Page 77 of 126

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

Posted: Sat, 18. May 19, 01:10
by BlackRain
CptAWatts wrote:
Wed, 15. May 19, 20:20
Does the current version work with the 2.5 Betas?
Yes. It should always work with any new version.

I am considering lowering significantly the number of normal faction ships and increasing number of xenon ships. Anyone have any thoughts on this?

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

Posted: Wed, 22. May 19, 10:36
by Spiny_Ewg
BlackRain wrote:
Sat, 18. May 19, 01:10
CptAWatts wrote:
Wed, 15. May 19, 20:20
Does the current version work with the 2.5 Betas?
Yes. It should always work with any new version.

I am considering lowering significantly the number of normal faction ships and increasing number of xenon ships. Anyone have any thoughts on this?
Think, Strengthen the xenon can be respawntime ships, who will join the xenon fleet. The cessation of spawning to make depending on the life of any xenon buildings...

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

Posted: Thu, 23. May 19, 19:37
by CptAWatts
Is there any way to influence how fast a faction takes a sector? Without actually fighting I mean.

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

Posted: Fri, 24. May 19, 20:32
by unit757
BlackRain wrote:
Sun, 12. May 19, 04:44
Spiny_Ewg wrote:
Fri, 10. May 19, 11:01
the fourth day of the game , xenon hopelessly loses... :cry:
That's strange. Did you put the mod in when you created a new game or later? They usually seem to do well in my game, but there does seem to be an issue with Xenon ships and OOS combat.
Xenon ships seem to loose all their weapons extremely quickly in OOS combat. They are strong even in vanilla if your IS when a fresh K shows up, but as soon as you leave the area it looses all it's guns shortly after. I'm not currently running FOCW, so it's definitely nothing you've done.

Xenon ships also don't seem to get many ticks in OOS combat. I watch groups of P's or M's tangling with stuff they can easily roll over, but OOS most of the time just registers them getting hit, but usually not them doing any damage. Again, happens in vanilla

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

Posted: Mon, 27. May 19, 05:33
by Spiny_Ewg
It would be nice xenon reinforce that without the player the other races slowly lose.

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

Posted: Sun, 2. Jun 19, 10:44
by Savaj
Xenon ships seem to loose all their weapons extremely quickly in OOS combat. They are strong even in vanilla if your IS when a fresh K shows up, but as soon as you leave the area it looses all it's guns shortly after.
Admitted, this is a bad bug for the Xenon. Sometimes I appreciate this though when some sectors aren't wiped out while I am off doing some errand. I am prone to reloading/restarting if HAT or Teladi lose a main trading station for example. Or Argon Prime loses it's shipyard and creates a new one on the edge of nowhere. As it stands now in this mod the Xenon will mostly likely eventually win in any case.

However it is still wrong and maybe there some ways to mitigate this by giving certain Xenon ships at least a single forward pointing hull integrated weapon? Forward pointing so as to allow boarding operations from the rear.

EDIT: And although a K is strong IS it still has the silly vulnerability of an unguarded back. I just finished killing a K attacking HAT's Trading Posting with a Courier slowly chewing on it's back. I can't do that OOS. With IS combat the Xenon have pretty much lost already because there is a real human present.

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

Posted: Sat, 22. Jun 19, 10:38
by Archaeosis
Any news? I find it still works well but over time HoP seem to build more ships than anyone else so dominate the galaxy.

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

Posted: Sat, 22. Jun 19, 14:28
by BlackRain
Archaeosis wrote:
Sat, 22. Jun 19, 10:38
Any news? I find it still works well but over time HoP seem to build more ships than anyone else so dominate the galaxy.
Just started playing again. So I am observing to see how things go. Good to know about HOP, I will consider lowering their ships a bit. I am more concerned with Xenon right now.

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

Posted: Sun, 23. Jun 19, 16:03
by unit757
I can also confirm I have noticed HOP producing a higher number compared to other factions. While they should as they are fighting a war on 3 fronts, it seems to be a lot higher then other factions.

I have been holding Second contact for a few days now after helping ANT retake it, and their attack force typically consists of 12-15 oddys, a large number of M sized ships, and 60-80 fighters. I have never seen these numbers from the Argon or Antigone. Though having a crappy economy could partly be to blame for that

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

Posted: Tue, 25. Jun 19, 02:55
by BlackRain
Well, I started a brand new game. I don't know about when you guys started the game you are playing (which version of X4) and also whether you are using other mods. All of these things could have an impact on how the game plays out. Starting a new game with X4 2.5 and also the faction war mod. In my game of 1 day and several hours, the Xenon are just crushing the universe lol. They have conquered 5 sectors and keep expanding. HOP is definitely not too strong in this game as they already lost a sector.

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

Posted: Tue, 25. Jun 19, 07:19
by unit757
My game was started during the 2.5 beta, I originally only had the faction war and econemy enhancement on, I enabled FOCW between 1-2 days in. I think it may have just been a case of bad luck. The ANT econemy was weaker and weren't able to put out enough ships to hold the line.

Can also confirm the Xenon rampage. They currently own over half of all sectors. The Teladi have 2/3rds of Grand exchange and path to profit left, and the paranid only have 1 and a half. Morning star, hatikvahs choice and silent witness where all taken to, but I have since taken those as my own.

