[MOD] Foundation of Conquest and War V. 7.2

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BlackRain
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Re: [MOD] Foundation of Conquest and War V. 4.0

Post by BlackRain » Sat, 29. Feb 20, 00:06

DeadAirRT wrote:
Fri, 28. Feb 20, 23:38
Different outlook i suppose. In order for a company to secure market share against competitors with nearly unlimited resources, they need to reduce their enemies production since increasing their own could be easily matched. Sabotage etc isn't really a viable tactic in game so the next best is war to destroy stations. Trading and production of goods benefit from more consumers but not as much as a monopoly and more consumers.
First, you are looking at it as if they are all companies or something but they aren’t. Also, what market share? You are saying the Teladi government would just want to go to war with all those who are their consumers? Who do you think they are selling their goods to? Do you think it is possible in a realistic setting for them to just go to war with anyone they want and then happily sell to anyone? That’s absurd. Not to mention the burden constant warfare would put on them. It doesn’t work like that. In our own world, war is usually a tool to obtain resources, whether that be land or something like oil. Yes, it could be used to open up trade markets but that is only when one nation is vastly more powerful than the other. Even then, ultimatey these fail over time and are not sustainable and eventually become a liability. None of this applies to the x verse. One, there is no lack of “land” (read space), there is no lack of resources either. Market share may be an issue for individual companies, but I would even argue that it might not even be that much of an issue due to the immense potential for population growth in the x verse and the constant expansion of industry due to the plethora of worlds and stations in space, etc. I think we just find the idea of corporations fighting each other in space a fun idea, but is it actually necessary or even ideal? Market share growth is practically limitless in my opinion. Nonetheless there is no way the Teladi would profit through going to war with their own potential consumers and there is no way they could really overpower the others anyway.

Sorry, got a little too into it lol.

Spiny_Ewg
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Re: [MOD] Foundation of Conquest and War V. 4.0

Post by Spiny_Ewg » Sat, 29. Feb 20, 03:27

Well, the one who does not want random wars between factions, can consider the option of not installing such a mod. :D

I use this mod and a random number generator to change diplomacy: viewtopic.php?f=181&t=419916
We get very interesting conflicts and alliances from time to time :)

Worsening and improving relationships would be nice...

For example, the relationship between two telladi factions Is a Union with the sign 5. It is necessary that 6 times the random number generator fell on the deterioration of relations that a conflict would break out between them. Between Teladi and argon a flare by accident, the conflict could quickly...

Newinger
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Re: [MOD] Foundation of Conquest and War V. 4.0

Post by Newinger » Sat, 29. Feb 20, 23:52

Question about v4 of the mod: Do I understand it correctly that based on my choices in the config file, I can also give non-Xenon factions a bit more power? I tried it when the Xenon started to invade Hatikvah's Choice and the factions were outnumbered. I installed your mod and only gave the non-Xenon factions more fleets and fighters, but not the Xenon, and finally (after still a very long and exciting to watch fight) the invading Xenon fleet was destroyed (for now...). I think it was thanks to your mod. :D

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Re: [MOD] Foundation of Conquest and War V. 4.0

Post by BlackRain » Sun, 1. Mar 20, 00:41

Newinger wrote:
Sat, 29. Feb 20, 23:52
Question about v4 of the mod: Do I understand it correctly that based on my choices in the config file, I can also give non-Xenon factions a bit more power? I tried it when the Xenon started to invade Hatikvah's Choice and the factions were outnumbered. I installed your mod and only gave the non-Xenon factions more fleets and fighters, but not the Xenon, and finally (after still a very long and exciting to watch fight) the invading Xenon fleet was destroyed (for now...). I think it was thanks to your mod. :D
You can give all factions more ships. There are options to give more fighters, more capital ships and additional fleets to defend/attack, etc. You can also increase the amount of Xenon ships if you want to.

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Re: [MOD] Foundation of Conquest and War V. 4.0

Post by Newinger » Sun, 1. Mar 20, 09:36

BlackRain wrote:
Sun, 1. Mar 20, 00:41
Newinger wrote:
Sat, 29. Feb 20, 23:52
Question about v4 of the mod: Do I understand it correctly that based on my choices in the config file, I can also give non-Xenon factions a bit more power? I tried it when the Xenon started to invade Hatikvah's Choice and the factions were outnumbered. I installed your mod and only gave the non-Xenon factions more fleets and fighters, but not the Xenon, and finally (after still a very long and exciting to watch fight) the invading Xenon fleet was destroyed (for now...). I think it was thanks to your mod. :D
You can give all factions more ships. There are options to give more fighters, more capital ships and additional fleets to defend/attack, etc. You can also increase the amount of Xenon ships if you want to.
My question was more towards the effect this has. :) For example, as some others also reported, in X4 beta 6, Xenon are very fast taking over other sectors. I observed this, too, and I am yet not able to help factions defending (I have on transport ship and one Argon Elite which I use as personal yacht to" peacefully" and calmly explore the universe).

