[MOD] Foundation of Conquest and War V. 7.2
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Re: [MOD] Foundation of Conquest and War V. 7.0
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. 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?
Re: [MOD] Foundation of Conquest and War V. 7.0
1. Fleets which you turn on are usually a large fleet (comparable to heavy). Basically they are usually extra fleets if you want more.user1679 wrote: ↑Mon, 4. Jul 22, 06:51Thanks 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?
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>
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>
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>
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.
Re: [MOD] Foundation of Conquest and War V. 7.0
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.
Re: [MOD] Foundation of Conquest and War V. 6.8
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'sBlackRain wrote: ↑Tue, 14. Jun 22, 18:36Why 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.
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.
Re: [MOD] Foundation of Conquest and War V. 6.8
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.user1679 wrote: ↑Thu, 7. Jul 22, 08:05Incidentally, 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'sBlackRain wrote: ↑Tue, 14. Jun 22, 18:36Why 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.
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.
Re: [MOD] Foundation of Conquest and War V. 6.8
When I looked at the XML, it was adding several fleets based on the player's age. But I might have been misreading it.BlackRain wrote: ↑Fri, 8. Jul 22, 03:55I 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.user1679 wrote: ↑Thu, 7. Jul 22, 08:05Incidentally, 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'sBlackRain wrote: ↑Tue, 14. Jun 22, 18:36Why 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.
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.
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
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?
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?
Re: [MOD] Foundation of Conquest and War V. 7.0
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.AtilaElari wrote: ↑Tue, 2. Aug 22, 15:29I 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
Also - is checkinterval calculated in real time or in-game time? As in, will it run more often in SETA?
Re: [MOD] Foundation of Conquest and War V. 7.0
AtilaElari wrote: ↑Thu, 4. Aug 22, 08:43Also - 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..."
Re: [MOD] Foundation of Conquest and War V. 7.0
It would be too ridiculous if it were based on using Seta lolAtilaElari wrote: ↑Thu, 4. Aug 22, 08:43Also - is checkinterval calculated in real time or in-game time? As in, will it run more often in SETA?
Re: [MOD] Foundation of Conquest and War V. 7.0
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
Re: [MOD] Foundation of Conquest and War V. 7.0
Well, I didn't add in trade ships but I could. I will consider it for the next time I update the mod.laser50 wrote: ↑Thu, 11. Aug 22, 03:54Hey 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
Re: [MOD] Foundation of Conquest and War V. 7.0
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!BlackRain wrote: ↑Thu, 11. Aug 22, 06:37Well, I didn't add in trade ships but I could. I will consider it for the next time I update the mod.laser50 wrote: ↑Thu, 11. Aug 22, 03:54Hey 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
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
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Re: [MOD] Foundation of Conquest and War V. 7.0
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.
And for "xenon_destroyer_more" job the line is the same.
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.
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"/>
Re: [MOD] Foundation of Conquest and War V. 7.0
Just change the followingAtilaElari wrote: ↑Tue, 23. Aug 22, 09:54A 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.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.Code: Select all
<category faction="xenon" tags="[factionlogic, military, destroyer]" size="ship_xl"/>
Code: Select all
<category faction="xenon" tags="[factionlogic, military, carrier]" size="ship_xl"/>
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Re: [MOD] Foundation of Conquest and War V. 7.0
Thank you. The defense stations in VRO are a bit too capable at holding off Ks. Going to see how well the Commonwealth can hold off fleets of I with 4 K in tow.
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Re: [MOD] Foundation of Conquest and War V. 7.0
I think there may be an error in Jobs list:
I was looking through Terran fleets, and for Large carrier fleet there is a Subordinate ob "terran_destroyer_escort_l", but there is no Job ID for it, but there is for "terran_destroyer_escort_large". I think you made a typo. And that's the reason why Terran carriers are flying solo in my game.
And <subordinate job="terran_escort_s_carrier"/> is also not defined anywhere in the document.
I was looking through Terran fleets, and for Large carrier fleet there is a Subordinate ob "terran_destroyer_escort_l", but there is no Job ID for it, but there is for "terran_destroyer_escort_large". I think you made a typo. And that's the reason why Terran carriers are flying solo in my game.
And <subordinate job="terran_escort_s_carrier"/> is also not defined anywhere in the document.
Re: [MOD] Foundation of Conquest and War V. 7.0
Not a mistake, most likely it is referring to vanilla escorts. If a terran carrier is flying around solo in your game, it might not be one from FOCW, but a vanilla one, not sure.AtilaElari wrote: ↑Wed, 24. Aug 22, 06:59I think there may be an error in Jobs list:
I was looking through Terran fleets, and for Large carrier fleet there is a Subordinate ob "terran_destroyer_escort_l", but there is no Job ID for it, but there is for "terran_destroyer_escort_large". I think you made a typo. And that's the reason why Terran carriers are flying solo in my game.
And <subordinate job="terran_escort_s_carrier"/> is also not defined anywhere in the document.
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Re: [MOD] Foundation of Conquest and War V. 7.0
Does anything in FOCW interact with how the ships are used by the AI? To be more precise:
I see very large fleets (I may be going overboard with how many ships I allow with FOCW, heh) patroling sectors, but they are very rarely used for attacks, and often smaller groups are chosen.
Is it possible to make some jubs preferable for use in attacks, or otherwise make AI more agressive with them? Or is it doable only on the AI side?
I see very large fleets (I may be going overboard with how many ships I allow with FOCW, heh) patroling sectors, but they are very rarely used for attacks, and often smaller groups are chosen.
Is it possible to make some jubs preferable for use in attacks, or otherwise make AI more agressive with them? Or is it doable only on the AI side?