[MOD] Foundation of Conquest and War V. 5.9

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BlackRain
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[MOD] Foundation of Conquest and War V. 5.9

Post by BlackRain » Sun, 2. Dec 18, 06:20

Foundations of Conquest and War

This mod allows you to add many more ships/fleets/flotillas to your game for every faction. Complete customization based on what you want! Make sure you follow INSTRUCTIONS in order for it to work. Every ship is built properly at a shipyard, no ships spawn. How many ships are built all depend on the health of your universe/factions. New names for each ship added by this mod.

Changes can be made at any time, start out with lower settings and later change them to add more ships depending on how your universe is going. Want one faction to be stronger than another? Give that faction some extra ships in the config. Want a much more difficult fight against Xenon? Activate all the highest Xenon settings (but be ready for pain if you add in lots of carriers...) Fully save game compatible and can be removed at any time! The only negative effect is that existing ships will remain until destroyed.

Once you download the folder and place it in the extensions folder of your X4 directory, make sure to go to the md folder. Open the md folder, look for a file named focwsetup. Open the file with notepad or notepad++ or similar programs. READ AND FOLLOW THE INSTRUCTIONS IN THE CONFIG FILE FOR THE MOD TO WORK PROPERLY. Everything is defaulted to OFF, so if you do not configure the file, you won't have any changes to your game.



Version 5.9 for X4 3.3 Also Split DLC
Last edited by BlackRain on Wed, 5. Dec 18, 02:38, edited 1 time in total.

BlackRain
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Re: [WIP] Foundation of Conquest and War

Post by BlackRain » Sun, 2. Dec 18, 06:20

FOCW Version 5.9
1) Added configuration options for the Faction Court of Curbs. Should only activate when court is an active faction. Free split family ships should no longer get built at that point (hopefully it works)
2) Changed diplomacy options, now diplomacy is a one shot deal instead of a constant check. Just put a 1 next to the configuration option and make sure to edit all the diplomacy options for each faction, then load up the game and voila. You can then turn it off or leave it as is (it will keep resetting the diplomacy back to whatever you set at each game load if you leave it on or will change if you change the settings).
3) Some minor fixes in the code here and there.

FOCW Version 5.8

1) Added diplomacy for Trinity, Court and Buccaneers.
2) Added Xenon Apocalypse configuration options (This will allow Xenon to build an additional 30 destroyer fleets and 60 frigate squadrons) Keep in mind that they still need to build these ships and it takes time for them to build up and also they will send ships out to attack so it may take time to see a noticeable difference.

FOCW Version 5.7

1) Some fixes to the scripts for errors made/missed.

FOCW Version 5.6

1) There was a few issues with the scripts I coded for how patrol ships get subordinates in the last version. I have now fixed these. Everything should be working okay now and I shouldn't need to update anything else unless I add new things (Fingers crossed).

FOCW Version 5.5

1) Diplomacy options in config file, you can make any factions friends, enemies, or whatever with any other faction. Including the player with each faction. Make sure to follow the instructions in the config file! Everything is explained.
2) Work around was made for newly built patrol ships getting subordinates. Patrol leaders will now spend up to 30 minutes near shipyards/wharfs to gather subordinates before going on their patrol route (they will still patrol the sector they are in while waiting for their subordinates).

FOCW Version 5.4

1) Just a minor fix to ministry ships so that they patrol Teladi sectors

Also, check out FOCW Corporations which is brand new (no longer just an immersive mod).

Version 5.3 FOCW

1) I made a small mistake in the code for where Ministry ships would patrol and so they wouldn't patrol properly. This is fixed.

Version 5.2 FOCW

1) Some minor fixes in the code.
2) Changed Ministry to now patrol member sectors (Teladi and Ministry).

As always, don't forget to open the focwsetup.xml file with notepad or some type of editor so that you can configure options.