Things die everywhere, it is wonderful.

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

Posted: Tue, 25. Jun 19, 16:32
by mr.WHO
unit757 wrote:
Tue, 25. Jun 19, 07:19
Things die everywhere, it is wonderful.

Some people just love to watch world burn :D

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

Posted: Tue, 25. Jun 19, 19:03
by Buzz2005
BlackRain wrote:
Tue, 25. Jun 19, 02:55
Well, I started a brand new game. I don't know about when you guys started the game you are playing (which version of X4) and also whether you are using other mods. All of these things could have an impact on how the game plays out. Starting a new game with X4 2.5 and also the faction war mod. In my game of 1 day and several hours, the Xenon are just crushing the universe lol. They have conquered 5 sectors and keep expanding. HOP is definitely not too strong in this game as they already lost a sector.
Thats why im waiting for a reasonable version of your mod :lol:

With vanilla numbers and your miners spawn part of the mod the xenon are still dangerous, if I didn't help personally in every border sector they would annihilate them no problem

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

Posted: Sun, 7. Jul 19, 16:36
by BlackRain
Question, should I start doing more balancing/changing of other things? For instance, should I do a more extensive change of weapons and equipment? Changing which ships can use which weapons, maybe seeing about adding new weapons (really just copying existing weapons but changing all their stats etc to make a "new" weapon so to speak). I was thinking if I should do a much more extensive overhaul of everything. Just throwing the idea around.

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

Posted: Sun, 7. Jul 19, 17:51
by mr.WHO
Focus on the factions and the universe. Weapon balance can be done lasr as we have VRO mod.

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

Posted: Sun, 7. Jul 19, 19:44
by Buzz2005
you cant really force us to use vro, bc not everyone likes it :)

I don't, no boost and he made M turrets invincible etc..

If blackrain goes the other way and not change this things and be as vannila as possible just changing stats I would say go for it

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

Posted: Sun, 7. Jul 19, 21:16
by BlackRain
I don't know what VRO has done, but I was looking more for a similar experience to vanilla but with changes and additional weapon types. Well, I think just duplicating some of the weapons and changing their stats would add a lot of variety. Also limiting what ships can use what weapons, etc. So for example, we could have something like a beam weapon but it is more like a quick beam blast that does a ton of initial damage, but slow to fire and lasts only an instant. But the power behind that one shot will be immense or something. This is just an example.

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

Posted: Sun, 7. Jul 19, 21:25
by Buzz2005
I say please and thank you, and when is the new version of FOCW?

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

Posted: Sun, 7. Jul 19, 21:31
by BlackRain
Buzz2005 wrote:
Sun, 7. Jul 19, 21:25
I say please and thank you, and when is the new version of FOCW?
I'm fooling around with stuff. Until I have a clear picture of what I want to achieve, it will have to wait.

As of right now, going to try to balance out the ships added to the game a bit. So I plan to have slightly more ships for all factions from vanilla. I am going to change up xenon a bit. So what I think I will do is have a lot of Xenon defense ships. So Xenon sectors that they have at the start of the game will have tons of ships in them but these ships won't ever be used to invade or anything like that. They will forever remain in the initial Xenon sectors to provide a challenge. I will add just slightly more ships than normal vanilla for them as well so they have a bit more to invade with, but not crazy.

Thinking of giving SCA a shipyard somewhere so they can be a real faction. Teladi will trade with them or I could make it so they build ships with just basic resources (kind of like the Xenon but they will also need more minerals, etc.) Should give HAT a shipyard too for their one sector. I am thinking maybe SCA will use teladi ships?

Anyone can offer suggestions for things they would like to see. Goal is to add more immersion, conflict, etc.

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

Posted: Mon, 8. Jul 19, 04:40
by Ragemaster9999
BlackRain wrote:
Sun, 7. Jul 19, 21:31
Buzz2005 wrote:
Sun, 7. Jul 19, 21:25
I say please and thank you, and when is the new version of FOCW?
I'm fooling around with stuff. Until I have a clear picture of what I want to achieve, it will have to wait.

As of right now, going to try to balance out the ships added to the game a bit. So I plan to have slightly more ships for all factions from vanilla. I am going to change up xenon a bit. So what I think I will do is have a lot of Xenon defense ships. So Xenon sectors that they have at the start of the game will have tons of ships in them but these ships won't ever be used to invade or anything like that. They will forever remain in the initial Xenon sectors to provide a challenge. I will add just slightly more ships than normal vanilla for them as well so they have a bit more to invade with, but not crazy.

Thinking of giving SCA a shipyard somewhere so they can be a real faction. Teladi will trade with them or I could make it so they build ships with just basic resources (kind of like the Xenon but they will also need more minerals, etc.) Should give HAT a shipyard too for their one sector. I am thinking maybe SCA will use teladi ships?

Anyone can offer suggestions for things they would like to see. Goal is to add more immersion, conflict, etc.
I would definitely give the pirate faction atleast their own wharf. Dont think pirates should try to take other sectors but more so raid around and be a general threat to shipping and trade. Putting them neutral to teladi might be a good idea and would fit with the lore of past games. While this might be outside the scope of your mod, There was a mod in x3 called pirate guild where pirates build new forward bases to raid from. I'd love to see a similar functionality return to x4 somehow.