[MOD] Foundation of Conquest and War V. 7.2

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TehGM
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Re: [MOD] Foundation of Conquest and War V. 6.8

Post by TehGM » Tue, 12. Apr 22, 02:42

Szynszyl wrote:
Sat, 9. Apr 22, 20:41
In my game xenons are not a problem unfortunetly. On last save that was on 4.20 of the game almost whole galaxy belong to xenons. Now i want more ore less repeat that. How you have that strong xenons? I have 3 days of playing time and the borders have not moved one sector
In my experience, it's a matter of balancing who you boost using FOCW and by how much. In my game it started relatively slowly (which is what I wanted) cause I gave literally everyone additional defense fleets, but now 4 days in, Xenons are starting to become a major thorn in backside. Not enough to flip the gate network yet, but enough for sectors bordering theirs to be quite unsafe for travel.

They did wipe half of Hatikvah's Choice 1 out, and also sector north to Heretic's End was lost to them. Also sector just under Guiding Star, and the Split sector to the east of it both are under Xenon control. I forgot their names.

But do note - I play with numerous mods. This includes war balance, VRO and others.
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Szynszyl
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Re: [MOD] Foundation of Conquest and War V. 6.8

Post by Szynszyl » Tue, 12. Apr 22, 14:03

Hmm, i boost only xens and turn on apocalypse option. I want to know how long i need to wait for any chamnge on galaxy map, and i dont use vro and other balance mods.

EDIT: ok now i scan galaxy and i think that they start capture sectors but its slowl procces

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Re: [MOD] Foundation of Conquest and War V. 6.8

Post by BlackRain » Tue, 12. Apr 22, 20:47

Szynszyl wrote:
Tue, 12. Apr 22, 14:03
Hmm, i boost only xens and turn on apocalypse option. I want to know how long i need to wait for any chamnge on galaxy map, and i dont use vro and other balance mods.

EDIT: ok now i scan galaxy and i think that they start capture sectors but its slowl procces
It is intended to be a slow process as the game isn't intended to be played quickly. However, if you ignore the Xenon for a long period of time, they will start to snowball. I have seen it many times. Also, I think the Xenon aren't very aggressive for the first few days of game time (actual time).

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Re: [MOD] Foundation of Conquest and War V. 6.8

Post by Szynszyl » Sun, 24. Apr 22, 19:20

BlackRain i have one more question. Your mod is compatibile with this mod: https://steamcommunity.com/sharedfiles/ ... 1668457361 especially xenon apocalypse feature?

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Re: [MOD] Foundation of Conquest and War V. 6.8

Post by BlackRain » Mon, 25. Apr 22, 18:48

Szynszyl wrote:
Sun, 24. Apr 22, 19:20
BlackRain i have one more question. Your mod is compatibile with this mod: https://steamcommunity.com/sharedfiles/ ... 1668457361 especially xenon apocalypse feature?
Yes, it is compatible.

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Re: [MOD] Foundation of Conquest and War V. 6.8

Post by Szynszyl » Mon, 25. Apr 22, 22:16

Ok thx

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Re: [MOD] Foundation of Conquest and War V. 6.8

Post by Malchar » Tue, 26. Apr 22, 01:16

BlackRain wrote:
Tue, 12. Apr 22, 20:47

It is intended to be a slow process as the game isn't intended to be played quickly. However, if you ignore the Xenon for a long period of time, they will start to snowball.
I have to disagree. Last interesting game I made was in V3.3. Starting in Zyarth patriarchy which is an excentred place, so not very good for business. Argon + antigone + xenons were all destroyed in 5 day and 19 hours. The real snowball is player. Now It would be a bit more long, since egosoft is mistaking between make game harder and make game longer (and boring). However it would take only a few more days. If player make it is job correctly it is a race against time, and only the first days are importants.

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Re: [MOD] Foundation of Conquest and War V. 6.8

Post by Gonzaiez » Tue, 26. Apr 22, 16:20

Ever week I log in to see if theirs been an update to fowc with the newest faction. Argon and teladi keeping wiping the syndicate.

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Re: [MOD] Foundation of Conquest and War V. 6.8

Post by BlackRain » Tue, 26. Apr 22, 18:03

Gonzaiez wrote:
Tue, 26. Apr 22, 16:20
Ever week I log in to see if theirs been an update to fowc with the newest faction. Argon and teladi keeping wiping the syndicate.
If I have time this weekend I will try to update it.

