[MOD] Foundation of Conquest and War V. 7.2

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Alan Phipps
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Re: [MOD] Foundation of Conquest and War V. 7.0

Post by Alan Phipps » Tue, 10. Jan 23, 19:21

Heh, nobody is giving you that nor blaming you at all. :wink:

The thing is that the devs have only just so much time to spend on investigations amongst their ongoing future development work. It is indeed true that they will tend to spend that time on other reported issues with vanilla gameplay rather than spend time on something only to find out much later on that it was likely the result of a mod or edit. However, where a poster has provided credible evidence that any mods/edits are most unlikely to be the issue, then they *might* take a quick look if the supporting evidence is comprehensive and quick and easy for them to use to pinpoint the issue.
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Re: [MOD] Foundation of Conquest and War V. 7.0

Post by user1679 » Thu, 12. Jan 23, 11:02

Questions about the "attack player owned sectors" options (eg: activatetrinityattackpla, activateargcarattackpla, etc.)

If I enable those but disable all the other ship options, will those fleets be built? Also, do they attack player factions based on reputation or are they
always going to attack, even if I'm friendly with the faction?

I find that my system can't handle me turning on every option but I do want a few extra fleets. I thought I would turn on only these but not if they
ignore reputation.

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Re: [MOD] Foundation of Conquest and War V. 7.0

Post by BlackRain » Fri, 13. Jan 23, 01:21

user1679 wrote:
Thu, 12. Jan 23, 11:02
Questions about the "attack player owned sectors" options (eg: activatetrinityattackpla, activateargcarattackpla, etc.)

If I enable those but disable all the other ship options, will those fleets be built? Also, do they attack player factions based on reputation or are they
always going to attack, even if I'm friendly with the faction?

I find that my system can't handle me turning on every option but I do want a few extra fleets. I thought I would turn on only these but not if they
ignore reputation.

If you become an enemy to those factions, then those particular job ships will activate at a given time. They won't be ordered if when the check happens, you aren't an enemy. It basically just adds a couple more fleets which may or may not attack a sector where you have stations (depending if they can get there or not without being distracted). They should head to a station of yours though.

There is so much more I could do with all of this, actually it is quite powerful all the things that can be done. It is just that I don't have the time and/or motivation to fool around too much. I may do more in the future.

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Re: [MOD] Foundation of Conquest and War V. 7.0

Post by user1679 » Fri, 13. Jan 23, 04:37

BlackRain wrote:
Fri, 13. Jan 23, 01:21
user1679 wrote:
Thu, 12. Jan 23, 11:02
Questions about the "attack player owned sectors" options (eg: activatetrinityattackpla, activateargcarattackpla, etc.)

If I enable those but disable all the other ship options, will those fleets be built? Also, do they attack player factions based on reputation or are they
always going to attack, even if I'm friendly with the faction?

I find that my system can't handle me turning on every option but I do want a few extra fleets. I thought I would turn on only these but not if they
ignore reputation.

If you become an enemy to those factions, then those particular job ships will activate at a given time. They won't be ordered if when the check happens, you aren't an enemy. It basically just adds a couple more fleets which may or may not attack a sector where you have stations (depending if they can get there or not without being distracted). They should head to a station of yours though.

There is so much more I could do with all of this, actually it is quite powerful all the things that can be done. It is just that I don't have the time and/or motivation to fool around too much. I may do more in the future.
Thank you. I wanted to add a little extra penalty for reputation drops without destroying my framerate. I tried enabling all the options at their lowest setting but because I also have ROR, my fps was dropping into the teens. I decided to disable ROR, enable these options discussed above and add the 4 Eve online factions from DeadAIR. My fps is pretty stable now around 50 to 75 depending how many asteroids are on the screen but I still see fleet battles from time to time.

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Re: [MOD] Foundation of Conquest and War V. 7.0

Post by Reisser » Mon, 27. Feb 23, 17:51

Only 3 small questions (I've really searched - but rummage through 100+ tabs ... )

- does the mod have to start with a new save?
- can I easily remove it later?
- could it be that the mod has a lot to do, at least after initialization? I gave it a quick try (albeit with 2 other mods) and my fps dropped horribly like the game was just busy doing something else...
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Re: [MOD] Foundation of Conquest and War V. 7.0

Post by magitsu » Mon, 27. Feb 23, 17:59

It does very little if you don't enable specific things in the config text file. The changes also aren't instant, because they are just raised amount of allowed ships to build, not spawned.
So no, it has nothing to do with initial few second slowdown. That's X4 itself.

