[MOD] Foundation of Conquest and War V. 7.2

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BlackRain
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Re: [MOD] Foundation of Conquest and War V. 7.0

Post by BlackRain » Fri, 2. Sep 22, 16:01

AtilaElari wrote:
Thu, 1. Sep 22, 19:44
Does anything in FOCW interact with how the ships are used by the AI? To be more precise:
I see very large fleets (I may be going overboard with how many ships I allow with FOCW, heh) patroling sectors, but they are very rarely used for attacks, and often smaller groups are chosen.
Is it possible to make some jubs preferable for use in attacks, or otherwise make AI more agressive with them? Or is it doable only on the AI side?
The mod doesn't really touch AI at all. The only thing is this <modifiers commandeerable="true"/> which makes it so ships can or can not be used by the factionlogic. However, this is why I use deadair AI tweaks which does affect how many ships get used in combat, etc.

AtilaElari
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Re: [MOD] Foundation of Conquest and War V. 7.0

Post by AtilaElari » Fri, 2. Sep 22, 16:24

BlackRain wrote:
Fri, 2. Sep 22, 16:01
The mod doesn't really touch AI at all. The only thing is this <modifiers commandeerable="true"/> which makes it so ships can or can not be used by the factionlogic. However, this is why I use deadair AI tweaks which does affect how many ships get used in combat, etc.
Which mod would do that?

BlackRain
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Re: [MOD] Foundation of Conquest and War V. 7.0

Post by BlackRain » Sun, 4. Sep 22, 02:33

AtilaElari wrote:
Fri, 2. Sep 22, 16:24
BlackRain wrote:
Fri, 2. Sep 22, 16:01
The mod doesn't really touch AI at all. The only thing is this <modifiers commandeerable="true"/> which makes it so ships can or can not be used by the factionlogic. However, this is why I use deadair AI tweaks which does affect how many ships get used in combat, etc.
Which mod would do that?
Deadair AI tweaks

https://github.com/kuertee/x4-mod-da-ku-ai-tweaks

a448738483
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Re: [MOD] Foundation of Conquest and War V. 7.0

Post by a448738483 » Sun, 11. Sep 22, 07:51

So... when is the breaking point that this mod will eat my CPU alive :(

I use a pretty good CPU, i9, but still worried

I play vanilla and can usually 100+ fps, but now.... especially if I do Xenon apocolapyse

Bozz11
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Re: [MOD] Foundation of Conquest and War V. 7.0

Post by Bozz11 » Sun, 11. Sep 22, 08:09

No you good if you have a good CPU, I played this mod for the last 1.200 hours on max settings for all factions except xenons because they tend to invade the whole world, also I have added 50 new sectors and still get around 65 FPS
I have around 100 mods in my game right now

BlackRain
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Re: [MOD] Foundation of Conquest and War V. 7.0

Post by BlackRain » Tue, 13. Sep 22, 02:41

a448738483 wrote:
Sun, 11. Sep 22, 07:51
So... when is the breaking point that this mod will eat my CPU alive :(

I use a pretty good CPU, i9, but still worried

I play vanilla and can usually 100+ fps, but now.... especially if I do Xenon apocolapyse

I mean, it will drop from 100+ fps, but it should be pretty good unless there is just so much going on in one sector then it may drop a bit. I mean a lot, like massive stations you built and many ships battling it out or something.

Folker
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Re: [MOD] Foundation of Conquest and War V. 7.0

Post by Folker » Sun, 2. Oct 22, 09:08

Hey I saw an poll for enhance X4 universe, It proposes to improve the economy as well as to create several company or corporation which make an economic war besides, I will also propose it to FOCW


THIS IS : X4: Foundations – Corporations Expansion

viewtopic.php?f=146&t=449602&p=5143872#p5143872

spccasey
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Re: [MOD] Foundation of Conquest and War V. 7.0

Post by spccasey » Sun, 2. Oct 22, 18:41

This mod doesn't do the exact same thing as the one for XRebirth?

BlackRain
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Re: [MOD] Foundation of Conquest and War V. 7.0

Post by BlackRain » Sun, 2. Oct 22, 18:56

spccasey wrote:
Sun, 2. Oct 22, 18:41
This mod doesn't do the exact same thing as the one for XRebirth?
No, it does not do the same thing. I don't have the time to make such a complicated mod like in Rebirth.

Bozz11
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Re: [MOD] Foundation of Conquest and War V. 7.0

Post by Bozz11 » Thu, 27. Oct 22, 13:55

hey BlackRain thank you again for your great mod !
One question, will you make the spawn ships mechanique for regular faction work at some point ?

