[MOD] Foundation of Conquest and War V. 7.2
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Re: [MOD] Foundation of Conquest and War V. 6.7
Hi There,
I am getting an error saying that I require COH extension. I have that installed. Is this error dispalying because I am using the Beta ?
I am getting an error saying that I require COH extension. I have that installed. Is this error dispalying because I am using the Beta ?
Re: [MOD] Foundation of Conquest and War V. 6.7
anyone know if that mod works with 4.1 too?
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Re: [MOD] Foundation of Conquest and War V. 6.7
Looks like instructions on the first page are outdated.
What's the minimal set of options I need to enable to give all races(including xenon, split, terran) additional quotas for building ships(fighters and cap ships)? I want all factions to have the same amount of fleets but triple the number of ships per fleet.
What's the minimal set of options I need to enable to give all races(including xenon, split, terran) additional quotas for building ships(fighters and cap ships)? I want all factions to have the same amount of fleets but triple the number of ships per fleet.
Re: [MOD] Foundation of Conquest and War V. 6.7
I guess I should update the instructions.Meme Turtle wrote: ↑Fri, 17. Sep 21, 17:16Looks like instructions on the first page are outdated.
What's the minimal set of options I need to enable to give all races(including xenon, split, terran) additional quotas for building ships(fighters and cap ships)? I want all factions to have the same amount of fleets but triple the number of ships per fleet.
In the focwsetup.xml You would need to set the options you want and then find the cues that they are for and change the following:
<set_value name="$ExistingDestroyerThreshold" exact="4"/> Change this to whatever number you want. This will establish how many fleets in total (but not the number of ships in a fleet).
Then you would need to edit the jobs.xml file. Find the job ships that the cues are calling for and change the subordinates there.
For example, in focwsetup you see the following:
Code: Select all
<cue name="job_activate_Xenonminers1" instantiate="true" checktime="player.age + 120s" checkinterval="5min">
<conditions>
<check_value value="md.FOCWsetup.Settings.$activateXenminers == 1"/>
</conditions>
<actions>
<find_ship name="$Xenonminers1" job="'xenon_free_miner_m_mineral1'" space="player.galaxy" multiple="true"/>
<set_value name="$numship" exact="$Xenonminers1.count"/>
<set_value name="$totalnumxenmin1" operation="add" exact="0"/>
<set_value name="$ExistingDestroyerThreshold" exact="4"/>
<do_if value="$totalnumxenmin1 gt $ExistingDestroyerThreshold * 2">
<set_value name="$totalnumxenmin1" exact="0"/> </do_if>
<do_if value="($numship + $totalnumxenmin1) lt $ExistingDestroyerThreshold">
<find_station name="$XenonShipyard" space="player.galaxy" functional="true" multiple="false">
<match canbuildships="true"/> <match owner="faction.xenon"/>
</find_station>
<request_job_ship job="'xenon_free_miner_m_mineral1'" name="this.$Requested_Job_Ship" requester="$XenonShipyard" zone="$XenonShipyard.zone"/>
<set_value name="$totalnumxenmin1" operation="add" exact="1"/>
</do_if>
<do_else><set_value name="$totalnumxenmin1" operation="add" exact="1"/>
<cancel_cue cue="job_activate_Xenonminers1"/>
</do_else>
<remove_value name="$Xenonminers1"/>
<remove_value name="$XenonShipyard"/>
</actions>
</cue>
Does that make sense?
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Re: [MOD] Foundation of Conquest and War V. 6.7
Not exactly what I meant. There are options in the beginning of focwsetup.xml. At the moment I have
with everything else as 0. What will be the effect of these changes(quantitatively)? I am also using FE so that can have additional effects.