See this part from the opening post:
Everything is defaulted to OFF, so if you do not configure the file, you won't have any changes to your game.

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Re: [MOD] Foundation of Conquest and War V. 7.0

Post by BlackRain » Tue, 28. Feb 23, 00:28

Reisser wrote:
Mon, 27. Feb 23, 17:51
Only 3 small questions (I've really searched - but rummage through 100+ tabs ... )

- does the mod have to start with a new save?
- can I easily remove it later?
- could it be that the mod has a lot to do, at least after initialization? I gave it a quick try (albeit with 2 other mods) and my fps dropped horribly like the game was just busy doing something else...
Well, did you change the config file? Is this a new game or existing game? If it is a new game and you turned everything on in the config, the game will start with lots of ships, but this has never caused any slow down for me. If you put it into an existing save, then the ships would need to all be built from scratch.

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Re: [MOD] Foundation of Conquest and War V. 7.0

Post by Reisser » Tue, 28. Feb 23, 17:21

The mod was used in a running game, only Xenon Miner and Xenon Hunter were set to "1". But as written, the lag could also have been due to another mod problem (fps went down to 15). Don't make too many changes at once. Once I get my game under control I'll run your mod again and then we'll see :)

And if I read that correctly, the mod can also be reset to default values to deactivate it. Can I remove it if I want? That shouldn't be a problem... Ships that are there because of him stay there - and nothing new comes of it...

By the way, it would be really nice if you could configure the mod ingame via the ModOptions. Certainly there are a few... many... settings, but for people who don't like fiddling around in xms that would be nice :)
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Re: [MOD] Foundation of Conquest and War V. 7.0

Post by BlackRain » Wed, 1. Mar 23, 00:37

Reisser wrote:
Tue, 28. Feb 23, 17:21
The mod was used in a running game, only Xenon Miner and Xenon Hunter were set to "1". But as written, the lag could also have been due to another mod problem (fps went down to 15). Don't make too many changes at once. Once I get my game under control I'll run your mod again and then we'll see :)

And if I read that correctly, the mod can also be reset to default values to deactivate it. Can I remove it if I want? That shouldn't be a problem... Ships that are there because of him stay there - and nothing new comes of it...

By the way, it would be really nice if you could configure the mod ingame via the ModOptions. Certainly there are a few... many... settings, but for people who don't like fiddling around in xms that would be nice :)
The mod can be reset to default values and it can be removed at any time without any issues. As for an in game menu, people have asked for it before but it is not going to happen, sorry. There is way too much work involved and I am not really working on this anymore although I may add some stuff to it for the new dlc.

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Re: [MOD] Foundation of Conquest and War V. 7.0

Post by Bozz11 » Wed, 5. Apr 23, 19:59

hey BlackRain I hope you will update the mod for Kingdom end DLC I really don't want to play without it :mrgreen:

thanks for your fantastic work !

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Re: [MOD] Foundation of Conquest and War V. 7.0

Post by BlackRain » Thu, 6. Apr 23, 16:05

Bozz11 wrote:
Wed, 5. Apr 23, 19:59
hey BlackRain I hope you will update the mod for Kingdom end DLC I really don't want to play without it :mrgreen:

thanks for your fantastic work !
I will update it. It will work fine even when the DLC comes out, it just won't have any additional ships for Boron until I add them.

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Re: [MOD] Foundation of Conquest and War V. 7.0

Post by user1679 » Thu, 6. Apr 23, 22:11

BlackRain wrote:
Thu, 6. Apr 23, 16:05
Bozz11 wrote:
Wed, 5. Apr 23, 19:59
hey BlackRain I hope you will update the mod for Kingdom end DLC I really don't want to play without it :mrgreen:

thanks for your fantastic work !
I will update it. It will work fine even when the DLC comes out, it just won't have any additional ships for Boron until I add them.
I'm having a bit of a problem with getting a proper config for this mod. Despite my CPU having better performance than the recommended CPU, I cannot handle hundreds of ships on screen without dropping into single digit FPS.