The thing is, it's hard for me to keep the game balanced because of all the mods I use and ANT and ZYA usually get crushed in my games very hard so making them spawn ships for a while could help them not die in the first 40 hours ^^

BlackRain
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Re: [MOD] Foundation of Conquest and War V. 7.0

Post by BlackRain » Fri, 28. Oct 22, 00:48

Bozz11 wrote:
Thu, 27. Oct 22, 13:55
hey BlackRain thank you again for your great mod !
One question, will you make the spawn ships mechanique for regular faction work at some point ?

The thing is, it's hard for me to keep the game balanced because of all the mods I use and ANT and ZYA usually get crushed in my games very hard so making them spawn ships for a while could help them not die in the first 40 hours ^^
I will probably get around to it at some point but I wouldn't expect anything soon. It really happens on a whim for me, whenever I am in the mood to play the game again.

Min
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Re: [MOD] Foundation of Conquest and War V. 7.0

Post by Min » Sun, 20. Nov 22, 21:11

Hi, I'm so glad this mod is still active. Thanks for the mod!

BlackRain
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Re: [MOD] Foundation of Conquest and War V. 7.0

Post by BlackRain » Fri, 25. Nov 22, 03:43

Min wrote:
Sun, 20. Nov 22, 21:11
Hi, I'm so glad this mod is still active. Thanks for the mod!
No problem!

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Drache257
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Re: [MOD] Foundation of Conquest and War V. 7.0

Post by Drache257 » Mon, 12. Dec 22, 08:33

Does this mod work with VRO ? The Xenon are invading the sectors and they are very powerfull. I would like to add more battleships to all the races to survive longer eventough Split are almost dead right now.

magitsu
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Re: [MOD] Foundation of Conquest and War V. 7.0

Post by magitsu » Mon, 12. Dec 22, 14:40

Drache257 wrote:
Mon, 12. Dec 22, 08:33
Does this mod work with VRO ?
Yes (focw corporations mod also works). Edit the txt files to your liking. Personally I've only increased the number of miners.
For example whether you allow more defensive fleets or attacking fleets can have a big difference.

They won't actually get them (or maybe the initial ones), they are just allowed to have more in existence at the same time. They still need the resources and shipyards (hence might need those extra miners). But tweaking the numbers at least allows that the Xen or others don't keep their limited number of allowed fleets/capitals in wrong sectors while they would be needed elsewhere.

MiFoludek
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Re: [MOD] Foundation of Conquest and War V. 7.0

Post by MiFoludek » Tue, 13. Dec 22, 18:58

Hello,
Do spawn xeon jobs work? It seems to me that AI are building these capital ships not spawning.

Br

magitsu
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Re: [MOD] Foundation of Conquest and War V. 7.0

Post by magitsu » Tue, 13. Dec 22, 19:33

MiFoludek wrote:
Tue, 13. Dec 22, 18:58
Hello,
Do spawn xeon jobs work? It seems to me that AI are building these capital ships not spawning.
Br
They are most likely just something that they are allowed to build if they can, not spawned.

Vanilla limits could mean that the one supercapital (like TER Asgard) factions are allowed to have at the same time could be stuck in some backwater sector instead of being active somewhere. Because the Xenon sectors are so spread out, it's useful to at least allow multiple exist if they have the resources.

If you want war start with more ships, look into DeadAir Mods. Deadair god etc. make the stations etc. such that the factions can pump out more ships immediately.

DrwHem
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Re: [MOD] Foundation of Conquest and War V. 7.0

Post by DrwHem » Tue, 10. Jan 23, 15:08

I havnt used this mod since april 2021 and its the only mod i have ever used.

Has anyone else had issues progressing the paranid civil war storyline? I cant get the lady to spawn that is supposed to meet you in nopilious fortune 2

I am also having issues hacking the wormwood scrubs station as part of that quest.

Like i said, i havnt had this script active in over a year and in fact that was on an old build with a different harddrive so the script has technically never been active on this computer but X4 steam still shows it as an extension. If i re-download it do you think it will let me progress with the story?

Buzz2005
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Re: [MOD] Foundation of Conquest and War V. 7.0

Post by Buzz2005 » Tue, 10. Jan 23, 18:26

not the author, but this mod has ZERO things to do with any kind of storylines in any DLC or base game, it just add more ships to factions logic to build, so if this is a only mod you have and or had since you tell its not active but is in the list, go to the Technical Support part of this forum and make a post

yes your save game is modified, probably? but since it was just this mod? and im asking is it in fact just this mod? post all the needed details, and exactly how you cant progress the story and somebody should help you out

You will need to inform in the post that your save is modified but only 1 mod that has nothing to do with storylines, put a link to the mod, hope this helps

ediT: i see you already did post it, hope they still help you but they are very stingy when the save file is modified
Fixed ships getting spawned away from ship configuration menu at resupply ships from automatically getting deployables.

DrwHem
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Re: [MOD] Foundation of Conquest and War V. 7.0

Post by DrwHem » Tue, 10. Jan 23, 19:13

yea they are giving me shit about it being marked modified and blaming the 1 inactive mod i have :(

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