Re: [WIP - MOD] Foundation of Conquest and War V. 3.3Alpha
Posted: Thu, 20. Feb 20, 14:08
That’s very kind of you to add these options. Thanks!
Space simulation development
https://forum.egosoft.com/
Will those be implemented via Simple Menu? I want to move some options for my Reactive Factions and VRO mod there.
I was trying to do it via a config file but it isn’t working the way I expected. What worked for Rebirth isn’t working the same way in X4 unfortunately. I don’t have much experience with lua so i probably won’t do it that way. As of right now, i can’t see a good way to do it. At least not what i had planned. I may just offer different downloads. My free time is running out again so we will seeShuulo wrote: ↑Fri, 21. Feb 20, 14:06Will those be implemented via Simple Menu? I want to move some options for my Reactive Factions and VRO mod there.
Also, what is your experiences with VRO so far (i fixed issues you mentioned btw)? Wonder if youll consider possible installed VRO for updates to FOCW.
By the way, I have been playing with VRO. So far I am enjoying the experience.Shuulo wrote: ↑Fri, 21. Feb 20, 14:06Will those be implemented via Simple Menu? I want to move some options for my Reactive Factions and VRO mod there.
Also, what is your experiences with VRO so far (i fixed issues you mentioned btw)? Wonder if youll consider possible installed VRO for updates to FOCW.
How does the new ships and fleets work? Are they spawned into thin air like x3 or are they created from resources at shipyards like vanilla x4 ships.BlackRain wrote: ↑Sun, 23. Feb 20, 20:12Foundations of Conquest and War
Currently a Lightweight mod. Only adds new ships and fleets to the game. Complete customization based on what you want. Make sure you follow INSTRUCTIONS in order for it to work.
once you download the folder and place it in the extensions folder of your X4 directory, make sure to go to the md folder. Open the md folder, look for a file named focw_config. Open the file with notepad or notepad++ or similar programs. READ AND FOLLOW THE INSTRUCTIONS IN THE CONFIG FILE FOR THE MOD TO WORK PROPERLY. Everything is defaulted to OFF, so if you do not configure the file, you won't have any changes to your game.
Link is in the ORIGINAL POST. Meant to work alongside Immersive Corporations. Is compatible with any mod.
Everything is built normally. I may offer an option for spawned ships in the future for people who don’t mind and want more action.Ragemaster9999 wrote: ↑Mon, 24. Feb 20, 08:12How does the new ships and fleets work? Are they spawned into thin air like x3 or are they created from resources at shipyards like vanilla x4 ships.BlackRain wrote: ↑Sun, 23. Feb 20, 20:12Foundations of Conquest and War
Currently a Lightweight mod. Only adds new ships and fleets to the game. Complete customization based on what you want. Make sure you follow INSTRUCTIONS in order for it to work.
once you download the folder and place it in the extensions folder of your X4 directory, make sure to go to the md folder. Open the md folder, look for a file named focw_config. Open the file with notepad or notepad++ or similar programs. READ AND FOLLOW THE INSTRUCTIONS IN THE CONFIG FILE FOR THE MOD TO WORK PROPERLY. Everything is defaulted to OFF, so if you do not configure the file, you won't have any changes to your game.
Link is in the ORIGINAL POST. Meant to work alongside Immersive Corporations. Is compatible with any mod.
Well, the game certainly has improved in a lot of ways and also there are some other mods which add some cool stuff like faction fix and VRO. I also made my corporations mod which can be used with this and the other mods. I am considering what to do next if anything. I am thinking that as an added extra layer to the already existing war code to have a more scripted war aspect too. So, I could have fleets which are especially built to go to certain sectors to fight and stimulate the war. This will probably be what I do next with this and it will also be configurable.
Oh that's right--those would be very cool! How hard would it be to give a faction some ability to do that itself, such as declaring war with the player because the player becomes powerful enough to be a threat but not too much of a threat to attack?
It can be done randomly or based on certain conditions, but not dynamically (like as some sort of intelligrnce). Hmm, I guess it could be done as weights. For example, player has control of 5 sectors so lower relations with argon by minus 1 or player has 200 military ships so lower relations with all factions by minus 2. This could potentially make it feel dynamic but still be scripted (as in a set of controlled rules) Its not a bad idea. In reality it would not be much different than a space strategy game like distant universe or others like ittomchk wrote: ↑Thu, 27. Feb 20, 23:32Oh that's right--those would be very cool! How hard would it be to give a faction some ability to do that itself, such as declaring war with the player because the player becomes powerful enough to be a threat but not too much of a threat to attack?
I guess I have something like that already in place, but it still triggers only when you are friend of their enemies, so you should use it with Dynamic relations mod from DeadAir, makes very nice combination.
It’s too random though. I always prefer things with set rules. Some randomness can be interesting sometimes though. If I add diplomacy it would have more options and other things going on too.Shuulo wrote: ↑Fri, 28. Feb 20, 00:28I guess I have something like that already in place, but it still triggers only when you are friend of their enemies, so you should use it with Dynamic relations mod from DeadAir, makes very nice combination.
Well, there is nothing random in Reactive Factions mod, but i believe you meant Dynamic Relations mod, I agree that its quite random, but its first and only mod of its kind, DeadAir may improve it eventually to be a bit more like real diplo mod, though I will be happy your take on this part as well.BlackRain wrote: ↑Fri, 28. Feb 20, 01:06It’s too random though. I always prefer things with set rules. Some randomness can be interesting sometimes though. If I add diplomacy it would have more options and other things going on too.Shuulo wrote: ↑Fri, 28. Feb 20, 00:28I guess I have something like that already in place, but it still triggers only when you are friend of their enemies, so you should use it with Dynamic relations mod from DeadAir, makes very nice combination.
Yeah, I meant dynamic relations mod for the randomness. Your reactive mod is very limited, so I was thinking of something a little more expansive and a little different. I personally do not like the idea of being hated just because you are worth a lot of money. I would base it on military might of some kind.Shuulo wrote: ↑Fri, 28. Feb 20, 01:34Well, there is nothing random in Reactive Factions mod, but i believe you meant Dynamic Relations mod, I agree that its quite random, but its first and only mod of its kind, DeadAir may improve it eventually to be a bit more like real diplo mod, though I will be happy your take on this part as well.BlackRain wrote: ↑Fri, 28. Feb 20, 01:06It’s too random though. I always prefer things with set rules. Some randomness can be interesting sometimes though. If I add diplomacy it would have more options and other things going on too.Shuulo wrote: ↑Fri, 28. Feb 20, 00:28
I guess I have something like that already in place, but it still triggers only when you are friend of their enemies, so you should use it with Dynamic relations mod from DeadAir, makes very nice combination.
Yeah, though about this as well, but decided to have this mod as simple as possible, so it'll work with almost any mod combination, it will also work with your corporations mod out of the box.BlackRain wrote: ↑Fri, 28. Feb 20, 01:37Yeah, I meant dynamic relations mod for the randomness. Your reactive mod is very limited, so I was thinking of something a little more expansive and a little different. I personally do not like the idea of being hated just because you are worth a lot of money. I would base it on military might of some kind.