My problem is in my current game that's less than 6 hours old, the Xenon have 5 Branch 9 I (the XL Battleship) attacking Argon Prime with another currently on the way (in Hatkivah's Choice) but the Argon have nothing but a handful of S fighters and a couple M sized Cerberus trying to defend. The wharf is already destroyed and the shipyard is at 3/4 hull. I tried tweaking the settings to enable additional faction defenses but nobody seems to care about defending their sectors.

As I mentioned, for performance I can't simply enable everything but here is what I do have enabled (since the start of the game) with all options set to "1" (for some that means "light" for others it's simply "on"):

activateXenminers
activateXenfighter
activateallfactionsfight
activateallfactionscap
activateargcar
activateparcar
activateholcar
activatetelcar
activateantcap
activatehatcap
activatemincap
freecap
activatecourtcar
activatezyarthcar

other mods I use that effect ship quantity are VRO, SVE (both with custom reduced jobs for less AI ships) and all the EVE factions. I'm not sure how or why the Xenon have 6 battleships while everyone else doesn't even have a destroyer.

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Re: [MOD] Foundation of Conquest and War V. 7.0

Post by BlackRain » Sat, 8. Apr 23, 18:53

user1679 wrote:
Thu, 6. Apr 23, 22:11
BlackRain wrote:
Thu, 6. Apr 23, 16:05
Bozz11 wrote:
Wed, 5. Apr 23, 19:59
hey BlackRain I hope you will update the mod for Kingdom end DLC I really don't want to play without it :mrgreen:

thanks for your fantastic work !
I will update it. It will work fine even when the DLC comes out, it just won't have any additional ships for Boron until I add them.
I'm having a bit of a problem with getting a proper config for this mod. Despite my CPU having better performance than the recommended CPU, I cannot handle hundreds of ships on screen without dropping into single digit FPS.

My problem is in my current game that's less than 6 hours old, the Xenon have 5 Branch 9 I (the XL Battleship) attacking Argon Prime with another currently on the way (in Hatkivah's Choice) but the Argon have nothing but a handful of S fighters and a couple M sized Cerberus trying to defend. The wharf is already destroyed and the shipyard is at 3/4 hull. I tried tweaking the settings to enable additional faction defenses but nobody seems to care about defending their sectors.

As I mentioned, for performance I can't simply enable everything but here is what I do have enabled (since the start of the game) with all options set to "1" (for some that means "light" for others it's simply "on"):

activateXenminers
activateXenfighter
activateallfactionsfight
activateallfactionscap
activateargcar
activateparcar
activateholcar
activatetelcar
activateantcap
activatehatcap
activatemincap
freecap
activatecourtcar
activatezyarthcar

other mods I use that effect ship quantity are VRO, SVE (both with custom reduced jobs for less AI ships) and all the EVE factions. I'm not sure how or why the Xenon have 6 battleships while everyone else doesn't even have a destroyer.
Let me start with this, the settings you activated are very light and will never cause any performance issues. What you are showing up there does not add that many ships. I have every single option on and on the highest settings for all ships and I never experience performance issues unless I am in sector with a massive fleet and there is a huge battle (and I have all graphic settings set to the highest or thereabouts and there may be a lot of stations around too).

So, why you are having performance issues is beyond me. Also, there should never be a case where the xenon are over running argon prime with those settings or any really. I mean, I have never seen them overrun Argon Prime. The settings you put don't even add Xenon I ships to begin with. There are other settings which add Xenon I ships, the ones you set up there are just Xenon K ships.

So, that brings me to the following. What other mods are you using? Does SVE touch jobs.xml? I forgot how much VRO touches jobs, but I think it does add ships. Anything else?

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Re: [MOD] Foundation of Conquest and War V. 7.0

Post by user1679 » Sun, 9. Apr 23, 04:16

BlackRain wrote:
Sat, 8. Apr 23, 18:53
Let me start with this, the settings you activated are very light and will never cause any performance issues. What you are showing up there does not add that many ships. I have every single option on and on the highest settings for all ships and I never experience performance issues unless I am in sector with a massive fleet and there is a huge battle (and I have all graphic settings set to the highest or thereabouts and there may be a lot of stations around too).

