[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 » Sun, 12. Jun 22, 17:50

BlackRain wrote:
Sun, 12. Jun 22, 17:26
I would recommend deleting the jobs.xml file in XRshippack. It is not needed and in my opinion isn't well balanced.
But in this case all new ships added by XRshippack will not be used by NPCs?

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

Post by BlackRain » Sun, 12. Jun 22, 18:23

ScandyNav wrote:
Sun, 12. Jun 22, 17:50
BlackRain wrote:
Sun, 12. Jun 22, 17:26
I would recommend deleting the jobs.xml file in XRshippack. It is not needed and in my opinion isn't well balanced.
But in this case all new ships added by XRshippack will not be used by NPCs?
That depends on how the ships are set up. If the ships are set up correctly then the factions should still build them. Jobs builds ships based on tags, so if the ships have the proper tags, it should select them when building. It is up to you whether to use it or not. I am just telling you that it is the XRshippack which is causing all of the Xenon I fleets and such.

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

Post by Malchar » Sun, 12. Jun 22, 18:30

BlackRain wrote:
Sun, 12. Jun 22, 17:26
That isn't how it works.
Are you sure ? Imagine I make a mod which change the k macro with something like

Code: Select all

<diff> 
<replace sel="//macros/macro[@name='ship_xen_xl_destroyer_01_a_macro']">

  <macro name="ship_xen_xl_carrier_01_a_macro" class="ship_xl"> 
.... and all after is the xenon I macro

Depending If I make it load before or after your mod I could change all K your mod fields in xenon I, no ?

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

Post by BlackRain » Sun, 12. Jun 22, 20:04

Malchar wrote:
Sun, 12. Jun 22, 18:30
BlackRain wrote:
Sun, 12. Jun 22, 17:26
That isn't how it works.
Are you sure ? Imagine I make a mod which change the k macro with something like

Code: Select all

<diff> 
<replace sel="//macros/macro[@name='ship_xen_xl_destroyer_01_a_macro']">

  <macro name="ship_xen_xl_carrier_01_a_macro" class="ship_xl"> 
.... and all after is the xenon I macro

Depending If I make it load before or after your mod I could change all K your mod fields in xenon I, no ?
My mod isn't a multiplier for other mod's ships is why I said "This isn't how it works." This mod only touches the ships that it adds itself. You can change which ships by editing the scripts of course, but my point was that it doesn't change anything about other mods. It isn't some ship multiplier for all job ships. You can multiply the amount of fleets and ships built and change what kind of ships/fleets are built, etc. by editing FOCW though.

Anyway, I am not sure what point you are trying to make here.

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

Post by Malchar » Sun, 12. Jun 22, 20:24

My point is simply --> if a mod change xenon K in xenon I, then your mod add xenon k,your mod will be really add xenon I instead of K.

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

Post by BlackRain » Sun, 12. Jun 22, 21:41

Malchar wrote:
Sun, 12. Jun 22, 20:24
My point is simply --> if a mod change xenon K in xenon I, then your mod add xenon k,your mod will be really add xenon I instead of K.
Yes, but I don't think that is related to what the person was saying here. Why would someone even mod the macro of the Xenon k to instead be a Xenon I? Either way, it isn't relevant in this situation. I know that XRshippack adds a lot of Xenon I fleets.

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

Post by Malchar » Sun, 12. Jun 22, 22:37

ScandyNav wrote:
Sun, 12. Jun 22, 15:36

I'm having a problem with setting up this mod.
The only strings i've changed are:
- activateXencapital = 2
- activateallfactionscap = 1
Universe experience enormous amounts of class-I battleship attacks. 5-10 Xen.I's per half an hour.
As I understand, one of the mods (VRO, Faction Enhancer, XR Shippack) have changed basic Xen.K parties to Xen.I parties and FOCW multiplied these parties. Right?
Is there any way to leave these Xen.I parties without multiplication, but multiply only Xen.K parties?
It isnt the subject ? If it dont imply K are changed in I, excuse me for misunderstanding.

Nota , I never suggested your mod multiplied anything. I just proposed an hypothesis to explain how FOCW should really add bunch of xenon-I even it wasnt coded in this way at start.

