I'm specifically using VRO and Mysterials mods as well. You are likely on the nose IMHO. One other thing.BlackRain wrote: ↑Mon, 26. Apr 21, 14:45I checked to make sure, but yeah the Xenon I's have their own separate options from everything else. If you guys are using VRO, it could be that. I think VRO has some job changes.Baconnaise wrote: ↑Mon, 26. Apr 21, 05:22I noticed something similar to scoob but it could be the other mods I have installed or just the way it is apparently. It made the most logical sense considering some folks won't have the DLC packs.
[MOD] Foundation of Conquest and War V. 7.2
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Re: [MOD] Foundation of Conquest and War V. 6.6
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Re: [MOD] Foundation of Conquest and War V. 6.6
Yeah, the Yaki are in serious trouble given how they are implemented. All is fine as long as they are neutral to the Xenon (bar the odd chance when something breaks and they happen to start firing at each other for some other reason), but as soon as you get to a certain point in the plot and they aren't safe from the Xenon anymore, they are likely to get wiped out VERY soon. And it's quite annoying - if not difficult - for the player to assist, as you have to go through two other Xenon sectors to get there. Nor you can "just" clear those Xenon sectors either, as that would be even worse for the Yaki who are at war with everyone and would get conquered still. An extra defense fleet to protect their home sector and at least keep them alive while you play the game normally would be very welcome. I myself am postponing the latter part of the Yaki plot (which is unpleasant as I'd very much like to try those Kuraokamis) for that very reason: I don't want them to disappear from my game, but it's gonna be many, many hours before I'm going to have the resources to keep them safe myself.
Re: [MOD] Foundation of Conquest and War V. 6.6
Thanks for confirming things are working as expected. I assume the Xenon economy must be booming as they're able to maintain a constant stream of ships into The Void, entering from the southern Xenon sectors as well as those East of Getsu Fune.
Scoob.
Re: [MOD] Foundation of Conquest and War V. 6.6
Don't the yaki only use fighters though? It isn't like they have anything more powerful or the ability to even build L ships i think?Kadatherion wrote: ↑Mon, 26. Apr 21, 16:22Yeah, the Yaki are in serious trouble given how they are implemented. All is fine as long as they are neutral to the Xenon (bar the odd chance when something breaks and they happen to start firing at each other for some other reason), but as soon as you get to a certain point in the plot and they aren't safe from the Xenon anymore, they are likely to get wiped out VERY soon. And it's quite annoying - if not difficult - for the player to assist, as you have to go through two other Xenon sectors to get there. Nor you can "just" clear those Xenon sectors either, as that would be even worse for the Yaki who are at war with everyone and would get conquered still. An extra defense fleet to protect their home sector and at least keep them alive while you play the game normally would be very welcome. I myself am postponing the latter part of the Yaki plot (which is unpleasant as I'd very much like to try those Kuraokamis) for that very reason: I don't want them to disappear from my game, but it's gonna be many, many hours before I'm going to have the resources to keep them safe myself.
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Re: [MOD] Foundation of Conquest and War V. 6.6
Yeah, they only have the "M4" Moreyas and "M6" Kuraokamis. But I guessed you could give them the same race destroyers SCA uses as plunderers... although, now that you make me think about it, the Yaki station most likely doesn't have L/XL construction bays to produce them even if you did. Bummer.
BTW, can't remember... where does SCA build their destroyers, as they have no shipyard? At normal race ones (perhaps Teladi ones specifically?) and then they get flagged as SCA after, right? I know HAT orders their ships from the Argon. Not that such thing could be appliable to the Yaki anyway: again, those Xenon sectors between them and the rest of the galaxy basically makes it pretty much impossible for them to have any logistics train whatsoever, even if we were to give them neutral relations to someone to order ships from.
Last edited by Kadatherion on Mon, 26. Apr 21, 17:42, edited 1 time in total.
Re: [MOD] Foundation of Conquest and War V. 6.6
The SCA ships are actually spawned and not built. They along with the Khaak are the only ships spawned I guess. I could add Yaki ships that spawn but not sure if you want that.Kadatherion wrote: ↑Mon, 26. Apr 21, 17:28Yeah, they only have the "M4" Moreyas and "M6" Kuraokamis. But I guessed you could give them the same race destroyers SCA uses as plunderers... although, now that you make me think about it, the Yaki station might then not have L/XL construction bays to produce them even if you did. Which would be quite a bummer.
BTW, can't remember... where does SCA build their destroyers, as they have no shipyard? At normal race ones (perhaps Teladi ones specifically?) and then they get flagged as SCA after, right? I know HAT orders their ships from the Argon. Not that such thing could be appliable to the Yaki anyway: again, those Xenon sectors between them and the rest of the galaxy basically makes it pretty much impossible for them to have any logistics train whatsoever.
