[MOD] Foundation of Conquest and War V. 7.2

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unit757
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Re: [WIP - MOD] Foundation of Conquest and War V. 3.3Alpha

Post by unit757 » Tue, 25. Jun 19, 07:19

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.

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

Post by mr.WHO » Tue, 25. Jun 19, 16:32

unit757 wrote:
Tue, 25. Jun 19, 07:19
Things die everywhere, it is wonderful.

Some people just love to watch world burn :D

Buzz2005
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Re: [WIP - MOD] Foundation of Conquest and War V. 3.3Alpha

Post by Buzz2005 » Tue, 25. Jun 19, 19:03

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
Fixed ships getting spawned away from ship configuration menu at resupply ships from automatically getting deployables.

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

Post by BlackRain » Sun, 7. Jul 19, 16:36

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.

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

Post by mr.WHO » Sun, 7. Jul 19, 17:51

Focus on the factions and the universe. Weapon balance can be done lasr as we have VRO mod.

Buzz2005
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Re: [WIP - MOD] Foundation of Conquest and War V. 3.3Alpha

Post by Buzz2005 » Sun, 7. Jul 19, 19:44

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
Fixed ships getting spawned away from ship configuration menu at resupply ships from automatically getting deployables.

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

Post by BlackRain » Sun, 7. Jul 19, 21:16

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.

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

Post by Buzz2005 » Sun, 7. Jul 19, 21:25

I say please and thank you, and when is the new version of FOCW?
Fixed ships getting spawned away from ship configuration menu at resupply ships from automatically getting deployables.

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

Post by BlackRain » 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.

Ragemaster9999
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Re: [WIP - MOD] Foundation of Conquest and War V. 3.3Alpha

Post by Ragemaster9999 » Mon, 8. Jul 19, 04:40

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.

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

Post by rosssack » Mon, 8. Jul 19, 11:57

I think there was a mod phenon korp from x3 which only attacked the player any chance ??

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

Post by BlackRain » Mon, 8. Jul 19, 19:56

rosssack wrote:
Mon, 8. Jul 19, 11:57
I think there was a mod phenon korp from x3 which only attacked the player any chance ??
It is certainly possible, but not something I plan to do at this time.

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

Post by BlackRain » Mon, 8. Jul 19, 19:57

Ragemaster9999 wrote:
Mon, 8. Jul 19, 04:40
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.
I can consider it but not sure I want to do something like this. Adding a wharf is easy enough, but having them build forward bases and such would require coding the faction logic. It just takes a lot of time.

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

Post by Archaeosis » Mon, 8. Jul 19, 20:39

I think very heavily fortified xenon core sectors is an excellent idea, look forward to seeing the next update as and when.

Should certainly keep up a bit of shipyard business if the other factions still try to invade the xenon from time to time.

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

Post by PleXD » Sun, 20. Oct 19, 03:23

When I apply FOCW V3.3 The jump gate between Hatikvah's choice 1 and Tharka's Cascade XV stops working.

I have no other mods activated and when I disable V3.3 it starts working again.

I was wondering why it was really quiet in that area.
Tharka's Cascade XV now has a massive fleet so when they can get through it will be interesting...

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

Post by PleXD » Sun, 20. Oct 19, 10:11

Sorry please ignore my last post. I notice the gate has been moved to Morning star.
Love the Mod!

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

Post by Mr.Freud » Sun, 20. Oct 19, 13:29

will the mod get updated for 2.6?

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

Post by BlackRain » Sat, 2. Nov 19, 02:17

It should work fine for 2.6. I will need to eventually work on balancing things once I am ready to actually play myself. I just haven't had the desire to play since I am waiting for 3.0 plus split

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

Post by flightschooldropout » Mon, 25. Nov 19, 04:12

I was wondering what your plans are for this mod? I'm still waiting for a mod pack or full conversion. Something along the lines of XRM. I know people are still just starting to import ships and writing simple quality of life mods...... but I miss my large, hostile universe that I could play freelancer in. Glad to see your development into X4. I'll be watching and testing. That's a million buckzoids

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

Post by Min » Wed, 27. Nov 19, 13:37

Hello

It's been a while since I've checked up on this mod. Just wondering is it compatible with 3.0 beta that was released recently? Also, does this mod need a full new game restart also?

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