[MOD] Foundation of Conquest and War V. 7.2

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LoneStargazer
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Re: [MOD] Foundation of Conquest and War V. 4.0

Post by LoneStargazer » Mon, 11. May 20, 17:11

The mod has actually helped the factions to somewhat hold against Xenon in my game so far, thought I used highter settings for them in the config (2) and 1 for Xeon options and Im still not that far in this playthrough. Previous game the Xenon were rampaging with VRO + Faction Enchancer, so I think it's more related to current patch, that made Xenon alot more of a treat. The Free Families seem to be hit the worst, loosing their story station and a few sectors and getting cut from the rest of the universe, probably because they have 2 connections to Xenon sectors and FOCW itself wasn't yet updated for Vendetta, and they don't have any millitary expect ZYA colonial police, who are small in number and aren't really fitted to fight large scale invasions.

Personally, I like it when there are some fights and wars and even sectors changing hands but the general equilibrium holds, so you can feel yourself like someone small doing your little business in the larger selfsufficient and lively universe, not a mass effect style stop-the-reapers-all-by-yourself-racing-against-the-clock hero, but guess it's a preference.

Min
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Re: [MOD] Foundation of Conquest and War V. 4.0

Post by Min » Tue, 12. May 20, 18:07

djrygar wrote:
Mon, 11. May 20, 01:23
BlackRain wrote:
Mon, 11. May 20, 00:10
Only the first instance of the ships are spawned. If you put it in on new game, they will spawn like everything else in the game does at game start. If you put it into an existing game for the first time, the ships will spawn only the first time. There is no way to get around that but they will then be built like all other ships. It is an issue with jobs.
Thats great, no problem with that.
Min wrote:
Sun, 10. May 20, 19:05
Yes I had the same situation my last game. Hatikva and Teladi space fell fast near the end of it Xenon had taken up to outer ring and before I restarted they were 2 sectors away from PHQ.
BTW do you just enable extra Is? Please let me know which function you selected in the config file
2 K already destroyed half of my PHQ sector, I'm getting surrounded and cannot afford even a Shrike ;>
Less and less traders are coming for my stuff.., Teladi Shipyard in Profit Ceter Alpha has 10% of health ;D This is desperation :>

I enabled:
activateXenminers
activateXencapital
activateXencardefend

with these, game remains relatively smooth, so fighting in person is still enjoyable
(ryzen 3700x). Actually the fact that xenons wiped so many sectors helps with performance.
Setting is all on 1,2 or 3? I assume I should set only 1 if I’m worried about performance? Will it make a noticeable difference I wonder

djrygar
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Re: [MOD] Foundation of Conquest and War V. 4.0

Post by djrygar » Tue, 12. May 20, 18:23

everything on 1

actually just disabled additional transports, because it was too crazy

Argon Prime just fell ;<
Forget about doing quests, its RTS style now.

BlackRain
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Re: [MOD] Foundation of Conquest and War V. 4.0

Post by BlackRain » Thu, 14. May 20, 00:18

djrygar wrote:
Tue, 12. May 20, 18:23
everything on 1

actually just disabled additional transports, because it was too crazy

Argon Prime just fell ;<
Forget about doing quests, its RTS style now.
If you are changing the settings mid game, it isn’t as if ships will be removed so there may be extra ships for a time

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Re: [MOD] Foundation of Conquest and War V. 4.0

Post by Min » Sun, 17. May 20, 04:15

In my current game Xenon are attacking TEL trade station in Hewa's Twin however seems capital ships don't attack only fighters do. Also the trade station goes to 0% but cant be destroyed. I don't know if its anything to do with the mod or if its just a bug in beta 3.20. I can provide my save if you wish

EDIT: Just to confirm they managed to blow up the station I left it on SETA for like 20 mins it stays at 0% hull for ages. dont know if its bug or not

djrygar
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Re: [MOD] Foundation of Conquest and War V. 4.0

Post by djrygar » Sun, 17. May 20, 08:34

Min wrote:
Sun, 17. May 20, 04:15
EDIT: Just to confirm they managed to blow up the station I left it on SETA for like 20 mins it stays at 0% hull for ages. dont know if its bug or not

i have seen the same thing, at 0% for few hours
maybe they have tons of repair drones, ships were constantly docking anyway, maybe delivering drone parts

when additional destroyer joined party station fell, so it might be that it overcome repairing ability

