[MOD] Foundation of Conquest and War V. 7.2

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

Post by Min » Wed, 27. Nov 19, 13:51

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?
I think you should increase the number of Xenon instead of the individual strength of ships if that is possible. If Xenon can overwhelm Argon with more fighters then it will be perfect. There is always a lack of fighters whenever I see Xenon. Also they fight everyone so they always seem to get hit the worst. Xenon should be able to hold their own against all the other races combined?

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

Post by BlackRain » Wed, 27. Nov 19, 20:40

It is difficult to decide on a focus for the mod exactly because of all the constant changes. The game has changed drastically, especially with 3.0. I guess for now, I will just play around with the numbers of ships and increase the maximum limits and such of ships which are built normally for now. Xenon will get many more fighters and an increase in ships that focus only on defense. I have only looked a little into all of the new faction code and I am not sure if I have the time to really delve into it.

If I did though, I would want to look into doing the following:

1) New factions which develop (like trade companies or pirate factions) and compete with the player.

2) look into more ship variants (same ships but different variants which have more or less turrets, different speeds, shields, hulls, etc.)

3) Rebalance of ships in general for specific roles. Limit the types of turrets that certain ships can use or add in new turret variants for different ships (like more powerful M turrets or more long distance firing turrets for L and XL size military ships)

These are the things I would look into anyway, but not sure if I will do it or I will change my mind or have the time.

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

Post by Angsaar » Thu, 28. Nov 19, 00:13

BlackRain wrote:
Wed, 27. Nov 19, 20:40
1) New factions which develop (like trade companies or pirate factions) and compete with the player.

2) look into more ship variants (same ships but different variants which have more or less turrets, different speeds, shields, hulls, etc.)

3) Rebalance of ships in general for specific roles. Limit the types of turrets that certain ships can use or add in new turret variants for different ships (like more powerful M turrets or more long distance firing turrets for L and XL size military ships)

These are the things I would look into anyway, but not sure if I will do it or I will change my mind or have the time.
New mini factions to compete against would be such a fresh experience, I think it would be a much needed, must-have mod!
Especially if you found a way to impact relations when the player steps on their turf with competing business.
We'd have to weight the benefit of expanding into a new area with the cost of pushing another faction out.

I think touching ship balance right now is a tricky investment of time, so much might be changed by the next patch.

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

Post by Min » Thu, 28. Nov 19, 10:20

BlackRain wrote:
Wed, 27. Nov 19, 20:40
It is difficult to decide on a focus for the mod exactly because of all the constant changes. The game has changed drastically, especially with 3.0. I guess for now, I will just play around with the numbers of ships and increase the maximum limits and such of ships which are built normally for now. Xenon will get many more fighters and an increase in ships that focus only on defense. I have only looked a little into all of the new faction code and I am not sure if I have the time to really delve into it.

If I did though, I would want to look into doing the following:

1) New factions which develop (like trade companies or pirate factions) and compete with the player.

2) look into more ship variants (same ships but different variants which have more or less turrets, different speeds, shields, hulls, etc.)

3) Rebalance of ships in general for specific roles. Limit the types of turrets that certain ships can use or add in new turret variants for different ships (like more powerful M turrets or more long distance firing turrets for L and XL size military ships)

These are the things I would look into anyway, but not sure if I will do it or I will change my mind or have the time.
Looking forward to whatever you come up with. Thank continuing to work on it

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

Post by BlackRain » Thu, 28. Nov 19, 18:19

Was just thinking of the following, when I have time maybe I will look into it.

My idea to start is to turn scale plate pact into a real faction (pirate)

1) Give them a shipyard to produce both large and small/medium ships. Put these in a sector that has no owner.
2) All their ships will be built like other factions
3) I plan to remove the existing ships they use, like behemoths.
4) They will use repurposed freighters. I was thinking of changing some of the argon freighters, only the longer ones like the sonra. Remove some of their cargo capacity, give them additional hull and maybe additional shielding. Increase number of turrets and maybe give them an L size turret.
5) Scale plate will use these repurposed freighters for their L ships, and use teladi s and m size ships maybe.

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

Post by Angsaar » Thu, 28. Nov 19, 19:31

Sounds killer. I could definitely see Sonras and Shuyakus being turned into boarding rams, decent speed and large crew contingent.

Gimbaled Vultures would also look cool.

Could Manorinas be re-purposed as defence drone carriers? No one would see that coming! :P

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

Post by Spiny_Ewg » Wed, 11. Dec 19, 21:54

With your mod it is good to start a new game - all stations are created differently!!! :)

But different races stop using new mod ships :(

There was talk about the possibility of making different campaigns competing with the player - It would be a huge breakthrough!

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

Post by Warnoise » Mon, 16. Dec 19, 08:02

BlackRain wrote:
Thu, 28. Nov 19, 18:19
Was just thinking of the following, when I have time maybe I will look into it.

My idea to start is to turn scale plate pact into a real faction (pirate)

1) Give them a shipyard to produce both large and small/medium ships. Put these in a sector that has no owner.
2) All their ships will be built like other factions
3) I plan to remove the existing ships they use, like behemoths.
4) They will use repurposed freighters. I was thinking of changing some of the argon freighters, only the longer ones like the sonra. Remove some of their cargo capacity, give them additional hull and maybe additional shielding. Increase number of turrets and maybe give them an L size turret.
5) Scale plate will use these repurposed freighters for their L ships, and use teladi s and m size ships maybe.
Some L miners can look good as combat ships

Amazing! Also re-purposed XL non-combat ships like supply ships as dangerous battleships!

