[MOD] Foundation of Conquest and War V. 5.7

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BlackRain
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Re: [WIP - MOD] Foundation of Conquest and War V. 3.2Alpha

Post by BlackRain » Sun, 7. Apr 19, 13:41

rosssack wrote:
Sun, 7. Apr 19, 13:16
BlackRain wrote:
Sun, 7. Apr 19, 00:43
Buzz2005 wrote:
Sat, 6. Apr 19, 17:12
I still don't see a single miner in matrix #79B
Please let me know if you start to see some
hi I think they are mineing ore not so much silicon ????
They should be mining both, they are using the vanilla scripts so they will act the same as in vanilla

Buzz2005
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Re: [WIP - MOD] Foundation of Conquest and War V. 3.2Alpha

Post by Buzz2005 » Sun, 7. Apr 19, 14:10

BlackRain wrote:
Sun, 7. Apr 19, 00:43
Buzz2005 wrote:
Sat, 6. Apr 19, 17:12
I still don't see a single miner in matrix #79B
Please let me know if you start to see some
Still not a single one anywhere there, so far only xenon production happening is in left corner of the universe
Faulty logic has stoped for some time now, has like 30 in queue for hours now

I modified the savegame and gave the wharf in matrix #79b full storages of silicon and ore to clear the 200 queue list, its producing now
Will see if it stabilizes

My guess what the issue is that all the spawned miners are in company regard and matrix #451 from the previous version FOCW 3.1 and until they die no new miners in the rest
Fixed credits not being able to claim abandoned ships sometimes getting stuck when boarding operation sometimes getting some owner other than the player builds a station module or surface element.

BlackRain
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Re: [WIP - MOD] Foundation of Conquest and War V. 3.2Alpha

Post by BlackRain » Sun, 7. Apr 19, 19:03

Buzz2005 wrote:
Sun, 7. Apr 19, 14:10
BlackRain wrote:
Sun, 7. Apr 19, 00:43
Buzz2005 wrote:
Sat, 6. Apr 19, 17:12
I still don't see a single miner in matrix #79B
Please let me know if you start to see some
Still not a single one anywhere there, so far only xenon production happening is in left corner of the universe
Faulty logic has stoped for some time now, has like 30 in queue for hours now

I modified the savegame and gave the wharf in matrix #79b full storages of silicon and ore to clear the 200 queue list, its producing now
Will see if it stabilizes

My guess what the issue is that all the spawned miners are in company regard and matrix #451 from the previous version FOCW 3.1 and until they die no new miners in the rest
It shouldnt be like that. I created new job ships to add the new spawning miners and freighters. They should be spawning in those areas but they spawn through gates. If it isnt working it is strange, i dont get any errors. Are the xenon very weak?

Buzz2005
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Re: [WIP - MOD] Foundation of Conquest and War V. 3.2Alpha

Post by Buzz2005 » Sun, 7. Apr 19, 19:39

Hmm now they are not at all weak since they built 200 ships in succession hehehe, and the ones in 451 and company regard are doing fine, not really advancing (always a battle for company regard and 451)

I gave some resources to faulty logic xenons too bc they are losing all the time, we will se if it all balances out

if all fails will start a new game

cant wrap my head around why the spawing didnt work or if even is working now since 79B is full of miners now that got built
Fixed credits not being able to claim abandoned ships sometimes getting stuck when boarding operation sometimes getting some owner other than the player builds a station module or surface element.

BlackRain
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Re: [WIP - MOD] Foundation of Conquest and War V. 3.2Alpha

Post by BlackRain » Sun, 7. Apr 19, 19:58

Buzz2005 wrote:
Sun, 7. Apr 19, 19:39
Hmm now they are not at all weak since they built 200 ships in succession hehehe, and the ones in 451 and company regard are doing fine, not really advancing (always a battle for company regard and 451)

I gave some resources to faulty logic xenons too bc they are losing all the time, we will se if it all balances out

if all fails will start a new game

cant wrap my head around why the spawing didnt work or if even is working now since 79B is full of miners now that got built
I mean, where the miners/freighters go after spawning is up to the vanilla AI

Buzz2005
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Re: [WIP - MOD] Foundation of Conquest and War V. 3.2Alpha