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Re: [MOD] Foundation of Conquest and War V. 4.0

Post by djrygar » Sun, 17. May 20, 08:40

BlackRain wrote:
Thu, 14. May 20, 00:18
If you are changing the settings mid game, it isn’t as if ships will be removed so there may be extra ships for a time
I'm not sure if disabling works at all.. I disabled additional bigships in this game like 24 hours ago and still see streams of destroyers..
xenon transporters appear faster than I can kill them.

joey86
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Re: [MOD] Foundation of Conquest and War V. 4.0

Post by joey86 » Sun, 17. May 20, 12:20

I play with VRO and all sugested mods. Most factions pushed xenon out of their teritory except of both split factions.
I was heavily defending Family Zhinn.
A few days ago i started to go near free familys and took fires of defeat back from xenon. (and loosing half my fleet)
At about the same time Xenon became stronger.
They push even harder against Family Zhinn which is now no longer guarded by me and are constantly atacking fires of defeat where i am still not finished building my (1st real) Defence Station.

I am not looking to much whats going up in the rest of the Universe but it seems that xenon are also atacking sectors where they weren`t able to get a foot in earlier.

Now finaly to my question:
I considered to use this mod to help both split factions a bit but it seems i can only boost all factions, xenon or factions that are not split.

What is included in all factions? is zya and familys in it? is xenon in it?

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TehGM
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Re: [MOD] Foundation of Conquest and War V. 4.0

Post by TehGM » Sun, 17. May 20, 15:28

I must confirm, Split factions seem to have troubles keeping up, which is a shame. I use VRO + FOCW to balance out and get some activity in my universe, and for other factions it's cool, although I had to use cheat menu at one point to spawn few ships for HAT (had their additional defenses disabled in FOCW and they were getting obliterated cause Argon wouldn't help them, so I enabled it and spawned a few ships.

Seems I will have to use cheat menu to help split now, but it's really not cool, and not really sustainable - not to mention I hate cheating, so even having cheat menu at all to help factions feels wrong.. Hope options for split factions get added.

Xenon being a threat is cool, it's actually what I want, but only if factions have any chances to stand against them.
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Re: [MOD] Foundation of Conquest and War V. 4.0

Post by BlackRain » Mon, 18. May 20, 02:05

Min wrote:
Sun, 17. May 20, 04:15
In my current game Xenon are attacking TEL trade station in Hewa's Twin however seems capital ships don't attack only fighters do. Also the trade station goes to 0% but cant be destroyed. I don't know if its anything to do with the mod or if its just a bug in beta 3.20. I can provide my save if you wish

EDIT: Just to confirm they managed to blow up the station I left it on SETA for like 20 mins it stays at 0% hull for ages. dont know if its bug or not
This mod only changes amount of ships. Anything else has nothing to do with this mod

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Re: [MOD] Foundation of Conquest and War V. 4.0

Post by BlackRain » Mon, 18. May 20, 02:07

TehGM wrote:
Sun, 17. May 20, 15:28
I must confirm, Split factions seem to have troubles keeping up, which is a shame. I use VRO + FOCW to balance out and get some activity in my universe, and for other factions it's cool, although I had to use cheat menu at one point to spawn few ships for HAT (had their additional defenses disabled in FOCW and they were getting obliterated cause Argon wouldn't help them, so I enabled it and spawned a few ships.

Seems I will have to use cheat menu to help split now, but it's really not cool, and not really sustainable - not to mention I hate cheating, so even having cheat menu at all to help factions feels wrong.. Hope options for split factions get added.

Xenon being a threat is cool, it's actually what I want, but only if factions have any chances to stand against them.
I didn’t make this 100% compatible with split yet. So right now the mod doesn’t do anything to split

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Re: [MOD] Foundation of Conquest and War V. 4.0

Post by BlackRain » Mon, 18. May 20, 02:08

djrygar wrote:
Sun, 17. May 20, 08:40
BlackRain wrote:
Thu, 14. May 20, 00:18
If you are changing the settings mid game, it isn’t as if ships will be removed so there may be extra ships for a time
I'm not sure if disabling works at all.. I disabled additional bigships in this game like 24 hours ago and still see streams of destroyers..
xenon transporters appear faster than I can kill them.
As I already said, disabling options does not remove the ships that already exist. It will stop new ones of those from being built but if they have a lot of them, they will remain until destroyed.