So, why you are having performance issues is beyond me. Also, there should never be a case where the xenon are over running argon prime with those settings or any really. I mean, I have never seen them overrun Argon Prime. The settings you put don't even add Xenon I ships to begin with. There are other settings which add Xenon I ships, the ones you set up there are just Xenon K ships.

So, that brings me to the following. What other mods are you using? Does SVE touch jobs.xml? I forgot how much VRO touches jobs, but I think it does add ships. Anything else?
NOTE: For context, this is my post that BlackRain is replying to. I removed it from the quoted text so this chain wouldn't get overly long


Thanks for the question, I just looked at SVE and the jobs it has related to Xenon look like it might be the cause, there are a couple that have XL escorts in them. But my main concern wasn't that there were so many Xenon but rather there were no defensive ships from the other factions. I thought that the activateallfactionscap would cause the main factions to have battleships of their own to defend their sectors. So I went and disabled some of the SVE jobs but I don't want to get rid of all of them because it is a fun challenge. I also noticed that the Xenon are building defense platforms everywhere but the other factions seem to be asleep. What would be a good setup for FOCW that would allow the factions a little more defense without having a million ships bumping around?

Also, to clarify, I experience lag on my system with no mods installed, despite exceeding the "recommended" specs. This is why I try to keep the jobs to a minimum so I don't make it worse with a ton of ships. Even now my galaxy is quite active but I manage to maintain around 30 fps at stations with an occasional dip to 24 for about two seconds but I think this is because I still have X4 on an old-fashioned HDD and I can see drive activity right around the few seconds my FPS dips.

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Re: [MOD] Foundation of Conquest and War V. 7.0

Post by BlackRain » Sun, 9. Apr 23, 05:24

user1679 wrote:
Sun, 9. Apr 23, 04:16
BlackRain wrote:
Sat, 8. Apr 23, 18:53
Let me start with this, the settings you activated are very light and will never cause any performance issues. What you are showing up there does not add that many ships. I have every single option on and on the highest settings for all ships and I never experience performance issues unless I am in sector with a massive fleet and there is a huge battle (and I have all graphic settings set to the highest or thereabouts and there may be a lot of stations around too).

So, why you are having performance issues is beyond me. Also, there should never be a case where the xenon are over running argon prime with those settings or any really. I mean, I have never seen them overrun Argon Prime. The settings you put don't even add Xenon I ships to begin with. There are other settings which add Xenon I ships, the ones you set up there are just Xenon K ships.

So, that brings me to the following. What other mods are you using? Does SVE touch jobs.xml? I forgot how much VRO touches jobs, but I think it does add ships. Anything else?
NOTE: For context, this is my post that BlackRain is replying to. I removed it from the quoted text so this chain wouldn't get overly long


Thanks for the question, I just looked at SVE and the jobs it has related to Xenon look like it might be the cause, there are a couple that have XL escorts in them. But my main concern wasn't that there were so many Xenon but rather there were no defensive ships from the other factions. I thought that the activateallfactionscap would cause the main factions to have battleships of their own to defend their sectors. So I went and disabled some of the SVE jobs but I don't want to get rid of all of them because it is a fun challenge. I also noticed that the Xenon are building defense platforms everywhere but the other factions seem to be asleep. What would be a good setup for FOCW that would allow the factions a little more defense without having a million ships bumping around?

Also, to clarify, I experience lag on my system with no mods installed, despite exceeding the "recommended" specs. This is why I try to keep the jobs to a minimum so I don't make it worse with a ton of ships. Even now my galaxy is quite active but I manage to maintain around 30 fps at stations with an occasional dip to 24 for about two seconds but I think this is because I still have X4 on an old-fashioned HDD and I can see drive activity right around the few seconds my FPS dips.
If I were you, I would remove the jobs from SVE completely. I remember it being unbalanced and too heavy, but it is up to you. As for what I would recommend, if you decide to keep the jobs.xml in SVE, I would not activate any xenon ships for FOCW as it might be too much xenon. Xenon I ships are too powerful and SVE adds too many if what I remember is correct.