Version 5.1 FOCW
1) Many minor fixes to incorrect edits/mistakes I made in the code. This should fix all the mistakes and everything should be working properly but let me know if there are any issues.
2) Many new options! Make sure to check out the config as there are now many options to choose from including even more ships if you want! Keep in mind that with Hatikvah, who do not have their own shipyard, they may or may not be able to order ships depending on availability at the shipyards they order from (mainly argon and antigone). Seems to be no issue with them ordering frigates and fighters, but it seems very difficult for them to order destroyers.

Version 5.0 FOCW

1) Almost complete rewrite of the whole mod (UGH!). Took a while to get everything working, but now it should be working well!

2) A lot of work under the hood and now ships will be built and patrol properly. No ships will spawn at all. Every single ship is built and will go on patrol or attack things depending on what you activate.

3) Now, you just need to edit one file for all options. Follow instructions in the file. Open focwsetup.xml to edit the options. Make sure to not touch anything else in there.

4) Just a reminder, be careful what options you select and keep in mind your system. The way things work is there is a threshold for each option and every now and then, new ships will be ordered. So for example, if you select the light version of the destroyers for all factions, each faction will be able to build 2 extra destroyer flotillas. They won't build them immediately, but over time they will order up to the threshold. Once the threshold is met, they won't order more unless one gets destroyed.

5) Keep in mind that it takes time for ships on patrol to order their subordinates, this is a vanilla thing. The difference is that in vanilla, you start a new game and everything is spawned in but later when it builds new ships, they don't necessarily get their subordinates until a while. The ships will order subordinates but not usually for a little while depending on circumstances.

6) You will know which ships are added by this mod because they all have different names (For example, Argon Expeditionary fleet, Argon Privateer fleet, Antigone Republican Guard, etc.)

Version 4.5 FOCW

1) Simple update, I reversed the names of all vanilla ships back to vanilla. Now, only ships added by my mod have their names changed (For example Privateer fleet, Inquisition fleet, etc.) The only exception to this is the Argon carrier fleet that defends Argon Prime, I left the name as Argon One.

Version 4.4 FOCW

1) SPlit wasn't working, now working. To edit the split ships, you need to open up the focwsetupdlc1.xml file in the md folder (there is no longer an extension folder, wasn't working for some reason)

Version 4.3 FOCW

1) Messed up some of the Split settings but now all fixed. Just drop this in and now the split ships will work correctly that you configure.

iforgotmysocks
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Re: [WIP] Foundation of Conquest and War

Post by iforgotmysocks » Sun, 2. Dec 18, 06:44

Thanks for all the effort and work you guys put into keeping the idea of a truly hostile universe alive.
U have no idea how glad i am to see that post. :D

Good luck to you guys and let me know if i can help. :)

Warnoise
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Re: [WIP] Foundation of Conquest and War

Post by Warnoise » Sun, 2. Dec 18, 08:12

Need more pirate factions and make enemies (xenon and khaak) more damgerous because currently the universe is very safe

Raven78
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Re: [WIP] Foundation of Conquest and War

Post by Raven78 » Sun, 2. Dec 18, 12:29

Hell yea loved the Mod for Rebirth.
Only Reason i had like 200 Hours in that Game ;)
I´d like to see Patrol Fleets, Sector Defense Fleets, Assault Fleets and as others have said a real Pirate Faction.
Im not far into the Game so i really havent figured out yet how the base Games handles these Things.
Oh and maybe a long term Goal.
Doesnt have to be like a Plot, just something you look forward to work on .
Like an M0 from older Games you can earn or similar.

Perkel
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Re: [WIP] Foundation of Conquest and War

Post by Perkel » Sun, 2. Dec 18, 13:25

Loved your X-rebirth work and only reason why i scored 200 hours in it after initial 50 that soured me.
Hope you go wild with it.

Iosevus
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Re: [WIP] Foundation of Conquest and War

Post by Iosevus » Sun, 2. Dec 18, 20:48

Is it possible to have the ship job numbers be dynamic and change according to the faction state/needs?