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Re: [MOD] Foundation of Conquest and War V. 6.6
Hmmm, yeah, I personally wouldn't mind them spawning (I'm not *that* into this "everything is built for realsies" fetish X4 went with, when it often means half your universe slowly empties unless you babysit it) but that would be a very controversial feature for many. They should have the logic to build though, from what I've read around they definitely do order ships from you if you have shipbuilding complexes, so perhaps Ego has some more plans for them in the future, so all the more reasons to avoid messing with them too fundamentally for the time being.
I'll continue my plan of waiting to end the plot until I'm able to clear their sector, build them a strong defensive platform near the gate, and then sell it to them with the Recycle Stations mod. Getting the building materials there is what's gonna be a major pain
Re: [MOD] Foundation of Conquest and War V. 6.6
Well I can add the option to activate ones that spawn as well as ones that build for people to choose.Kadatherion wrote: ↑Mon, 26. Apr 21, 17:51Hmmm, yeah, I personally wouldn't mind them spawning (I'm not *that* into this "everything is built for realsies" fetish X4 went with, when it often means half your universe slowly empties unless you babysit it) but that would be a very controversial feature for many. They should have the logic to build though, from what I've read around they definitely do order ships from you if you have shipbuilding complexes, so perhaps Ego has some more plans for them in the future, so all the more reasons to avoid messing with them too fundamentally for the time being.
I'll continue my plan of waiting to end the plot until I'm able to clear their sector, build them a strong defensive platform near the gate, and then sell it to them with the Recycle Stations mod. Getting the building materials there is what's gonna be a major pain
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Re: [MOD] Foundation of Conquest and War V. 6.6
If you would like to see larger battles and are not using FE mod, then download this and add this folder to the FOCW mod.
This is just a simple change but I feel it makes a huge difference. Basically it makes reconnaissance count double for all ships and it also increases count for stations. This means that they will gather more ships for attacks and such. Basically larger battles than in vanilla. Works pretty well from what I have seen so far.
This is just a simple change but I feel it makes a huge difference. Basically it makes reconnaissance count double for all ships and it also increases count for stations. This means that they will gather more ships for attacks and such. Basically larger battles than in vanilla. Works pretty well from what I have seen so far.
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Re: [MOD] Foundation of Conquest and War V. 6.6
Got a question or possibly a suggestion, not sure which.
I kind of randomly noticed that the biggest issue NPC factions have with their economies tends not to be with production but rather their inability to move products around to where they need to go in order for the NPC faction to actually produce things. For example, they have a Wharf with a shortage of hull parts but have a hull parts factory with 23k available to be bought right next the to Wharf yet no ships are actually transferring the hull parts from the factories to the Wharf.
That got me thinking. If you can make the AI build more Combat ships, could you also make the AI expand their merchant fleet of miners and transports?
I say I am not sure if it is a question or idea because I don't know if the reason the NPC factions don't transfer good around has to do with not enough ships to do it with or if the AI is just programed do not do so in order to provide for situations the player can step in and take up the slack. If it is the former, adding more merchant ships might go a long way to simulating the NPC economy.
I kind of randomly noticed that the biggest issue NPC factions have with their economies tends not to be with production but rather their inability to move products around to where they need to go in order for the NPC faction to actually produce things. For example, they have a Wharf with a shortage of hull parts but have a hull parts factory with 23k available to be bought right next the to Wharf yet no ships are actually transferring the hull parts from the factories to the Wharf.
That got me thinking. If you can make the AI build more Combat ships, could you also make the AI expand their merchant fleet of miners and transports?
I say I am not sure if it is a question or idea because I don't know if the reason the NPC factions don't transfer good around has to do with not enough ships to do it with or if the AI is just programed do not do so in order to provide for situations the player can step in and take up the slack. If it is the former, adding more merchant ships might go a long way to simulating the NPC economy.
Re: [MOD] Foundation of Conquest and War V. 6.6
The game already has code to order more trade ships when needed but of course that is only when needed. I could easily add options for more traders and miners, that isn't an issue. Do we want these traders and miners to be attached to stations or to just be free traders/miners? Anyway these are all things I can add when I have time.Midnitewolf wrote: ↑Tue, 27. Apr 21, 20:26Got a question or possibly a suggestion, not sure which.
I kind of randomly noticed that the biggest issue NPC factions have with their economies tends not to be with production but rather their inability to move products around to where they need to go in order for the NPC faction to actually produce things. For example, they have a Wharf with a shortage of hull parts but have a hull parts factory with 23k available to be bought right next the to Wharf yet no ships are actually transferring the hull parts from the factories to the Wharf.
That got me thinking. If you can make the AI build more Combat ships, could you also make the AI expand their merchant fleet of miners and transports?
I say I am not sure if it is a question or idea because I don't know if the reason the NPC factions don't transfer good around has to do with not enough ships to do it with or if the AI is just programed do not do so in order to provide for situations the player can step in and take up the slack. If it is the former, adding more merchant ships might go a long way to simulating the NPC economy.
