[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. 6.2

Post by BlackRain » Tue, 6. Apr 21, 21:56

debstar2610 wrote:
Tue, 6. Apr 21, 21:48
Thanks i ll try to find a good balance between numbers and performance

Code: Select all

<!-- Xenon Capital Medium -->
  
  <job id="xenon_destroyer_patrol_medium" name="{40000,9}" startactive="false">
    <modifiers commandeerable="true"/>
    
    <category faction="xenon" tags="[military, destroyer]" size="ship_xl"/>
    <quota galaxy="4" cluster="1"/>
    <location class="galaxy" macro="xu_ep2_universe_macro" faction="xenon" relation="self" comparison="exact"/>
    <environment buildatshipyard="true"/>        <encounters id="ship_cluster"/>
    <ship>
      <select faction="xenon" tags="[military, destroyer]" size="ship_xl"/>
      
      <owner exact="xenon" overridenpc="true"/>
    </ship>	
	<subordinate job="xenon_fighter_escort_medium"/>
  </job>
this will create at least 4 patrols xenoms with at least one XL and S/M ships ?
so it can ben randomly 1 K and some S/M ships or 1 I and some S/M ships.

The patrol will be built randomly i each xenon shipyard ? so that with good (or bad luck) all oh them will be build in the same sector ?
The stuff in jobs doesn't matter much. Everything is controlled (for the most part) with my mdscripts.

The only thing that jobs does is define what the make up of the fleets are. What I mean is, it says there is a Xenon K as the leader and it has subordinates which are some fighters. Also, what kinds of ships are used are defined by jobs here. So this will pick a Xenon K as the leader (not an I, since it specified destroyer). I can set it up so that the makeup is more varied if I want.

As for where the ships patrol and how many ships are built, these are not controlled by jobs in my mod. My mdscripts control where the ships patrol and how many ships get built.

Bozz11
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Re: [MOD] Foundation of Conquest and War V. 6.2

Post by Bozz11 » Tue, 6. Apr 21, 21:56

hey, since last FOCW update I see lots of carriers with docked ships that never undock is this related to this mod or something else ?

BlackRain
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Re: [MOD] Foundation of Conquest and War V. 6.2

Post by BlackRain » Tue, 6. Apr 21, 22:06

Bozz11 wrote:
Tue, 6. Apr 21, 21:56
hey, since last FOCW update I see lots of carriers with docked ships that never undock is this related to this mod or something else ?
It shouldn't be. I don't change any of the ai stuff, just have them use the normal patrol script.

krlc
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Re: [MOD] Foundation of Conquest and War V. 6.2

Post by krlc » Thu, 8. Apr 21, 07:19

Hey, I'm in a late game, 6 days playtime, but only 2 days with this mod (mostly on seta tho), Xenon apocalypse setting, but they don't really make any progress vs other factions. All the ships they make die on some random stations that just lose 20% hp max, and repair before the next wave comes.
Would it help if I occupied all their sectors except the north, and clear the paranid and split between xenon sectors to help them centralize?

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Re: [MOD] Foundation of Conquest and War V. 6.2

Post by BlackRain » Thu, 8. Apr 21, 14:08

krlc wrote:
Thu, 8. Apr 21, 07:19
Hey, I'm in a late game, 6 days playtime, but only 2 days with this mod (mostly on seta tho), Xenon apocalypse setting, but they don't really make any progress vs other factions. All the ships they make die on some random stations that just lose 20% hp max, and repair before the next wave comes.
Would it help if I occupied all their sectors except the north, and clear the paranid and split between xenon sectors to help them centralize?
It might since they would build all ships there. Give them more miners and energy transports too. Remember, this mod doesn’t change the faction ai. Also it depends how strong their economy is. If you are using vanilla faction ai/logic things take much more time

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Re: [MOD] Foundation of Conquest and War V. 6.2

Post by sanas » Fri, 9. Apr 21, 15:00

Xenons are smeared across the galaxy or settings are applied to each region?

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Re: [MOD] Foundation of Conquest and War V. 6.2

Post by BlackRain » Fri, 9. Apr 21, 15:10

sanas wrote:
Fri, 9. Apr 21, 15:00
Xenons are smeared across the galaxy or settings are applied to each region?
Currently, they can be built anywhere in any of the Xenon shipyards. So wherever they have shipyards is where they could potentially be built. Getting them to be built in specific shipyards may be too complicated because what if the shipyard gets destroyed and gets rebuilt in some new sector? Then it would mess up that anyway. At least the way it is now it doesn't matter where Xenon shipyards are. I mean I could just deactivate jobs if some shipyard gets destroyed but then it won't be active anymore. I could write a bunch of scenarios for different possibilities but that is just a lot of work for little gain. I can think about it though and see if I come up with any good way to have some extra ships built in certain areas.

Is there some specific reason you are asking this by the way?

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Re: [MOD] Foundation of Conquest and War V. 6.2

Post by sanas » Fri, 9. Apr 21, 16:06

BlackRain wrote:
Fri, 9. Apr 21, 15:10
sanas wrote:
Fri, 9. Apr 21, 15:00
Xenons are smeared across the galaxy or settings are applied to each region?
Currently, they can be built anywhere in any of the Xenon shipyards. So wherever they have shipyards is where they could potentially be built. Getting them to be built in specific shipyards may be too complicated because what if the shipyard gets destroyed and gets rebuilt in some new sector? Then it would mess up that anyway. At least the way it is now it doesn't matter where Xenon shipyards are. I mean I could just deactivate jobs if some shipyard gets destroyed but then it won't be active anymore. I could write a bunch of scenarios for different possibilities but that is just a lot of work for little gain. I can think about it though and see if I come up with any good way to have some extra ships built in certain areas.

