yes I need more and more ,BlackRain wrote: ↑Mon, 28. Mar 22, 13:36If you change <set_value name="$ExistingDestroyerThreshold" exact="6"/> to <set_value name="$ExistingDestroyerThreshold" exact="20"/> then that means there is a possibility to create up to 20 of these fleets give or take a few. You do not do anything in jobs.xml. Just changing that number is sufficient. However, keep in mind that it isn't as if they are ordering these ships one after the other. The script is on a timer. You can change the timer to increase the speed at which the script will fire, but there is a reason it is on a timer. If there is no timer, the parts that control how many fleets get built won't function correctly. You might be able to lower the timers a little bit though.MiFoludek wrote: ↑Sun, 27. Mar 22, 22:04Great mod but I have few question:
1.If I change this value to let say 20 - Do I need also change corresponding job definiton somehow?Code: Select all
<set_value name="$ExistingDestroyerThreshold" exact="6"/>
eg.:?Code: Select all
<quota galaxy="17" maxgalaxy="39" sector="3"/>
2. Is it possible to force xenon to build more shipyards (eg. in new conquered sectors)? In my game xenon has full stack of resources and it is building destroyer one after another. But this is still not enough
BR,
Michum
As for Xenon building more shipyards, I think they already build like 6 or 7, do you really need more? Lol
It is of course possible to increase the number of shipyards they build if you add code for it but I didn't add anything for that.
So far I decrease the loop time twice - I think it did the trick -> xenons build more often but one more request come to my mind:
are you planning to add:
a) xenon U (I think it is vro ship)?
b) xenon mk1 mk3 (ROR ship pack)?
If not could you give me hint how to do it?
BR
Re: [MOD] Foundation of Conquest and War V. 6.8
The ships will use any destroyer if it is set up for destroyers or any carrier if it is set up to use a carrier. It doesn't matter what ships are in the game or what mods, if the ship is a destroyer then it may be used in FOCW or a carrier, etc. Most xenon fleets have destroyers in them but there are only a few with carriers.MiFoludek wrote: ↑Thu, 7. Apr 22, 15:46yes I need more and more ,BlackRain wrote: ↑Mon, 28. Mar 22, 13:36If you change <set_value name="$ExistingDestroyerThreshold" exact="6"/> to <set_value name="$ExistingDestroyerThreshold" exact="20"/> then that means there is a possibility to create up to 20 of these fleets give or take a few. You do not do anything in jobs.xml. Just changing that number is sufficient. However, keep in mind that it isn't as if they are ordering these ships one after the other. The script is on a timer. You can change the timer to increase the speed at which the script will fire, but there is a reason it is on a timer. If there is no timer, the parts that control how many fleets get built won't function correctly. You might be able to lower the timers a little bit though.MiFoludek wrote: ↑Sun, 27. Mar 22, 22:04Great mod but I have few question:
1.If I change this value to let say 20 - Do I need also change corresponding job definiton somehow?Code: Select all
<set_value name="$ExistingDestroyerThreshold" exact="6"/>
eg.:?Code: Select all
<quota galaxy="17" maxgalaxy="39" sector="3"/>
2. Is it possible to force xenon to build more shipyards (eg. in new conquered sectors)? In my game xenon has full stack of resources and it is building destroyer one after another. But this is still not enough
BR,
Michum
As for Xenon building more shipyards, I think they already build like 6 or 7, do you really need more? Lol
It is of course possible to increase the number of shipyards they build if you add code for it but I didn't add anything for that.
So far I decrease the loop time twice - I think it did the trick -> xenons build more often but one more request come to my mind:
are you planning to add:
a) xenon U (I think it is vro ship)?
b) xenon mk1 mk3 (ROR ship pack)?
If not could you give me hint how to do it?
BR
Re: [MOD] Foundation of Conquest and War V. 6.8
Yeah but I think I said not to use the spawned ships part, I can't remember but I think so?
Re: [MOD] Foundation of Conquest and War V. 6.8
Ah ok so i will better turn it off. And what about second question? Buffed Xenons (Apocalypse option i have turned off) will start conquer galaxy or they only will attack border sectors without capture them??