So I installed your mod and configured it in a way that ONLY the factions get additional fighters, capital ships and fleets (but without giving the Xenon this bonus) and this was apparently enough to repel this first big Xenon attack in Hatikvah's Choice.

If this is indeed as I think, it might give me some relief to continue my peaceful calm play style, without needing worry too much about the Xenon taking over everything while I am away. (At some point, I also want to create a big company with big fleets, but not just 2 days in the game...)

Hornet108
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Re: [MOD] Foundation of Conquest and War V. 4.0

Post by Hornet108 » Sun, 1. Mar 20, 14:59

Heyo, just some feedback. I am running this and your corperations mod and I am seeing a massive number of ships parked at equipment docks. The docks seem to be well stocked, im not sure why they are there. FWIW, I don't own any sectors, so maybe thats the problem? Theres so many ships there now they have started to park up outside.

I have the following config for FOCW

Code: Select all

			
	<!-- Do you want to activate additional Xenon Miners and Xenon Energy Transport ships? 1 for Yes and 0 for No -->				
			<set_value name="md.FOCW_Config.FOCWSettings.$activateXenminers" exact="1" />
	<!-- Do you want to activate additional Xenon fighters? You can also choose from the following settings. Keep 0 to turn off, Put 1 for light, Put 2 for medium, Put 3 for heavy. This setting may impact performance depending on what setting you choose. -->
			<set_value name="md.FOCW_Config.FOCWSettings.$activateXenfighter" exact="1" />
	<!-- Do you want to activate additional Xenon Capital ships? You can also choose from the following settings. Keep 0 to turn off, Put 1 for light, Put 2 for medium, Put 3 for heavy. This setting may impact performance depending on what setting you choose. -->
			<set_value name="md.FOCW_Config.FOCWSettings.$activateXencapital" exact="0" />
	<!-- Do you want to activate additional fighters for all factions? You can also choose from the following settings. Keep 0 to turn off, Put 1 for light, Put 2 for medium, Put 3 for heavy. This setting may impact performance depending on what setting you choose. -->
			<set_value name="md.FOCW_Config.FOCWSettings.$activateallfactionsfight" exact="2" />
	<!-- Do you want to activate additional Capital ships for all factions? You can also choose from the following settings. Keep 0 to turn off, Put 1 for light, Put 2 for medium, Put 3 for heavy. This setting may impact performance depending on what setting you choose. -->
			<set_value name="md.FOCW_Config.FOCWSettings.$activateallfactionscap" exact="0" />
				
				
				
	<!-- The following are additional settings for even more ships. These are in addition to the previous settings. This may impact your performance, so please keep in mind your PC system. Do not turn on if your PC can't handle more ships -->
	