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Re: [MOD] Foundation of Conquest and War V. 4.0

Post by MrBubble » Mon, 18. May 20, 13:01

BlackRain wrote:
Mon, 18. May 20, 02:07
I didn’t make this 100% compatible with split yet. So right now the mod doesn’t do anything to split
Any chance to update mod?)

Min
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Re: [MOD] Foundation of Conquest and War V. 4.0

Post by Min » Wed, 20. May 20, 16:13

I play it with Split Vandetta however I only edit the xenon settings. BlackRain I am wondering if you said disabling the mod not delete the ships therefore what happens if I disabled it and played vanilla for a while and re enabled it later on in my playthrough will it still work? Will new ships spawn?

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Re: [MOD] Foundation of Conquest and War V. 4.0

Post by BlackRain » Thu, 21. May 20, 22:00

Min wrote:
Wed, 20. May 20, 16:13
I play it with Split Vandetta however I only edit the xenon settings. BlackRain I am wondering if you said disabling the mod not delete the ships therefore what happens if I disabled it and played vanilla for a while and re enabled it later on in my playthrough will it still work? Will new ships spawn?
Well what happens is, if you activate the ships, they will remain in the game until destroyed. If you activate them and they get built, then deactivate them, no more of them will be built but the ones already built remain until destroyed. Reactivating it later will once more add those ships to the game. So, you can activate and deactivate as much as you like. Just remember, be careful because the ships remain until destroyed.

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TehGM
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Re: [MOD] Foundation of Conquest and War V. 4.0

Post by TehGM » Fri, 22. May 20, 11:21

I always hate to ask, but it's currently blocking me - and I think I'll have to start a new game for the third time anyway, cause at first due to VRO Xenons were getting obliterated, and now cause of FOCW split were getting obliterated. So any approximate ETA on Split support?
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Re: [MOD] Foundation of Conquest and War V. 4.0

Post by BlackRain » Fri, 22. May 20, 20:27

TehGM wrote:
Fri, 22. May 20, 11:21
I always hate to ask, but it's currently blocking me - and I think I'll have to start a new game for the third time anyway, cause at first due to VRO Xenons were getting obliterated, and now cause of FOCW split were getting obliterated. So any approximate ETA on Split support?
Not sure honestly. I can try to take a look over the weekend but even if i do add support for them, it doesn’t mean they still wont get clobbered lol. I haven’t played the split yet so i dont know how strong or weak they are. I guess i could at least add defense fleets

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Re: [MOD] Foundation of Conquest and War V. 4.0

Post by dyingcrow » Sat, 30. May 20, 04:16

I hope this really helps with the cluster that game balance still is mid to late game regarding Xenon NOT being consistently aggressive and building enough. I've been cheating so hard trying to keep them active... It's just not possible.
Even consistently devoting my time to destroy every single non red station in Xenon sectors is not enough to stop the faction cockroaches:/ Honestly, the game should have difficulty levels simply based on how aggressive the Xenon are. If HOP can do it, why can't the Xenon?
PLEASE keep this mod updated and alive. It's the only thing we have for a real vanilla-ish challenge. At least until the Overlords listen to out pleas to have some sort of difficulty setting besides total carebear.

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Re: [MOD] Foundation of Conquest and War V. 4.0

Post by BlackRain » Sat, 30. May 20, 06:54

Well the mod works just fine except for split. I just need to add split ships and such at some point. You can definitely beef up the Xenon though.

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Re: [MOD] Foundation of Conquest and War V. 4.0

Post by Arkblade » Sun, 31. May 20, 17:11

i'm make L081 language.
https://drive.google.com/file/d/17B-kvc ... sp=sharing
use freely.
Steam Greenlight: Greenlight Spaaace! Bundle (Greenlight Archives)
http://steamcommunity.com/sharedfiles/f ... d=93012592

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