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

Post by BlackRain » Mon, 13. Jun 22, 00:20

Malchar wrote:
Sun, 12. Jun 22, 22:37
ScandyNav wrote:
Sun, 12. Jun 22, 15:36

I'm having a problem with setting up this mod.
The only strings i've changed are:
- activateXencapital = 2
- activateallfactionscap = 1
Universe experience enormous amounts of class-I battleship attacks. 5-10 Xen.I's per half an hour.
As I understand, one of the mods (VRO, Faction Enhancer, XR Shippack) have changed basic Xen.K parties to Xen.I parties and FOCW multiplied these parties. Right?
Is there any way to leave these Xen.I parties without multiplication, but multiply only Xen.K parties?
It isnt the subject ? If it dont imply K are changed in I, excuse me for misunderstanding.

Nota , I never suggested your mod multiplied anything. I just proposed an hypothesis to explain how FOCW should really add bunch of xenon-I even it wasnt coded in this way at start.
My mod doesn't change any macros so it still wouldn't be my mod, it would be another one. Anyway, that isn't what is happening in this situation.

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

Post by Malchar » Mon, 13. Jun 22, 00:32

BlackRain wrote:
Mon, 13. Jun 22, 00:20

My mod doesn't change any macros
It dont, OP suggest an other did. OP said your mod multiply this change. I dont agree, however I suggest Focw could repeat this change (if any really exist).

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

Post by ScandyNav » Mon, 13. Jun 22, 14:48

BlackRain wrote:
Sun, 12. Jun 22, 17:26

I would recommend deleting the jobs.xml file in XRshippack. It is not needed and in my opinion isn't well balanced.
It worked really great. No more endless pain train of Xenon battleships. +5 fps. Xenon lost 600 ships from 1700 to 1100 mark. XRships are still produced by factions.
What did author of XRshippack did with this jobs and why? :gruebel:
Now I can even add some more options from FOCW instead.

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

Post by user1679 » Tue, 14. Jun 22, 05:55

BlackRain wrote:
Sun, 12. Jun 22, 17:26
I would recommend deleting the jobs.xml file in XRshippack. It is not needed and in my opinion isn't well balanced.
Wouldn't it be better to remove only certain entries from jobs.xml?

There are jobs at the top of the document for various patrols:

Code: Select all

	 <job id="xenon_carrier_patrol_xl_border_cluster_02" name="{20204,3801}" comment="one border cluster" startactive="false">
		<modifiers commandeerable="true"/>
		<orders>
		  <order order="Patrol" default="true">
			<param name="range" value="class.zone"/>
		  </order>
		</orders>
		<category faction="xenon" tags="[factionlogic, military, carrier]" size="ship_xl"/>
		<quota galaxy="4" cluster="1"/>
		<location class="galaxy" macro="xu_ep2_universe_macro" faction="xenon" relation="self" comparison="exact" matchextension="false"/>
		<environment buildatshipyard="true"/>
		<ship>
		  <select faction="xenon" tags="[military, carrier]" size="ship_xl"/>
		  <owner exact="xenon" overridenpc="true"/>
		</ship>
		<subordinates>
		  <subordinate job="xenon_destroyer_escort_xl"/>
		  <subordinate job="xenon_fighter_escort_s_frigate"/>
		</subordinates>
	  </job>

that are activated by md/job_scripts.xml based on two player age timers:

Code: Select all

		<delay exact="if (player.age lt 360000) then (360000 - player.age) else 0s"/>
		<actions>
			<debug_text text="'Advanced jobs I started...'" />
			<set_job_active activate="true" job="'xenon_carrier_patrol_xl_border_cluster_02'" />

But there are also jobs near the bottom of the document, under a heading: Misc REPLACEMENTS which increase
the number of ships. I think this is what people should remove because it most likely conflicts with your mod in the
fact that both mods are increasing ship counts:

Code: Select all

	<replace sel="//jobs/job[@id='xenon_fighter_escort_s_frigate']/quota">
		<quota wing="6" variation="2"/>
	</replace>
	<replace sel="//jobs/job[@id='xenon_fighter_escort_s_patrol']/quota">
		<quota wing="5" variation="1"/>
	</replace>

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

Post by BlackRain » 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.

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

Post by BlackRain » 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.

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

Post by ScandyNav » 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.

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

Post by BlackRain » 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.

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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

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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.

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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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