As for other factions, I mean it is hard to say. I designed the mod with a certain balance in mind which is thrown out by such a heavy change in the jobs.xml of SVE. I would probably want to activate as many non xenon fleets as possible. Of course, it also depends how healthy the economy is in your game. The ships are all built so if they don't have the resources they can't build. I would also use Deadair fill which will give resources to shipyards when it gets to a certain percentage. It will definitely help a lot. I always use it.

user1679
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Re: [MOD] Foundation of Conquest and War V. 7.0

Post by user1679 » Sun, 9. Apr 23, 22:01

BlackRain wrote:
Sun, 9. Apr 23, 05:24
user1679 wrote:
Sun, 9. Apr 23, 04:16
BlackRain wrote:
Sat, 8. Apr 23, 18:53
Let me start with this, the settings you activated are very light and will never cause any performance issues. What you are showing up there does not add that many ships. I have every single option on and on the highest settings for all ships and I never experience performance issues unless I am in sector with a massive fleet and there is a huge battle (and I have all graphic settings set to the highest or thereabouts and there may be a lot of stations around too).

So, why you are having performance issues is beyond me. Also, there should never be a case where the xenon are over running argon prime with those settings or any really. I mean, I have never seen them overrun Argon Prime. The settings you put don't even add Xenon I ships to begin with. There are other settings which add Xenon I ships, the ones you set up there are just Xenon K ships.

So, that brings me to the following. What other mods are you using? Does SVE touch jobs.xml? I forgot how much VRO touches jobs, but I think it does add ships. Anything else?
NOTE: For context, this is my post that BlackRain is replying to. I removed it from the quoted text so this chain wouldn't get overly long


Thanks for the question, I just looked at SVE and the jobs it has related to Xenon look like it might be the cause, there are a couple that have XL escorts in them. But my main concern wasn't that there were so many Xenon but rather there were no defensive ships from the other factions. I thought that the activateallfactionscap would cause the main factions to have battleships of their own to defend their sectors. So I went and disabled some of the SVE jobs but I don't want to get rid of all of them because it is a fun challenge. I also noticed that the Xenon are building defense platforms everywhere but the other factions seem to be asleep. What would be a good setup for FOCW that would allow the factions a little more defense without having a million ships bumping around?

Also, to clarify, I experience lag on my system with no mods installed, despite exceeding the "recommended" specs. This is why I try to keep the jobs to a minimum so I don't make it worse with a ton of ships. Even now my galaxy is quite active but I manage to maintain around 30 fps at stations with an occasional dip to 24 for about two seconds but I think this is because I still have X4 on an old-fashioned HDD and I can see drive activity right around the few seconds my FPS dips.
If I were you, I would remove the jobs from SVE completely. I remember it being unbalanced and too heavy, but it is up to you. As for what I would recommend, if you decide to keep the jobs.xml in SVE, I would not activate any xenon ships for FOCW as it might be too much xenon. Xenon I ships are too powerful and SVE adds too many if what I remember is correct.

As for other factions, I mean it is hard to say. I designed the mod with a certain balance in mind which is thrown out by such a heavy change in the jobs.xml of SVE. I would probably want to activate as many non xenon fleets as possible. Of course, it also depends how healthy the economy is in your game. The ships are all built so if they don't have the resources they can't build. I would also use Deadair fill which will give resources to shipyards when it gets to a certain percentage. It will definitely help a lot. I always use it.
Thanks, I'm going to try a new game with jobs disabled to see how different it is. When looking at the jobs file in SVE, I had originally set all the "startactive" to FALSE so the factions would have to build their ships. Not sure why the Xenon have built so many battleships so quickly while the other factions barely have a few destroyers.

But, it does seem like my current save isn't hopeless, a station in Hatkivah's Choice using a bunch of drones armed with Argon Lag Induction Module Mk3 managed to get one of the battleships low enough that my fleet of heavy fighters with assistance from an ANT destroyer and some Khaak fighters (of all things) was able to destroy it. Now to lure the other battleships next to stations...