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Re: [MOD] Foundation of Conquest and War V. 6.8

Post by BlackRain » Tue, 26. Apr 22, 18:03

Malchar wrote:
Tue, 26. Apr 22, 01:16
BlackRain wrote:
Tue, 12. Apr 22, 20:47

It is intended to be a slow process as the game isn't intended to be played quickly. However, if you ignore the Xenon for a long period of time, they will start to snowball.
I have to disagree. Last interesting game I made was in V3.3. Starting in Zyarth patriarchy which is an excentred place, so not very good for business. Argon + antigone + xenons were all destroyed in 5 day and 19 hours. The real snowball is player. Now It would be a bit more long, since egosoft is mistaking between make game harder and make game longer (and boring). However it would take only a few more days. If player make it is job correctly it is a race against time, and only the first days are importants.
Well, all I can say is that is your opinion. I don't agree, I never experienced any boring games when I play.

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TehGM
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Re: [MOD] Foundation of Conquest and War V. 6.8

Post by TehGM » Sat, 30. Apr 22, 11:17

I have a different query.

Xenon in my game are getting out of hand a little too fast now, so I wanted to adjust values a bit. Up until now I assumed that simply changing values will have effect on existing save, but I no longer think this is the case. I learned how cues work because I had to partially rewrite Constant Corruption mod I found on Nexus, so now I know they're triggered once only, unless a new version exists.

So I tried to change version of Settings cue to 2. In addition I also used patch directive, with notification just for my own confirmation. But well, it didn't pop up.

Code: Select all

<patch sinceversion="1">
	<set_value name="$activateXenfighter" exact="2" />
	<set_value name="$activatemoreXenonCaps" exact="0" />
	<show_notification text="'=== FOCW Settings updated to version 2 ==='"/>
	<write_to_logbook category="tips" title="'FOCW'" text="'FOCW Settings updated to version 2.'" />
</patch>
Do you have any recommended way for updating these values? Maybe I'm perhaps missing something.
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Re: [MOD] Foundation of Conquest and War V. 6.8

Post by BlackRain » Sat, 30. Apr 22, 15:06

TehGM wrote:
Sat, 30. Apr 22, 11:17
I have a different query.

Xenon in my game are getting out of hand a little too fast now, so I wanted to adjust values a bit. Up until now I assumed that simply changing values will have effect on existing save, but I no longer think this is the case. I learned how cues work because I had to partially rewrite Constant Corruption mod I found on Nexus, so now I know they're triggered once only, unless a new version exists.

So I tried to change version of Settings cue to 2. In addition I also used patch directive, with notification just for my own confirmation. But well, it didn't pop up.

Code: Select all

<patch sinceversion="1">
	<set_value name="$activateXenfighter" exact="2" />
	<set_value name="$activatemoreXenonCaps" exact="0" />
	<show_notification text="'=== FOCW Settings updated to version 2 ==='"/>
	<write_to_logbook category="tips" title="'FOCW'" text="'FOCW Settings updated to version 2.'" />
</patch>
Do you have any recommended way for updating these values? Maybe I'm perhaps missing something.
I am not sure exactly what you are asking, the way it works is that it is just setting a quota and periodically it will order a new fleet. When the script fires, it orders 1 fleet/squadron. The settings just sets the upper limit of how many it will order over time (or the makeup of the fleet as there are a couple of different configurations). It isn't the same as activating a job. If you activate a job, it will stay activated until you shut it off so unless you shut it off, it would keep activating. That isn't how this works though. This mod doesn't use the job system like the base game does, it just orders a fleet which is set up in the jobs file as a one time order as long as the quota has not been reached. The numbers aren't exact, but close to it (as it could order 1 or 2 additional fleets than it intended, etc.). Each time the cue fires it checks the quota number set (or the types of fleets) and the quota number is set each time the game is loaded, like so

Code: Select all

<cue name="Settings" instantiate="true" version="1">
			<conditions>
				 <check_any>
					 <event_cue_signalled cue="md.Setup.Start"/>
					 <event_game_loaded/>
This cue is checked at setup.start and at game loaded. So if you edit the numbers and load up your save it will reflect the new number.

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Re: [MOD] Foundation of Conquest and War V. 6.8

Post by Halpog » Sun, 1. May 22, 07:09

hello, question regarding this mod.

will there be in game settings somehow to configure this mod ?

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Re: [MOD] Foundation of Conquest and War V. 6.8

Post by BlackRain » Sun, 1. May 22, 14:28

Halpog wrote:
Sun, 1. May 22, 07:09
hello, question regarding this mod.

will there be in game settings somehow to configure this mod ?
Hey, I have never done UI stuff honestly so I doubt I will. I would have to learn how to do it and it just sounds like a lot of work. If it was simple, I might do it, but I feel like it wouldn't be that simple.

