[MOD] Foundation of Conquest and War V. 7.2

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Re: [MOD] Foundation of Conquest and War V. 5.9

Post by BlackRain » Tue, 9. Feb 21, 19:15

sanas wrote:
Fri, 5. Feb 21, 02:30
how can i make sure the mod works? I set all factions except xenons $activate 1. And $activateallfaction stay 0.
Well, you will notice that all ships added by my mod have different names. So you may see something like Militia or Republican guard or Privateers, mercenaries, terraforming fleets, Inquisition fleets, etc. Every faction has their own names for the new ships added.

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Re: [MOD] Foundation of Conquest and War V. 5.9

Post by jah » Sat, 13. Feb 21, 22:29

So I wonder what is the difference between this mod and focw corporations? Do I need both mods and what does this one actually do different to corporations?
Is out there a feature list maybe to this one?

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Re: [MOD] Foundation of Conquest and War V. 5.9

Post by BlackRain » Mon, 15. Feb 21, 18:36

jah wrote:
Sat, 13. Feb 21, 22:29
So I wonder what is the difference between this mod and focw corporations? Do I need both mods and what does this one actually do different to corporations?
Is out there a feature list maybe to this one?
They are two completely different mods.

This mod adds more ships to the game (more fleets, etc.) You can customize it a bit and choose a lighter or heavier ship amounts in each fleet, etc.

Corporations mod changes all stations to be owned by various corporations. These corporations will build more stations and order ships and fight each other and trade, etc.

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Re: [MOD] Foundation of Conquest and War V. 5.9

Post by jah » Mon, 15. Feb 21, 20:04

Ok, thank you for you explanation. Already tried out both mods and I'm fine with your new one :D

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Re: [MOD] Foundation of Conquest and War V. 5.9

Post by scrab21 » Sun, 14. Mar 21, 20:19

What does exactly the Xenon apocalypse option? enabled it and still nothing major :gruebel:

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Re: [MOD] Foundation of Conquest and War V. 5.9

Post by BlackRain » Mon, 15. Mar 21, 16:50

scrab21 wrote:
Sun, 14. Mar 21, 20:19
What does exactly the Xenon apocalypse option? enabled it and still nothing major :gruebel:
It just adds tons of ships, but if the xenon economy is messed up, they might not be able to build them. It just increases the total amount of ships they are allowed to build to frightening levels.

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Re: [MOD] Foundation of Conquest and War V. 5.9

Post by kyrah » Tue, 16. Mar 21, 10:34

Does it work with 4.00?

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Re: [MOD] Foundation of Conquest and War V. 5.9

Post by BlackRain » Tue, 16. Mar 21, 15:09

kyrah wrote:
Tue, 16. Mar 21, 10:34
Does it work with 4.00?
Of course, it will always work with every version since it doesn't mess with anything. It just adds more ships (that get built).

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Re: [MOD] Foundation of Conquest and War V. 5.9

Post by kyrah » Tue, 16. Mar 21, 16:49

Thanks for clarification.
BlackRain wrote:
Fri, 28. Aug 20, 16:25
AtilaElari wrote:
Fri, 28. Aug 20, 15:46
Observation: it seems that the Xenon are more competent with only the "advanced" settings turned on, and the usual additional ships disabled. In this case they send proper fleets to attack, while if you turn everything up it seems that they waste their manufacturing capacity by producing small strike groups of 1 destroyer and a few escorts and pretty much suicide them on the defences of other factions, over and over.
Well, it is true that just turning on every single feature may not be for the best. It is best to experiment and see what fits your game. I like to put a lot of P's and fighters for Xenon as well as larger fleets. Sometimes I turn all xenon off too.
Are you considering changing that? It seems counterproductive / irritating to me if you activate all xenon options and they get worse because they no longer attack in groups

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Re: [MOD] Foundation of Conquest and War V. 5.9

Post by BlackRain » Tue, 16. Mar 21, 17:17

kyrah wrote:
Tue, 16. Mar 21, 16:49
Thanks for clarification.
BlackRain wrote:
Fri, 28. Aug 20, 16:25
AtilaElari wrote:
Fri, 28. Aug 20, 15:46
Observation: it seems that the Xenon are more competent with only the "advanced" settings turned on, and the usual additional ships disabled. In this case they send proper fleets to attack, while if you turn everything up it seems that they waste their manufacturing capacity by producing small strike groups of 1 destroyer and a few escorts and pretty much suicide them on the defences of other factions, over and over.
Well, it is true that just turning on every single feature may not be for the best. It is best to experiment and see what fits your game. I like to put a lot of P's and fighters for Xenon as well as larger fleets. Sometimes I turn all xenon off too.
Are you considering changing that? It seems counterproductive / irritating to me if you activate all xenon options and they get worse because they no longer attack in groups
You can already control this. I didn't really explain it well because I thought it might be too complex, but you actually potentially have quite a lot of control and options. Perhaps I should have explained it from the beginning. Also, I should mention this. Even though every one of the options sets a quota, the quota is flexible. So even if I say the quota is 2, it may actually be higher and is somewhat random. It is more like the minimum is 2, but it shouldn't go much higher. As in, it might end up being 4 or 5, but not 6 or 7. Or it could just be 2.