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Re: [MOD] Foundation of Conquest and War V. 7.0

Post by BlackRain » Wed, 12. Apr 23, 04:25

user1679 wrote:
Sun, 9. Apr 23, 22:01
BlackRain wrote:
Sun, 9. Apr 23, 05:24
user1679 wrote:
Sun, 9. Apr 23, 04:16


NOTE: For context, this is my post that BlackRain is replying to. I removed it from the quoted text so this chain wouldn't get overly long


Thanks for the question, I just looked at SVE and the jobs it has related to Xenon look like it might be the cause, there are a couple that have XL escorts in them. But my main concern wasn't that there were so many Xenon but rather there were no defensive ships from the other factions. I thought that the activateallfactionscap would cause the main factions to have battleships of their own to defend their sectors. So I went and disabled some of the SVE jobs but I don't want to get rid of all of them because it is a fun challenge. I also noticed that the Xenon are building defense platforms everywhere but the other factions seem to be asleep. What would be a good setup for FOCW that would allow the factions a little more defense without having a million ships bumping around?

Also, to clarify, I experience lag on my system with no mods installed, despite exceeding the "recommended" specs. This is why I try to keep the jobs to a minimum so I don't make it worse with a ton of ships. Even now my galaxy is quite active but I manage to maintain around 30 fps at stations with an occasional dip to 24 for about two seconds but I think this is because I still have X4 on an old-fashioned HDD and I can see drive activity right around the few seconds my FPS dips.
If I were you, I would remove the jobs from SVE completely. I remember it being unbalanced and too heavy, but it is up to you. As for what I would recommend, if you decide to keep the jobs.xml in SVE, I would not activate any xenon ships for FOCW as it might be too much xenon. Xenon I ships are too powerful and SVE adds too many if what I remember is correct.

As for other factions, I mean it is hard to say. I designed the mod with a certain balance in mind which is thrown out by such a heavy change in the jobs.xml of SVE. I would probably want to activate as many non xenon fleets as possible. Of course, it also depends how healthy the economy is in your game. The ships are all built so if they don't have the resources they can't build. I would also use Deadair fill which will give resources to shipyards when it gets to a certain percentage. It will definitely help a lot. I always use it.
Thanks, I'm going to try a new game with jobs disabled to see how different it is. When looking at the jobs file in SVE, I had originally set all the "startactive" to FALSE so the factions would have to build their ships. Not sure why the Xenon have built so many battleships so quickly while the other factions barely have a few destroyers.

But, it does seem like my current save isn't hopeless, a station in Hatkivah's Choice using a bunch of drones armed with Argon Lag Induction Module Mk3 managed to get one of the battleships low enough that my fleet of heavy fighters with assistance from an ANT destroyer and some Khaak fighters (of all things) was able to destroy it. Now to lure the other battleships next to stations...
Wait, what do you mean you set all the ships to startactive false? You do realize that if you set ships to startactive = false that they will not get built? No wonder you had no faction ships as you were originally saying. You turned them all off.

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Re: [MOD] Foundation of Conquest and War V. 7.0

Post by user1679 » Wed, 12. Apr 23, 06:02

BlackRain wrote:
Wed, 12. Apr 23, 04:25
user1679 wrote:
Sun, 9. Apr 23, 22:01
BlackRain wrote:
Sun, 9. Apr 23, 05:24


If I were you, I would remove the jobs from SVE completely. I remember it being unbalanced and too heavy, but it is up to you. As for what I would recommend, if you decide to keep the jobs.xml in SVE, I would not activate any xenon ships for FOCW as it might be too much xenon. Xenon I ships are too powerful and SVE adds too many if what I remember is correct.

As for other factions, I mean it is hard to say. I designed the mod with a certain balance in mind which is thrown out by such a heavy change in the jobs.xml of SVE. I would probably want to activate as many non xenon fleets as possible. Of course, it also depends how healthy the economy is in your game. The ships are all built so if they don't have the resources they can't build. I would also use Deadair fill which will give resources to shipyards when it gets to a certain percentage. It will definitely help a lot. I always use it.
Thanks, I'm going to try a new game with jobs disabled to see how different it is. When looking at the jobs file in SVE, I had originally set all the "startactive" to FALSE so the factions would have to build their ships. Not sure why the Xenon have built so many battleships so quickly while the other factions barely have a few destroyers.