	
	<!-- Turn on additional Xenon Carriers for Defense? 0 for No, 1 for Yes -->
			<set_value name="md.FOCW_Config.FOCWSettings.$activateXencardefend" exact="0" />
	<!-- Turn on additional Xenon Carriers for Attack? 0 for No, 1 for Yes -->
			<set_value name="md.FOCW_Config.FOCWSettings.$activateXencarattack" exact="0" />
	<!-- Turn on additional Xenon Carriers for attacking player owned sectors? 0 for No, 1 for Yes -->
			<set_value name="md.FOCW_Config.FOCWSettings.$activateXencarattackpla" exact="0" />				
	<!-- Turn on additional Argon Carrier fleet? 0 for No, 1 for Yes -->				
			<set_value name="md.FOCW_Config.FOCWSettings.$activateargcar" exact="0" />
	<!-- Turn on additional Paranid Carrier fleet? 0 for No, 1 for Yes -->
			<set_value name="md.FOCW_Config.FOCWSettings.$activateparcar" exact="0" />
	<!-- Turn on additional Holy Order Carrier fleet? 0 for No, 1 for Yes -->		
			<set_value name="md.FOCW_Config.FOCWSettings.$activateholcar" exact="0" />
	<!-- Turn on additional Teladi Carrier fleet? 0 for No, 1 for Yes -->		
			<set_value name="md.FOCW_Config.FOCWSettings.$activatetelcar" exact="0" />
	<!-- Turn on additional Antigone Defense fleet? 0 for No, 1 for Yes -->		
			<set_value name="md.FOCW_Config.FOCWSettings.$activateantcap" exact="0" />
	<!-- Turn on additional Hatikvah Defense fleets? 0 for No, 1 for Yes -->		
			<set_value name="md.FOCW_Config.FOCWSettings.$activatehatcap" exact="0" />
	<!-- Turn on additional Argon Carriers for attacking player owned sectors? 0 for No, 1 for Yes -->
			<set_value name="md.FOCW_Config.FOCWSettings.$activateargcarattackpla" exact="0" />
	<!-- Turn on additional Paranid Carriers for attacking player owned sectors? 0 for No, 1 for Yes -->
			<set_value name="md.FOCW_Config.FOCWSettings.$activateparcarattackpla" exact="0" />
	<!-- Turn on additional Holy Order Carriers for attacking player owned sectors? 0 for No, 1 for Yes -->
			<set_value name="md.FOCW_Config.FOCWSettings.$activateholcarattackpla" exact="0" />
	<!-- Turn on additional Teladi Carriers for attacking player owned sectors? 0 for No, 1 for Yes -->
			<set_value name="md.FOCW_Config.FOCWSettings.$activatetelcarattackpla" exact="0" />
	<!-- Turn on additional Antigone fleets for attacking player owned sectors? 0 for No, 1 for Yes -->
			<set_value name="md.FOCW_Config.FOCWSettings.$activateantattackpla" exact="0" />
	<!-- Turn on additional Hatikvah fleets for attacking player owned sectors? 0 for No, 1 for Yes -->
			<set_value name="md.FOCW_Config.FOCWSettings.$activatehatattackpla" exact="0" />


And Corps:

Code: Select all

				<!-- Change below to configure your gaming experience -->
				<!-- Do you want the Corporations to have Security Forces that will attack your owned sector if you are their enemy? These are additional fleets which are not part of their normal security forces. If YES, leave it at 1. If NO, change to 0 -->
				<set_value name="md.CORP_Config.CORPSettings.$brjobactivatecorp" exact="1" />
				
								
				
				<set_value name="md.CORP_Config.CORPSettings.$Check" exact="0" />
I can inspect the save and try and work out what the ships parked there are doing if you like?

Newinger
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Re: [MOD] Foundation of Conquest and War V. 4.0

Post by Newinger » Sun, 1. Mar 20, 15:05

Hornet108 wrote:
Sun, 1. Mar 20, 14:59
Heyo, just some feedback. I am running this and your corperations mod and I am seeing a massive number of ships parked at equipment docks.
Don't know if you use X4 Beta 6, but your post reminded me of this thread in the beta forum which describes the same issue:

viewtopic.php?f=192&t=422336

BlackRain
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Re: [MOD] Foundation of Conquest and War V. 4.0

Post by BlackRain » Sun, 1. Mar 20, 15:16

Yeah looks like it might be a vanilla bug

Ragemaster9999
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Re: [MOD] Foundation of Conquest and War V. 4.0

Post by Ragemaster9999 » Thu, 5. Mar 20, 03:58

Xenon are way overpowered in my game, they are absolutely decimating all the regular factions. I set everything to 1 in the config maybe that was a bad idea? Additional miners and xenon energy transport ships? what do these do? If i turn it off, will they have no mining or energy ships? I see loads of them in every sector they own.

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Re: [MOD] Foundation of Conquest and War V. 4.0

Post by BlackRain » Thu, 5. Mar 20, 19:03

Ragemaster9999 wrote:
Thu, 5. Mar 20, 03:58
Xenon are way overpowered in my game, they are absolutely decimating all the regular factions. I set everything to 1 in the config maybe that was a bad idea? Additional miners and xenon energy transport ships? what do these do? If i turn it off, will they have no mining or energy ships? I see loads of them in every sector they own.
It all depends on what settings you gave, however, it most likely isn't an issue with this mod. If you set their fighters and capitals to 1 (which is the lowest setting) it only adds a few more fighters and capitals to what they already have. Maybe another 3 or 4 fighter squadrons (of like 2 to 3 fighters each) and another 3 or 4 capital ships (with a couple of fighter escorts). That is hardly going to overrun the galaxy lol. Now, if you set their other additional fleets active it might be more but it still shouldn't be too much of an issue if you are also adding ships to the various factions. Are you using other mods too? If you are using factionfix then that might be making the Xenon much stronger, not sure. Nonetheless, the lowest setting for Xenon isn't enough to cause a major difference.