Let me explain, and look at the following options.

<set_value name="$activateXencapital" exact="1" /> This one has a few options, depending which one you pick this will create a quota for one of the following : 2 Destroyers with just a couple of fighters on light, Medium will give you a quota of 4 destroyers with a few fighter escorts, and Heavy will give you a quota of 6 destroyers with several fighter escorts.

What that means is, the Xenon can build extra destroyers up to the specified choice and they will either have more or less fighters escorting them. Even on heavy, these choices are on the light side of ships so you might not want such sizes. You can leave this off or activate if you like (leaving this off and choosing a more heavy choice below may be better) THESE ARE INDIVIDUAL FLEETS BY THE WAY SO EACH OF THESE WOULD BE 1 XENON K AND A COUPLE TO SEVERAL FIGHTERS DEPENDING ON THE OPTION. YOU MAY NOT WANT THIS OPTION ACTIVE BECAUSE OF THAT. LARGER SIZE FLEETS ARE BELOW


<set_value name="$activateXencardefend" exact="1" /> This activates a quota for 2 Xenon I fleets which should only defend Xenon sectors. Basically what that means is, these would not be commandeerable and the Xenon won't use them in their factionlogic invasion stuff. You may or may not want to activate this, these may be a good choice since they will keep xenon sectors safer assuming they get built. This will allow the Xenon to build up to 2 Xenon I fleets with 1 Xenon I, 2 Xenon K's, 3 Xenon P's and a dozen or more fighters for each of the 2 Xenon I fleets.


<set_value name="$activateXencarattack" exact="1" /> This activates a quota for 1 Xenon I fleet which will attack other sectors. This fleet has no Xenon K's but it has several Xenon P's and a couple dozen fighters. This fleet is not commandeerable and will not be used in factionlogic invasion stuff for Xenon, but it will roam and attack other sectors. You may or may not want this, up to you.


<set_value name="$activateXencarattackpla" exact="1" /> This seems to be not working, seems I made a mistake with this and has to be fixed. However, the idea behind this one was that a Xenon I fleet like one of the ones mentioned above would actively seek out the player's assets. Of course, whether they get to your assets is a different matter because they would also fight everyone else and might not make it. It would depend where your assets were located and which it selected to attack.


<set_value name="$activatemoreXenonCaps" exact="1" /> This activates a quota of 6 Xenon K fleets. These fleets are Commandeerable and can be used by the Xenon factionlogic in invasions or defense, etc. These fleets have around 3 Xenon K's, a few Xenon P's and around 20 or so fighters.



<set_value name="$activateXenonApocalypse" exact="1" /> If you just really want a lot of Xenon k's flying around you probably only need to activate this one. Or if you also want more carriers, also activate the carrier options. If you activate this, you probably don't need to activate any other Xenon option (except the Carrier options). This gives a quota of 30 Xenon K fleets. These Xenon K fleets consist of 3 Xenon K's, 3 Xenon P's and around 20 or so fighters.


I hope that helps!

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Re: [MOD] Foundation of Conquest and War V. 5.9

Post by TehGM » Tue, 16. Mar 21, 17:36

Question: will we get update on the same day as 4.0 and CoH, like VRO?
Mainly asking cause VRO and FOCW are the 2 mods that I really want to play with.
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Re: [MOD] Foundation of Conquest and War V. 5.9

Post by BlackRain » Tue, 16. Mar 21, 17:37

TehGM wrote:
Tue, 16. Mar 21, 17:36
Question: will we get update on the same day as 4.0 and CoH, like VRO?
Mainly asking cause VRO and FOCW are the 2 mods that I really want to play with.
Well, I mean, I didn't get a copy of COH yet lol :)

As for whether this mod will work, it will absolutely still work just fine. It just won't have options for Terran ships. So you don't have to worry. I doubt it will impact the Terrans that much anyway since I am sure they will be well defended, etc. There should be no compatibility issues.

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Re: [MOD] Foundation of Conquest and War V. 5.9

Post by TehGM » Tue, 16. Mar 21, 17:41

BlackRain wrote:
Tue, 16. Mar 21, 17:37
TehGM wrote:
Tue, 16. Mar 21, 17:36
Question: will we get update on the same day as 4.0 and CoH, like VRO?
Mainly asking cause VRO and FOCW are the 2 mods that I really want to play with.
Well, I mean, I didn't get a copy of COH yet lol :)