But, it does seem like my current save isn't hopeless, a station in Hatkivah's Choice using a bunch of drones armed with Argon Lag Induction Module Mk3 managed to get one of the battleships low enough that my fleet of heavy fighters with assistance from an ANT destroyer and some Khaak fighters (of all things) was able to destroy it. Now to lure the other battleships next to stations...
Wait, what do you mean you set all the ships to startactive false? You do realize that if you set ships to startactive = false that they will not get built? No wonder you had no faction ships as you were originally saying. You turned them all off.
But I set startactive to false for the Xenon so it still doesn't explain why they had 6 battleships and the other factions had none. In SVE I set 'startactive=false' because with it as 'true', the ships were spawned at the game start causing a ton of lag. I thought disabling them at startup would still allow the <environment buildatshipyard="true"/> property to allow them to be built over time.

To follow up on your suggestion for disabling the jobs file in SVE, I'm about 1 hour in to a new game and there is already one dead Xenon battleship thanks to ANT having better defenses because I turned on some additional settings in FOCW.

BlackRain
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Re: [MOD] Foundation of Conquest and War V. 7.0

Post by BlackRain » Wed, 12. Apr 23, 06:22

user1679 wrote:
Wed, 12. Apr 23, 06:02
BlackRain wrote:
Wed, 12. Apr 23, 04:25
user1679 wrote:
Sun, 9. Apr 23, 22:01


Thanks, I'm going to try a new game with jobs disabled to see how different it is. When looking at the jobs file in SVE, I had originally set all the "startactive" to FALSE so the factions would have to build their ships. Not sure why the Xenon have built so many battleships so quickly while the other factions barely have a few destroyers.

But, it does seem like my current save isn't hopeless, a station in Hatkivah's Choice using a bunch of drones armed with Argon Lag Induction Module Mk3 managed to get one of the battleships low enough that my fleet of heavy fighters with assistance from an ANT destroyer and some Khaak fighters (of all things) was able to destroy it. Now to lure the other battleships next to stations...
Wait, what do you mean you set all the ships to startactive false? You do realize that if you set ships to startactive = false that they will not get built? No wonder you had no faction ships as you were originally saying. You turned them all off.
But I set startactive to false for the Xenon so it still doesn't explain why they had 6 battleships and the other factions had none. In SVE I set 'startactive=false' because with it as 'true', the ships were spawned at the game start causing a ton of lag. I thought disabling them at startup would still allow the <environment buildatshipyard="true"/> property to allow them to be built over time.

To follow up on your suggestion for disabling the jobs file in SVE, I'm about 1 hour in to a new game and there is already one dead Xenon battleship thanks to ANT having better defenses because I turned on some additional settings in FOCW.
That isn't how startactive works as far as I know. Startactive means when the game is loaded or a new game happens, those jobs will be active. Meaning, they will exist and continue to exist in the game. If startactive is set to false, then those jobs will be completely deactivated and will never build. You would then need a md script to activate them, which is exactly how I do things with FOCW so I know how it works pretty well. That command is used to activate and/or deactivate ships through a variety of means set in scripts (Ego uses it too when they want to turn ships off or on). The reason you had some xenon ships active is because they were obviously activated in another way, as in through a script I guess.

user1679
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Re: [MOD] Foundation of Conquest and War V. 7.0

Post by user1679 » Wed, 12. Apr 23, 06:29

BlackRain wrote:
Wed, 12. Apr 23, 06:22
That isn't how startactive works as far as I know. Startactive means when the game is loaded or a new game happens, those jobs will be active. Meaning, they will exist and continue to exist in the game. If startactive is set to false, then those jobs will be completely deactivated and will never build. You would then need a md script to activate them, which is exactly how I do things with FOCW so I know how it works pretty well. That command is used to activate and/or deactivate ships through a variety of means set in scripts (Ego uses it too when they want to turn ships off or on). The reason you had some xenon ships active is because they were obviously activated in another way, as in through a script I guess.
Ah, so I should probably add those jobs to the md\activatejobs.xml file in SVE :)... thanks for reminding me. But I'm going to try your suggestion of disabling it completely to see how things go over the next few hours of gameplay.

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