Re: [MOD] Foundation of Conquest and War V. 6.6
mb every station must have 1-2 attached traders but miners must be freeBlackRain wrote: ↑Tue, 27. Apr 21, 20:32The game already has code to order more trade ships when needed but of course that is only when needed. I could easily add options for more traders and miners, that isn't an issue. Do we want these traders and miners to be attached to stations or to just be free traders/miners? Anyway these are all things I can add when I have time.Midnitewolf wrote: ↑Tue, 27. Apr 21, 20:26Got a question or possibly a suggestion, not sure which.
I kind of randomly noticed that the biggest issue NPC factions have with their economies tends not to be with production but rather their inability to move products around to where they need to go in order for the NPC faction to actually produce things. For example, they have a Wharf with a shortage of hull parts but have a hull parts factory with 23k available to be bought right next the to Wharf yet no ships are actually transferring the hull parts from the factories to the Wharf.
That got me thinking. If you can make the AI build more Combat ships, could you also make the AI expand their merchant fleet of miners and transports?
I say I am not sure if it is a question or idea because I don't know if the reason the NPC factions don't transfer good around has to do with not enough ships to do it with or if the AI is just programed do not do so in order to provide for situations the player can step in and take up the slack. If it is the former, adding more merchant ships might go a long way to simulating the NPC economy.
Re: [MOD] Foundation of Conquest and War V. 6.6
I think adding that many ships is not a good idea. There are hundreds of stations and those numbers continuously grow.sanas wrote: ↑Wed, 28. Apr 21, 18:15mb every station must have 1-2 attached traders but miners must be freeBlackRain wrote: ↑Tue, 27. Apr 21, 20:32The game already has code to order more trade ships when needed but of course that is only when needed. I could easily add options for more traders and miners, that isn't an issue. Do we want these traders and miners to be attached to stations or to just be free traders/miners? Anyway these are all things I can add when I have time.Midnitewolf wrote: ↑Tue, 27. Apr 21, 20:26Got a question or possibly a suggestion, not sure which.
I kind of randomly noticed that the biggest issue NPC factions have with their economies tends not to be with production but rather their inability to move products around to where they need to go in order for the NPC faction to actually produce things. For example, they have a Wharf with a shortage of hull parts but have a hull parts factory with 23k available to be bought right next the to Wharf yet no ships are actually transferring the hull parts from the factories to the Wharf.
That got me thinking. If you can make the AI build more Combat ships, could you also make the AI expand their merchant fleet of miners and transports?
I say I am not sure if it is a question or idea because I don't know if the reason the NPC factions don't transfer good around has to do with not enough ships to do it with or if the AI is just programed do not do so in order to provide for situations the player can step in and take up the slack. If it is the former, adding more merchant ships might go a long way to simulating the NPC economy.
Re: [MOD] Foundation of Conquest and War V. 6.6
Version 6.6 for X4 4.0 and both DLCs
I presume it means it will not work in v3.3 with only split vendetta, and previous versions able to do so, are considered as obsolete and no more available ?
I presume it means it will not work in v3.3 with only split vendetta, and previous versions able to do so, are considered as obsolete and no more available ?
Re: [MOD] Foundation of Conquest and War V. 6.6
It will work with v3.3 and with split vendetta, just don't activate any of the terran stuff. You might need to edit the content.xml file to remove the dependency on terran dlc also
Re: [MOD] Foundation of Conquest and War V. 6.6
This is needed. It worked when I changed the third ligne replacing the false in true --> <dependency name="Cradle of Humanity" id="ego_dlc_terran" optional="true"/>
Thanks
Re: [MOD] Foundation of Conquest and War V. 6.6
FOCW Version 6.7
1) Support for Trinity and Yaki with new options.
2) Some minor fixes.
By the way, if you didn't notice the file I attached in this thread a little up from this post, take a look. If you are not using FE and would like to see more action, download the additional aiscript file. This will definitely get some larger fights in your game. I have already witnessed many nice battles where each side had several or more destroyers and a few dozen fighters battling it out. Very cool to watch.
I use FOCW, VRO, the aiscript change I attached up above and deadairaitweaks if anyone is wondering and my game has been excellent so far. I had started a new game with all of these and am now on 4 days 9 hours of in game time. Fights are still going strong and the universe is humming along.
1) Support for Trinity and Yaki with new options.
2) Some minor fixes.
By the way, if you didn't notice the file I attached in this thread a little up from this post, take a look. If you are not using FE and would like to see more action, download the additional aiscript file. This will definitely get some larger fights in your game. I have already witnessed many nice battles where each side had several or more destroyers and a few dozen fighters battling it out. Very cool to watch.
I use FOCW, VRO, the aiscript change I attached up above and deadairaitweaks if anyone is wondering and my game has been excellent so far. I had started a new game with all of these and am now on 4 days 9 hours of in game time. Fights are still going strong and the universe is humming along.
Re: [MOD] Foundation of Conquest and War V. 6.7
Sorry, if you already downloaded ( I know I just put it up) please redownload. I made one mistake which I just fixed and uploaded, no version change.