I imagine after a big loss seeing a faction hunkering down and fortify gates and then increase production ships to pump out more resources. Possibly selling off those ships (If that is even possible) after they reach a point of stability.

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mr.WHO
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Re: [WIP] Foundation of Conquest and War

Post by mr.WHO » Sun, 2. Dec 18, 20:51

I'm looking forward to this mod.
CWIR saved X-Rebirth for me, so I'm curious what will you improve in X4.

BlackRain
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Re: [WIP] Foundation of Conquest and War

Post by BlackRain » Sun, 2. Dec 18, 22:49

Iosevus wrote:
Sun, 2. Dec 18, 20:48
Is it possible to have the ship job numbers be dynamic and change according to the faction state/needs?

I imagine after a big loss seeing a faction hunkering down and fortify gates and then increase production ships to pump out more resources. Possibly selling off those ships (If that is even possible) after they reach a point of stability.
Not sure because jobs only specifies the quotas, like max number of ships allowed to build, etc. There may be other scripts controlling things also making it more dynamic. Like they may only build when certain criteria is met or it may be related to resources, etc.

BlackRain
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Re: [WIP] Foundation of Conquest and War

Post by BlackRain » Mon, 3. Dec 18, 03:30

Anyone want to help with testing edited jobs file? I also edited the script which handles how many stars recruits have.

Privata
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Re: [WIP] Foundation of Conquest and War

Post by Privata » Mon, 3. Dec 18, 17:40

Do you know if Xenon can take over systems? I love that they expand in Xenon space and even send out fleets but they seem a bit conservative with how many ships they build (For a race that only goal in life is to "terraform" everything)
I think if they could be made more aggressive the dynamic would change tenfold.

Its great to see you working on this again, it means I dont need to make that terribly unbalanced crap I did for Rebirth lol

bugkill
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Re: [WIP] Foundation of Conquest and War

Post by bugkill » Mon, 3. Dec 18, 18:29

I enjoyed your previous work in X:R and will look forward to your contribution to X4. The question I have (or basically a request) is if it is possible to have random armed (or have fighter support) transport ships filled with marines that have the sole purpose of hunting and boarding capital ships? I don't remember ever seeing this happen with the AI and I think it would be awesome to see it in a mod like this.
Last edited by bugkill on Tue, 4. Dec 18, 00:53, edited 1 time in total.

bicheichane
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Re: [WIP] Foundation of Conquest and War

Post by bicheichane » Mon, 3. Dec 18, 19:42

BlackRain wrote:
Mon, 3. Dec 18, 03:30
Anyone want to help with testing edited jobs file? I also edited the script which handles how many stars recruits have.
How can I help? :)

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Drewgamer
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Re: [WIP] Foundation of Conquest and War

Post by Drewgamer » Mon, 3. Dec 18, 20:04

BlackRain wrote:
Sun, 2. Dec 18, 06:20
[...]

2) I looked through the script handling the gaining of experience for staff. Currently, staff gains experience when completing missions (like fighting other ships, trading, fleeing from battle, doing nothing, etc.) This also affects stations (managers). I am going to increase the speed of which staff levels up (there are now a total of 15 levels I am told for skills) Although this is only 5 stars (there are 3 levels per star)

[...]
This one is important for me. I like the idea of buying rookies and training them up, but currently it takes way too long (if it's working at all).
Have you been able to confirm if staff actually does level up? Or perhaps you could point me in the right direction of where these scripts are located so I can do some testing of my own? :D
Check out my mod Crystal Rarities

Firefox4312
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Re: [WIP] Foundation of Conquest and War

Post by Firefox4312 » Mon, 3. Dec 18, 23:32

BlackRain wrote:
Mon, 3. Dec 18, 03:30
Anyone want to help with testing edited jobs file? I also edited the script which handles how many stars recruits have.
I'm down to help, just send me whatever

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