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

Post by Angsaar » Mon, 16. Dec 19, 15:46

Warnoise wrote:
Mon, 16. Dec 19, 08:02
Some L miners can look good as combat ships

Amazing! Also re-purposed XL non-combat ships like supply ships as dangerous battleships!
So true. Some miners could probably fit a couple of landing pads, even if they don't have the size for actually storing ships they could at least keep a fighter escort landed.

There might even be a couple that could be used as an artillery piece, with a single dessy battery. But with a dismal shield only for collisions and space debris :mrgreen:

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

Post by BlackRain » Mon, 16. Dec 19, 19:53

Spiny_Ewg wrote:
Wed, 11. Dec 19, 21:54
With your mod it is good to start a new game - all stations are created differently!!! :)

But different races stop using new mod ships :(

There was talk about the possibility of making different campaigns competing with the player - It would be a huge breakthrough!
I edited the jobs file so of course they won't use the ships unless it is coded into the faction logic or I add them into jobs

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

Post by Spiny_Ewg » Mon, 16. Dec 19, 21:33

BlackRain wrote:
Mon, 16. Dec 19, 19:53
Spiny_Ewg wrote:
Wed, 11. Dec 19, 21:54
With your mod it is good to start a new game - all stations are created differently!!! :)

But different races stop using new mod ships :(

There was talk about the possibility of making different campaigns competing with the player - It would be a huge breakthrough!
I edited the jobs file so of course they won't use the ships unless it is coded into the faction logic or I add them into jobs
unfortunately, we have to turn off the mod for a while. That would faction bought new ships.

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

Post by GDI-BOSS » Mon, 13. Jan 20, 00:09

I guys,any know if this mod Works on 3.0 beta?i have faction wars and i like this too to play with faction wars.

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

Post by Spiny_Ewg » Mon, 13. Jan 20, 01:47

GDI-BOSS wrote:
Mon, 13. Jan 20, 00:09
I guys,any know if this mod Works on 3.0 beta?i have faction wars and i like this too to play with faction wars.
When I combined factional wars With this mod, my Xenon quickly lost the war, at the very beginning of the game.

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

Post by Spiny_Ewg » Fri, 17. Jan 20, 08:32

Spiny_Ewg wrote:
Mon, 16. Dec 19, 21:33
BlackRain wrote:
Mon, 16. Dec 19, 19:53
Spiny_Ewg wrote:
Wed, 11. Dec 19, 21:54
With your mod it is good to start a new game - all stations are created differently!!! :)

But different races stop using new mod ships :(

There was talk about the possibility of making different campaigns competing with the player - It would be a huge breakthrough!
I edited the jobs file so of course they won't use the ships unless it is coded into the faction logic or I add them into jobs
unfortunately, we have to turn off the mod for a while. That would faction bought new ships.
Watched now, started making new ships. Why did not do with This mod before is unclear.

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

Post by BlackRain » Thu, 20. Feb 20, 03:13

I am currently working on updating this mod which will include my Corporations mod also. I am currently coding many configuration options so that every player can enjoy the mod in their own way.

You will have the following options.

1) Turn on or off Security forces for the Corporations.

2) Turn on or off Security forces for the Corporations that will seek out and attack player owned sectors once they become an enemy.

3) Turn On or Off additional Xenon ships and fleets. There will be three settings for Xenon, light, medium, or large. Depending on which you choose, there will be more or less Xenon ships in addition to what is already in vanilla.

4) Turn on or off additional ships for all vanilla factions. You will be able to set a light, medium, or large setting for all vanilla factions.

5) Turn on or off all "deepspace" ships. These are the ships that warp to you when you go out too far in the sector.

This is what is planned for now. Are there any suggestions or thoughts? In the future, I may do more but this is it for now.

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

Post by tomchk » Thu, 20. Feb 20, 14:08

That’s very kind of you to add these options. Thanks!
Care to see what I've been creating? https://www.youtube.com/user/ytubrute

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

Post by Shuulo » Fri, 21. Feb 20, 14:06

BlackRain wrote:
Thu, 20. Feb 20, 03:13
I am currently working on updating this mod which will include my Corporations mod also. I am currently coding many configuration options so that every player can enjoy the mod in their own way.
Will 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.

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

Post by BlackRain » Fri, 21. Feb 20, 14:14

Shuulo wrote:
Fri, 21. Feb 20, 14:06
BlackRain wrote:
Thu, 20. Feb 20, 03:13
I am currently working on updating this mod which will include my Corporations mod also. I am currently coding many configuration options so that every player can enjoy the mod in their own way.
Will 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.
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 see

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

Post by BlackRain » Fri, 21. Feb 20, 16:20

Shuulo wrote:
Fri, 21. Feb 20, 14:06
BlackRain wrote:
Thu, 20. Feb 20, 03:13
I am currently working on updating this mod which will include my Corporations mod also. I am currently coding many configuration options so that every player can enjoy the mod in their own way.
Will 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.

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

Post by Spiny_Ewg » Fri, 21. Feb 20, 20:41

I really liked the mod with corporations !!! :)
Started a new game with the big map mod and VRO :D
Thank you very much!!!

And mods of War Factions and mod Foundations of Conquest and War I just in case alternate in time.

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