Is there some specific reason you are asking this by the way?
No need to do this, the quota should be common for the entire galaxy. I ask this because in the Faction Enhancer - Catchup Module mod, the resource discount for each xenon region is calculated separately.

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Re: [MOD] Foundation of Conquest and War V. 6.2

Post by BlackRain » Fri, 9. Apr 21, 16:07

sanas wrote:
Fri, 9. Apr 21, 16:06
BlackRain wrote:
Fri, 9. Apr 21, 15:10
sanas wrote:
Fri, 9. Apr 21, 15:00
Xenons are smeared across the galaxy or settings are applied to each region?
Currently, they can be built anywhere in any of the Xenon shipyards. So wherever they have shipyards is where they could potentially be built. Getting them to be built in specific shipyards may be too complicated because what if the shipyard gets destroyed and gets rebuilt in some new sector? Then it would mess up that anyway. At least the way it is now it doesn't matter where Xenon shipyards are. I mean I could just deactivate jobs if some shipyard gets destroyed but then it won't be active anymore. I could write a bunch of scenarios for different possibilities but that is just a lot of work for little gain. I can think about it though and see if I come up with any good way to have some extra ships built in certain areas.

Is there some specific reason you are asking this by the way?
No need to do this, the quota should be common for the entire galaxy. I ask this because in the Faction Enhancer - Catchup Module mod, the resource discount for each xenon region is calculated separately.
I see, but that is doing something completely different.

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Re: [MOD] Foundation of Conquest and War V. 6.2

Post by sanas » Fri, 9. Apr 21, 20:54

Do standard ship limits depend on the number of sectors controlled by a faction?

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Re: [MOD] Foundation of Conquest and War V. 6.2

Post by BlackRain » Fri, 9. Apr 21, 23:08

sanas wrote:
Fri, 9. Apr 21, 20:54
Do standard ship limits depend on the number of sectors controlled by a faction?
No, that is something I thought about doing a few times but as of right now it isn't that way. As long as they can build the ships, they will. Of course, without a shipyard, they can't build them. I may potentially add something like that though. I may add new options that would add ships based on how many sectors owned, this way they could potentially expand more and protect more.

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Re: [MOD] Foundation of Conquest and War V. 6.2

Post by raim729 » Sat, 10. Apr 21, 12:35

Hello,
A question. There is 6.2 from FOCW.
In, my game, is 6.10 always shown?
Had already removed folders.
Reloaded.

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Re: [MOD] Foundation of Conquest and War V. 6.2

Post by BlackRain » Sat, 10. Apr 21, 16:11

raim729 wrote:
Sat, 10. Apr 21, 12:35
Hello,
A question. There is 6.2 from FOCW.
In, my game, is 6.10 always shown?
Had already removed folders.
Reloaded.
Maybe i forgot to change the number i will look at it later

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Re: [MOD] Foundation of Conquest and War V. 6.2

Post by BlackRain » Sat, 10. Apr 21, 16:56

Yeah, I just forgot to change the number in the content file.

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Re: [MOD] Foundation of Conquest and War V. 6.2

Post by BlackRain » Sat, 10. Apr 21, 17:05

FOCW v6.3
1) Some minor fixes/changes
2) I lowered the time intervals for ordering all ships.
3) I increased the quota for Xenon apocalypse setting to 60 and lowered time to 20 min (each xenon K fleet will be ordered every 20 minutes up to 60)

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Re: [MOD] Foundation of Conquest and War V. 6.3

Post by BlackRain » Sat, 10. Apr 21, 22:12

Just some info for people using this or thinking of using this. I am currently testing a game with VRO, FOCW and FOCW Corporations. I am not using Faction war/economy at all. So all vanilla factionlogic.

I have most of the Xenon options to full. The Xenon have taken Both Turquoise sectors, Company Regard, Hewa's Twin II, and Litany of Fury IX. I have a powerful fleet in Tharka's cascade XV keeping the xenon from Matrix 79B from coming through. I am currently trying to defend both Fires of Defeat and Family Tkr from the Xenon in the two Matrix sectors bordering them. Been fighting huge waves of fighters in Fires of Defeat.

A lot of action going on is my point. Now I am trying to deliver wave after wave of hull parts to the Zyarch shipyard and wharf to keep them building and now building up more infrastructure for ship producing goods.

This is a save which is almost 3 days in.

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Re: [MOD] Foundation of Conquest and War V. 6.3

Post by Scoob » Sun, 11. Apr 21, 01:03

Thanks for the update. We're good to retain our existing config files this time, yes? No need to overwrite and re-edit?

Scoob.

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Re: [MOD] Foundation of Conquest and War V. 6.3

Post by BlackRain » Sun, 11. Apr 21, 01:10

Scoob wrote:
Sun, 11. Apr 21, 01:03
Thanks for the update. We're good to retain our existing config files this time, yes? No need to overwrite and re-edit?

Scoob.
Oh I should have mentioned, I made changes to the FOCW file so you should definitely overwrite and re-edit. Sorry about that.

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Re: [MOD] Foundation of Conquest and War V. 6.3

Post by Scoob » Sun, 11. Apr 21, 01:17

BlackRain wrote:
Sun, 11. Apr 21, 01:10
Oh I should have mentioned, I made changes to the FOCW file so you should definitely overwrite and re-edit. Sorry about that.
Ok, no problem. I make minimal edits, so I shouldn't miss anything re-editing.

Scoob.

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Re: [MOD] Foundation of Conquest and War V. 6.3

Post by BlackRain » Sun, 11. Apr 21, 02:12

Let me know if you would like to see more of a certain type of fleet or more options.

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