Post by Buzz2005 » Sun, 7. Apr 19, 20:15

BlackRain wrote:
Sun, 7. Apr 19, 19:58
Buzz2005 wrote:
Sun, 7. Apr 19, 19:39
Hmm now they are not at all weak since they built 200 ships in succession hehehe, and the ones in 451 and company regard are doing fine, not really advancing (always a battle for company regard and 451)

I gave some resources to faulty logic xenons too bc they are losing all the time, we will se if it all balances out

if all fails will start a new game

cant wrap my head around why the spawing didnt work or if even is working now since 79B is full of miners now that got built
I mean, where the miners/freighters go after spawning is up to the vanilla AI
Yes I know and I was watching all the gates to see maybe they go help other shipyards, maybe I missed them and that could be the problem, the game does not give them jobs in the spawning sector

We need other players input to make a conclusion but its all straight and simple so I guess its my game

I dont mind giving them a boost if they stall, more shooting for me
Fixed credits not being able to claim abandoned ships sometimes getting stuck when boarding operation sometimes getting some owner other than the player builds a station module or surface element.

Buzz2005
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Re: [WIP - MOD] Foundation of Conquest and War V. 3.2Alpha

Post by Buzz2005 » Mon, 8. Apr 19, 10:02

btw would it not be better if instead of spawning miner ship you just spawn material in shipyards and wharfs for xenon only ofcourse

I just think that xenon should be a constant pestilence on everybody all the time and this would be the safest way

This miner business is needless if we are ok with cheating :gruebel:
Fixed credits not being able to claim abandoned ships sometimes getting stuck when boarding operation sometimes getting some owner other than the player builds a station module or surface element.

BlackRain
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Re: [WIP - MOD] Foundation of Conquest and War V. 3.2Alpha

Post by BlackRain » Mon, 8. Apr 19, 15:01

Buzz2005 wrote:
Mon, 8. Apr 19, 10:02
btw would it not be better if instead of spawning miner ship you just spawn material in shipyards and wharfs for xenon only ofcourse

I just think that xenon should be a constant pestilence on everybody all the time and this would be the safest way

This miner business is needless if we are ok with cheating :gruebel:
It''s not really cheating, there are some rules to it (like taking over sectors will stop the spawning or weakening a faction enough). Cheating in resources is just cheating lol. I think faction ai mod has something in place for decreasing cost to build ships if a faction is not doing well.

Buzz2005
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Re: [WIP - MOD] Foundation of Conquest and War V. 3.2Alpha

Post by Buzz2005 » Mon, 8. Apr 19, 15:32

But that all collapses if there is no miners to bring materials
Fixed credits not being able to claim abandoned ships sometimes getting stuck when boarding operation sometimes getting some owner other than the player builds a station module or surface element.

BlackRain
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Re: [WIP - MOD] Foundation of Conquest and War V. 3.2Alpha

Post by BlackRain » Mon, 8. Apr 19, 15:35

Buzz2005 wrote:
Mon, 8. Apr 19, 15:32
But that all collapses if there is no miners to bring materials
There should be miners though. The script should activate the miners at about the 30 min mark or so and the ships should spawn every three minutes if they get destroyed. I don't really have the time to test it. Will look into it when I can

BlackRain
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Re: [WIP - MOD] Foundation of Conquest and War V. 3.3Alpha

Post by BlackRain » Fri, 26. Apr 19, 21:22

Version 3.3 FOCW Alpha
1) Issues with Xenon ships not spawning "should" be fixed. All Xenon miners and such should spawn now, let me know if you are still not seeing any Xenon ships (for those whose xenon are no longer producing). In my game, the Xenon are doing okay.
2) More Xenon ships/fleets will be built.
3) Stronger Xenon ships (increase in shielding and hull)
4) Slight increase in speed of Xenon M pulse turrets.