As for the Miners and Xenon Energy transport ships, activating those adds additional miners and energy transport ships above what is in vanilla. This may make the Xenon economy run better and they may build more ships because of that or replace their losses better since they get more resources I guess.

Really the extra Xenon ships are for those who want more challenge. If you aren't looking for a harder game, I wouldn't activate any of the Xenon ships and I would instead add in only the various faction ships.

Newinger
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Re: [MOD] Foundation of Conquest and War V. 4.0

Post by Newinger » Thu, 5. Mar 20, 20:05

BlackRain wrote:
Thu, 5. Mar 20, 19:03
Ragemaster9999 wrote:
Thu, 5. Mar 20, 03:58
Xenon are way overpowered in my game, they are absolutely decimating all the regular factions. I set everything to 1 in the config maybe that was a bad idea? Additional miners and xenon energy transport ships? what do these do? If i turn it off, will they have no mining or energy ships? I see loads of them in every sector they own.
If you are using factionfix then that might be making the Xenon much stronger, not sure.
Mysterial (Faction War/Economy Fix developer) told me (viewtopic.php?f=181&t=413122&start=285#p4915262) that Xenon invasion strength is partly relative to defence strength, so adding more faction ships with FOCW might make the issue even harder.

I gave the factions the maximum they can get with FOCW, hoping that this would really slow down Xenon invasion, but to no avail. It worked in Hatikvah's choice, but only for a small time. I have at least 2 Xenon I, one again in Hatikvah's Choice, another one in one of the Teladi sectors. Smaller Xenon forces in various other sectors. It's really an armageddon. (I was hoping that Beta 7 would weaken Xenon forces again, but according to the changelog, not.)

BlackRain
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Re: [MOD] Foundation of Conquest and War V. 4.0

Post by BlackRain » Fri, 6. Mar 20, 01:18

Well, if you are looking for a safer universe, it really isn't necessary to use factionfix. The vanilla war code isn't that bad.

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Re: [MOD] Foundation of Conquest and War V. 4.0

Post by Ragemaster9999 » Fri, 6. Mar 20, 20:43

I'm also using faction war and economy overhaul and VRO.

Newinger
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Re: [MOD] Foundation of Conquest and War V. 4.0

Post by Newinger » Fri, 6. Mar 20, 21:50

BlackRain wrote:
Fri, 6. Mar 20, 01:18
Well, if you are looking for a safer universe, it really isn't necessary to use factionfix. The vanilla war code isn't that bad.
Hm, ok... I'm not really sure which mods to consider "must have" because they "fix" something and which mods I can leave out because they just "alter" something which is not necessarily to be considered broken... maybe I should really try a vanilla game again.

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Re: [MOD] Foundation of Conquest and War V. 4.0

Post by Ragemaster9999 » Mon, 9. Mar 20, 18:09

My file for FOCW setup keeps reverting or changing itself after I have edited and saved it. I turned off all xenon features mid game and then saved it and went back to playing and a few days later i noticed the variables were changed. What the heck? Is there something im supposed to do ingame or did the beta 7 patch cause it to revert to default or something? :evil: :evil: :evil:

BlackRain
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Re: [MOD] Foundation of Conquest and War V. 4.0

Post by BlackRain » Mon, 9. Mar 20, 20:05

Ragemaster9999 wrote:
Mon, 9. Mar 20, 18:09
My file for FOCW setup keeps reverting or changing itself after I have edited and saved it. I turned off all xenon features mid game and then saved it and went back to playing and a few days later i noticed the variables were changed. What the heck? Is there something im supposed to do ingame or did the beta 7 patch cause it to revert to default or something? :evil: :evil: :evil:
Err there is no way for the file to just change without editing it. I have no clue what is going on with your file. It isn’t something which could be affected by the game itself.