As for whether this mod will work, it will absolutely still work just fine. It just won't have options for Terran ships. So you don't have to worry. I doubt it will impact the Terrans that much anyway since I am sure they will be well defended, etc. There should be no compatibility issues.
Ah shame, i thought you might've gotten an early copy like VRO author did. You should! v0v
I know that there will be no compability issues, but I remember what happened when I played after Split release - cause I boosted everyone except Split (cause it was not possible), they were getting completely obliterated. For this reason I'd prefer to wait, unless you're confident you can prepare the update within 1 day or so - but of course it's understandable if it'll take more time, we all have our lives. :P
Thanks for quick response either way. \o/
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Re: [MOD] Foundation of Conquest and War V. 5.9

Post by BlackRain » Tue, 16. Mar 21, 17:43

TehGM wrote:
Tue, 16. Mar 21, 17:41
BlackRain wrote:
Tue, 16. Mar 21, 17:37
TehGM wrote:
Tue, 16. Mar 21, 17:36
Question: will we get update on the same day as 4.0 and CoH, like VRO?
Mainly asking cause VRO and FOCW are the 2 mods that I really want to play with.
Well, I mean, I didn't get a copy of COH yet lol :)

As for whether this mod will work, it will absolutely still work just fine. It just won't have options for Terran ships. So you don't have to worry. I doubt it will impact the Terrans that much anyway since I am sure they will be well defended, etc. There should be no compatibility issues.
Ah shame, i thought you might've gotten an early copy like VRO author did. You should! v0v
I know that there will be no compability issues, but I remember what happened when I played after Split release - cause I boosted everyone except Split (cause it was not possible), they were getting completely obliterated. For this reason I'd prefer to wait, unless you're confident you can prepare the update within 1 day or so - but of course it's understandable if it'll take more time, we all have our lives. :P
Thanks for quick response either way. \o/
Hehe, only Shuulo is too cool for school I guess :)

I think Split is unique though because they are surrounded by enemies. Terrans seem like they will be completely closed off so I doubt it will impact them much but it won't be too difficult to get something up for them asap.

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Re: [MOD] Foundation of Conquest and War V. 5.9

Post by kyrah » Tue, 16. Mar 21, 19:46

Thank you for your detailed explanation!

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Re: [MOD] Foundation of Conquest and War V. 6.0

Post by BlackRain » Tue, 16. Mar 21, 19:50

FOCW Version 6.0
1) Added configuration options for Terrans. Only turn it on if you have the Terran DLC.
2) Hatikvah will now order ships from either Argon/Antigone/Teladi/Ministry/Alliance if you have them turned on
3) Some minor fixes here and there

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Re: [MOD] Foundation of Conquest and War V. 6.0

Post by TehGM » Tue, 16. Mar 21, 19:52

BlackRain wrote:
Tue, 16. Mar 21, 19:50
FOCW Version 6.0
1) Added configuration options for Terrans. Only turn it on if you have the Terran DLC.
2) Hatikvah will now order ships from either Argon/Antigone/Teladi/Ministry/Alliance if you have them turned on
3) Some minor fixes here and there
Sweet! I bought a beer for X4 (well, not exactly, but when I remembered 4.0 comes out, I decided to use it that way), but decided to wait for FOCW update, and was just battling CSS and VS SASS integration for my project in the meantime.
Now you saved me from CSS (well, until later time anyway lol). Cheers!
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Re: [MOD] Foundation of Conquest and War V. 6.0

Post by BlackRain » Tue, 16. Mar 21, 19:57

TehGM wrote:
Tue, 16. Mar 21, 19:52
BlackRain wrote:
Tue, 16. Mar 21, 19:50
FOCW Version 6.0
1) Added configuration options for Terrans. Only turn it on if you have the Terran DLC.
2) Hatikvah will now order ships from either Argon/Antigone/Teladi/Ministry/Alliance if you have them turned on
3) Some minor fixes here and there
Sweet! I bought a beer for X4 (well, not exactly, but when I remembered 4.0 comes out, I decided to use it that way), but decided to wait for FOCW update, and was just battling CSS and VS SASS integration for my project in the meantime.
Now you saved me from CSS (well, until later time anyway lol). Cheers!
It wasn't difficult to do since I already had everything set up, it was just a matter of copy and pasting ships in jobs and adding in a few more lines of code here and there. Took me about an hour to do it all.

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Re: [MOD] Foundation of Conquest and War V. 6.0

Post by sanctific » Sun, 21. Mar 21, 17:23

Hi BlackRain!

Would your mod be compatible with DeadAir's Jobs Mod? And would it make sense at all to use his Jobs sub-mod if I strongly intend to stick to FOCW?

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Re: [MOD] Foundation of Conquest and War V. 6.0

Post by BlackRain » Sun, 21. Mar 21, 17:55

sanctific wrote:
Sun, 21. Mar 21, 17:23
Hi BlackRain!

Would your mod be compatible with DeadAir's Jobs Mod? And would it make sense at all to use his Jobs sub-mod if I strongly intend to stick to FOCW?
My mod adds additional ships and fleets and does not change the existing jobs. DeadAir's Jobs Mod changes the existing jobs. This means they are fully compatible. Now, how he changes jobs I don't know. They can both be used just fine together, but I have no idea how the game will play out overall. It would most likely be fine.

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