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Re: [MOD] Foundation of Conquest and War V. 6.8

Post by Gonzaiez » Sun, 1. May 22, 19:41

Hey just passing by to see if the mod been updated. It's okie real life comes first. :wink:

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Re: [MOD] Foundation of Conquest and War V. 6.8

Post by Halpog » Sun, 1. May 22, 23:00

BlackRain wrote:
Sun, 1. May 22, 14:28
Halpog wrote:
Sun, 1. May 22, 07:09
hello, question regarding this mod.

will there be in game settings somehow to configure this mod ?
Hey, I have never done UI stuff honestly so I doubt I will. I would have to learn how to do it and it just sounds like a lot of work. If it was simple, I might do it, but I feel like it wouldn't be that simple.
i have absolutly no idea about it :) to be honest, i asked because it would be easier for me to setup the mod, instead of reading through an XML file after all :P because already the stuff at the xml file is verry confusing for me

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Re: [MOD] Foundation of Conquest and War V. 6.8

Post by BlackRain » Mon, 2. May 22, 14:45

Halpog wrote:
Sun, 1. May 22, 23:00
BlackRain wrote:
Sun, 1. May 22, 14:28
Halpog wrote:
Sun, 1. May 22, 07:09
hello, question regarding this mod.

will there be in game settings somehow to configure this mod ?
Hey, I have never done UI stuff honestly so I doubt I will. I would have to learn how to do it and it just sounds like a lot of work. If it was simple, I might do it, but I feel like it wouldn't be that simple.
i have absolutly no idea about it :) to be honest, i asked because it would be easier for me to setup the mod, instead of reading through an XML file after all :P because already the stuff at the xml file is verry confusing for me
People have asked before but I just don't have the time to look into UI modding and figuring it out. Anyway, the xml file isn't very confusing for the most part. You don't need to look below the configuration options at the top. Meaning, for most players, just setting the options to what you want is enough. Meaning, putting a 0 or a 1 or whatever it says in the appropriate spot is enough for the majority of people. Those who know a little more can play with the configuration more if they want to fine tune things but that isn't something you have to do.

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Re: [MOD] Foundation of Conquest and War V. 6.8

Post by BlackRain » Mon, 2. May 22, 14:45

Gonzaiez wrote:
Sun, 1. May 22, 19:41
Hey just passing by to see if the mod been updated. It's okie real life comes first. :wink:
Sorry, I had too many things going on.

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Re: [MOD] Foundation of Conquest and War V. 6.8

Post by ScandyNav » Sun, 12. Jun 22, 15:36

BlackRain wrote:
Mon, 2. May 22, 14:45
Gonzaiez wrote:
Sun, 1. May 22, 19:41
Hey just passing by to see if the mod been updated. It's okie real life comes first. :wink:
Sorry, I had too many things going on.
I'm having a problem with setting up this mod.
The only strings i've changed are:
- activateXencapital = 2
- activateallfactionscap = 1
Universe experience enormous amounts of class-I battleship attacks. 5-10 Xen.I's per half an hour.
As I understand, one of the mods (VRO, Faction Enhancer, XR Shippack) have changed basic Xen.K parties to Xen.I parties and FOCW multiplied these parties. Right?
Is there any way to leave these Xen.I parties without multiplication, but multiply only Xen.K parties?

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Re: [MOD] Foundation of Conquest and War V. 6.8

Post by BlackRain » Sun, 12. Jun 22, 17:26

ScandyNav wrote:
Sun, 12. Jun 22, 15:36
BlackRain wrote:
Mon, 2. May 22, 14:45
Gonzaiez wrote:
Sun, 1. May 22, 19:41
Hey just passing by to see if the mod been updated. It's okie real life comes first. :wink:
Sorry, I had too many things going on.
I'm having a problem with setting up this mod.
The only strings i've changed are:
- activateXencapital = 2
- activateallfactionscap = 1
Universe experience enormous amounts of class-I battleship attacks. 5-10 Xen.I's per half an hour.
As I understand, one of the mods (VRO, Faction Enhancer, XR Shippack) have changed basic Xen.K parties to Xen.I parties and FOCW multiplied these parties. Right?
Is there any way to leave these Xen.I parties without multiplication, but multiply only Xen.K parties?
That isn't how it works. The fleets/ships added by FOCW have nothing to do with any other mod. The fleets/ships I add are only part of FOCW. If all you did was activate those 2 settings then it would only add a small amount of new fleets. Your problem is most likely with XR shippack which adds its own job fleets. Just the two settings you activated wouldn't even add Xenon I fleets I think, that is a different setting.

I would recommend deleting the jobs.xml file in XRshippack. It is not needed and in my opinion isn't well balanced.

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