Please keep in mind, make a save before you load this version because of the increase in Xenon ships. Let me know how performance is for you over time. Also, let me know if the Xenon do better in your universe over all. Don't expect immediate changes but hopefully the xenon will progressively do better. Let me know.

rosssack
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Re: [WIP - MOD] Foundation of Conquest and War V. 3.3Alpha

Post by rosssack » Sat, 27. Apr 19, 16:17

BlackRain wrote:
Fri, 26. Apr 19, 21:22
Version 3.3 FOCW Alpha
1) Issues with Xenon ships not spawning "should" be fixed. All Xenon miners and such should spawn now, let me know if you are still not seeing any Xenon ships (for those whose xenon are no longer producing). In my game, the Xenon are doing okay.
2) More Xenon ships/fleets will be built.
3) Stronger Xenon ships (increase in shielding and hull)
4) Slight increase in speed of Xenon M pulse turrets.

Please keep in mind, make a save before you load this version because of the increase in Xenon ships. Let me know how performance is for you over time. Also, let me know if the Xenon do better in your universe over all. Don't expect immediate changes but hopefully the xenon will progressively do better. Let me know.
hi I did a fast run through the miners are working now keeping the shipyards running ,im on beta 2.50

BlackRain
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Re: [WIP - MOD] Foundation of Conquest and War V. 3.3Alpha

Post by BlackRain » Sat, 27. Apr 19, 16:20

rosssack wrote:
Sat, 27. Apr 19, 16:17
BlackRain wrote:
Fri, 26. Apr 19, 21:22
Version 3.3 FOCW Alpha
1) Issues with Xenon ships not spawning "should" be fixed. All Xenon miners and such should spawn now, let me know if you are still not seeing any Xenon ships (for those whose xenon are no longer producing). In my game, the Xenon are doing okay.
2) More Xenon ships/fleets will be built.
3) Stronger Xenon ships (increase in shielding and hull)
4) Slight increase in speed of Xenon M pulse turrets.

Please keep in mind, make a save before you load this version because of the increase in Xenon ships. Let me know how performance is for you over time. Also, let me know if the Xenon do better in your universe over all. Don't expect immediate changes but hopefully the xenon will progressively do better. Let me know.
hi I did a fast run through the miners are working now keeping the shipyards running ,im on beta 2.50
Sorry, are you saying that my changes seem to be working and miners are doing their thing or are you saying that 2.5 made miners work better?

rosssack
Posts: 50
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Re: [WIP - MOD] Foundation of Conquest and War V. 3.3Alpha

Post by rosssack » Sat, 27. Apr 19, 16:34

BlackRain wrote:
Sat, 27. Apr 19, 16:20
rosssack wrote:
Sat, 27. Apr 19, 16:17
BlackRain wrote:
Fri, 26. Apr 19, 21:22
Version 3.3 FOCW Alpha
1) Issues with Xenon ships not spawning "should" be fixed. All Xenon miners and such should spawn now, let me know if you are still not seeing any Xenon ships (for those whose xenon are no longer producing). In my game, the Xenon are doing okay.
2) More Xenon ships/fleets will be built.
3) Stronger Xenon ships (increase in shielding and hull)
4) Slight increase in speed of Xenon M pulse turrets.

Please keep in mind, make a save before you load this version because of the increase in Xenon ships. Let me know how performance is for you over time. Also, let me know if the Xenon do better in your universe over all. Don't expect immediate changes but hopefully the xenon will progressively do better. Let me know.
hi I did a fast run through the miners are working now keeping the shipyards running ,im on beta 2.50
Sorry, are you saying that my changes seem to be working and miners are doing their thing or are you saying that 2.5 made miners work better?
im saying your changes seem to be working very well ,have now idea if they changed miner AI in the 2.50 build

BlackRain
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Re: [WIP - MOD] Foundation of Conquest and War V. 3.3Alpha

Post by BlackRain » Sat, 27. Apr 19, 17:37

rosssack wrote:
Sat, 27. Apr 19, 16:34
BlackRain wrote:
Sat, 27. Apr 19, 16:20
rosssack wrote:
Sat, 27. Apr 19, 16:17
hi I did a fast run through the miners are working now keeping the shipyards running ,im on beta 2.50
Sorry, are you saying that my changes seem to be working and miners are doing their thing or are you saying that 2.5 made miners work better?
im saying your changes seem to be working very well ,have now idea if they changed miner AI in the 2.50 build
K, good. Glad to hear it. In my game, the Xenon are definitely stronger than they were. Still difficult for them because they have to fight so many enemies but they are gaining some ground.

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