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Re: [MOD] Foundation of Conquest and War V. 4.0

Post by Ragemaster9999 » Mon, 9. Mar 20, 20:39

BlackRain wrote:
Mon, 9. Mar 20, 20:05
Ragemaster9999 wrote:
Mon, 9. Mar 20, 18:09
My file for FOCW setup keeps reverting or changing itself after I have edited and saved it. I turned off all xenon features mid game and then saved it and went back to playing and a few days later i noticed the variables were changed. What the heck? Is there something im supposed to do ingame or did the beta 7 patch cause it to revert to default or something? :evil: :evil: :evil:
Err there is no way for the file to just change without editing it. I have no clue what is going on with your file. It isn’t something which could be affected by the game itself.
maybe i redownloaded and overwrote the mod folder or something, while trying to troubleshoot. At any rate perhaps the xenon have become too powerful in my game due to the fact they took all of HOP sectors and most of ANT sectors. And its a snowball effect. A seemingly never ending stream of fighters and capitals keep coming into argon prime from the south gate where they own that sector. I turned all the extra xenon off in the config. WIll they auto destruct at some point or do i have to clear them manually?

BlackRain
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Re: [MOD] Foundation of Conquest and War V. 4.0

Post by BlackRain » Mon, 9. Mar 20, 21:03

Ragemaster9999 wrote:
Mon, 9. Mar 20, 20:39
BlackRain wrote:
Mon, 9. Mar 20, 20:05
Ragemaster9999 wrote:
Mon, 9. Mar 20, 18:09
My file for FOCW setup keeps reverting or changing itself after I have edited and saved it. I turned off all xenon features mid game and then saved it and went back to playing and a few days later i noticed the variables were changed. What the heck? Is there something im supposed to do ingame or did the beta 7 patch cause it to revert to default or something? :evil: :evil: :evil:
Err there is no way for the file to just change without editing it. I have no clue what is going on with your file. It isn’t something which could be affected by the game itself.
maybe i redownloaded and overwrote the mod folder or something, while trying to troubleshoot. At any rate perhaps the xenon have become too powerful in my game due to the fact they took all of HOP sectors and most of ANT sectors. And its a snowball effect. A seemingly never ending stream of fighters and capitals keep coming into argon prime from the south gate where they own that sector. I turned all the extra xenon off in the config. WIll they auto destruct at some point or do i have to clear them manually?
As they get destroyed they will taper off maybe, but the problem is that factionlogic can commandeer them, etc. As they get destroyed, they will reduce though. There may be a timer on all jobships though, not sure. Are you also using factionfix? That would make Xenon harder to kill off heh

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Re: [MOD] Foundation of Conquest and War V. 4.0

Post by Ragemaster9999 » Tue, 10. Mar 20, 03:37

BlackRain wrote:
Mon, 9. Mar 20, 21:03
Ragemaster9999 wrote:
Mon, 9. Mar 20, 20:39
BlackRain wrote:
Mon, 9. Mar 20, 20:05


Err there is no way for the file to just change without editing it. I have no clue what is going on with your file. It isn’t something which could be affected by the game itself.
maybe i redownloaded and overwrote the mod folder or something, while trying to troubleshoot. At any rate perhaps the xenon have become too powerful in my game due to the fact they took all of HOP sectors and most of ANT sectors. And its a snowball effect. A seemingly never ending stream of fighters and capitals keep coming into argon prime from the south gate where they own that sector. I turned all the extra xenon off in the config. WIll they auto destruct at some point or do i have to clear them manually?
As they get destroyed they will taper off maybe, but the problem is that factionlogic can commandeer them, etc. As they get destroyed, they will reduce though. There may be a timer on all jobships though, not sure. Are you also using factionfix? That would make Xenon harder to kill off heh
Is it possible that there is a ton of xenon miners and energy ships floating around from when I had that feature activated? I switched the config to disable all extra xenon but I'm like on day one or two of save file and the xenon are unstoppable. Had xenon carriers for attack on too by mistake.

I feel like im fighting a never ending stream of fighters. No matter how many I kill more and more keep coming. Then there are the xenon V capitals that are quite plentiful as well. I'm using the faction economy and war rebalance mod too (all modules).

Considering the xenon own all of hop sector and all of ant is it possible they are just snowballing at this point ? Even without the extra energy and miners they have like 10 sectors on the left side of the map not counting what's on the other side past teladi space.

I'll post a screen of the map when I get a chance.

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Re: [MOD] Foundation of Conquest and War V. 4.0

Post by Buzz2005 » Tue, 10. Mar 20, 09:32

well what did you expect :lol:, with faction enhancer and vro you added FOCW with all options on

everything is as expected, enjoy :D

on a serious note focw with all on is end game stuff it seems
Fixed ships getting spawned away from ship configuration menu at resupply ships from automatically getting deployables.

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