Last edited by Szynszyl on Sat, 9. Apr 22, 16:49, edited 1 time in total.
Re: [MOD] Foundation of Conquest and War V. 6.8
Well it will greatly increase the amount of ships that xenons could build but they still need to be built over time. It is possible they could start to conquer the galaxy. In my games, Xenon are always very strong and I have to stop them personally, but your game might be different. There is a lot of variability.
Re: [MOD] Foundation of Conquest and War V. 6.8
In my game xenons are not a problem unfortunetly. On last save that was on 4.20 of the game almost whole galaxy belong to xenons. Now i want more ore less repeat that. How you have that strong xenons? I have 3 days of playing time and the borders have not moved one sector
Re: [MOD] Foundation of Conquest and War V. 6.8
In my experience, it's a matter of balancing who you boost using FOCW and by how much. In my game it started relatively slowly (which is what I wanted) cause I gave literally everyone additional defense fleets, but now 4 days in, Xenons are starting to become a major thorn in backside. Not enough to flip the gate network yet, but enough for sectors bordering theirs to be quite unsafe for travel.Szynszyl wrote: ↑Sat, 9. Apr 22, 20:41In my game xenons are not a problem unfortunetly. On last save that was on 4.20 of the game almost whole galaxy belong to xenons. Now i want more ore less repeat that. How you have that strong xenons? I have 3 days of playing time and the borders have not moved one sector
They did wipe half of Hatikvah's Choice 1 out, and also sector north to Heretic's End was lost to them. Also sector just under Guiding Star, and the Split sector to the east of it both are under Xenon control. I forgot their names.
But do note - I play with numerous mods. This includes war balance, VRO and others.
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Re: [MOD] Foundation of Conquest and War V. 6.8
Hmm, i boost only xens and turn on apocalypse option. I want to know how long i need to wait for any chamnge on galaxy map, and i dont use vro and other balance mods.
EDIT: ok now i scan galaxy and i think that they start capture sectors but its slowl procces
EDIT: ok now i scan galaxy and i think that they start capture sectors but its slowl procces
Re: [MOD] Foundation of Conquest and War V. 6.8
It is intended to be a slow process as the game isn't intended to be played quickly. However, if you ignore the Xenon for a long period of time, they will start to snowball. I have seen it many times. Also, I think the Xenon aren't very aggressive for the first few days of game time (actual time).
Re: [MOD] Foundation of Conquest and War V. 6.8
BlackRain i have one more question. Your mod is compatibile with this mod: https://steamcommunity.com/sharedfiles/ ... 1668457361 especially xenon apocalypse feature?
Re: [MOD] Foundation of Conquest and War V. 6.8
Yes, it is compatible.Szynszyl wrote: ↑Sun, 24. Apr 22, 19:20BlackRain i have one more question. Your mod is compatibile with this mod: https://steamcommunity.com/sharedfiles/ ... 1668457361 especially xenon apocalypse feature?
Re: [MOD] Foundation of Conquest and War V. 6.8
I have to disagree. Last interesting game I made was in V3.3. Starting in Zyarth patriarchy which is an excentred place, so not very good for business. Argon + antigone + xenons were all destroyed in 5 day and 19 hours. The real snowball is player. Now It would be a bit more long, since egosoft is mistaking between make game harder and make game longer (and boring). However it would take only a few more days. If player make it is job correctly it is a race against time, and only the first days are importants.
Re: [MOD] Foundation of Conquest and War V. 6.8
Ever week I log in to see if theirs been an update to fowc with the newest faction. Argon and teladi keeping wiping the syndicate.
Re: [MOD] Foundation of Conquest and War V. 6.8
Well, all I can say is that is your opinion. I don't agree, I never experienced any boring games when I play.Malchar wrote: ↑Tue, 26. Apr 22, 01:16I have to disagree. Last interesting game I made was in V3.3. Starting in Zyarth patriarchy which is an excentred place, so not very good for business. Argon + antigone + xenons were all destroyed in 5 day and 19 hours. The real snowball is player. Now It would be a bit more long, since egosoft is mistaking between make game harder and make game longer (and boring). However it would take only a few more days. If player make it is job correctly it is a race against time, and only the first days are importants.