All in all it would be nice to have a few presets(as XML patches) to chose from so that there is no need to modify and maintain focwsetup.xml
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<!-- Do you want to activate additional Xenon Miners and Xenon Energy Transport ships? 1 for Yes and 0 for No -->
<set_value name="$activateXenminers" exact="1" />
<!-- Do you want to activate additional Xenon fighters? You can also choose from the following settings. Keep 0 to turn off, Put 1 for light, Put 2 for medium, Put 3 for heavy. This setting may impact performance depending on what setting you choose. -->
<set_value name="$activateXenfighter" exact="3" />
<!-- Do you want to activate additional Xenon Capital ships? You can also choose from the following settings. Keep 0 to turn off, Put 1 for light, Put 2 for medium, Put 3 for heavy. This setting may impact performance depending on what setting you choose. -->
<set_value name="$activateXencapital" exact="3" />
<!-- Do you want to activate additional fighters for all factions? You can also choose from the following settings. Keep 0 to turn off, Put 1 for light, Put 2 for medium, Put 3 for heavy. This setting may impact performance depending on what setting you choose. -->
<set_value name="$activateallfactionsfight" exact="3" />
<!-- Do you want to activate additional Capital ships for all factions? You can also choose from the following settings. Keep 0 to turn off, Put 1 for light, Put 2 for medium, Put 3 for heavy. This setting may impact performance depending on what setting you choose. -->
<set_value name="$activateallfactionscap" exact="3" />
All in all it would be nice to have a few presets(as XML patches) to chose from so that there is no need to modify and maintain focwsetup.xml
Re: [MOD] Foundation of Conquest and War V. 6.7
Not really sure why you think presets would be somehow better when all you have to do is change the number from 0 to 3 in most cases here. 1 is considered light, 2 is considered medium, 3 is considered high. These are sort of like presets already. It says it right in there. At other times it is a simple 0 or 1 depending if you want those additional ships. You can customize further by editing a few simple things.Meme Turtle wrote: ↑Sat, 18. Sep 21, 23:31Not exactly what I meant. There are options in the beginning of focwsetup.xml. At the moment I havewith everything else as 0. What will be the effect of these changes(quantitatively)? I am also using FE so that can have additional effects.Code: Select all
<!-- Do you want to activate additional Xenon Miners and Xenon Energy Transport ships? 1 for Yes and 0 for No --> <set_value name="$activateXenminers" exact="1" /> <!-- Do you want to activate additional Xenon fighters? You can also choose from the following settings. Keep 0 to turn off, Put 1 for light, Put 2 for medium, Put 3 for heavy. This setting may impact performance depending on what setting you choose. --> <set_value name="$activateXenfighter" exact="3" /> <!-- Do you want to activate additional Xenon Capital ships? You can also choose from the following settings. Keep 0 to turn off, Put 1 for light, Put 2 for medium, Put 3 for heavy. This setting may impact performance depending on what setting you choose. --> <set_value name="$activateXencapital" exact="3" /> <!-- Do you want to activate additional fighters for all factions? You can also choose from the following settings. Keep 0 to turn off, Put 1 for light, Put 2 for medium, Put 3 for heavy. This setting may impact performance depending on what setting you choose. --> <set_value name="$activateallfactionsfight" exact="3" /> <!-- Do you want to activate additional Capital ships for all factions? You can also choose from the following settings. Keep 0 to turn off, Put 1 for light, Put 2 for medium, Put 3 for heavy. This setting may impact performance depending on what setting you choose. --> <set_value name="$activateallfactionscap" exact="3" />
All in all it would be nice to have a few presets(as XML patches) to chose from so that there is no need to modify and maintain focwsetup.xml
Code: Select all
<!-- Do you want to activate additional Xenon Miners and Xenon Energy Transport ships? 1 for Yes and 0 for No -->
<set_value name="$activateXenminers" exact="1" />
<!-- Do you want to activate additional Xenon fighters? You can also choose from the following settings. Keep 0 to turn off, Put 1 for light, Put 2 for medium, Put 3 for heavy. This setting may impact performance depending on what setting you choose. -->
<set_value name="$activateXenfighter" exact="3" />
<!-- Do you want to activate additional Xenon Capital ships? You can also choose from the following settings. Keep 0 to turn off, Put 1 for light, Put 2 for medium, Put 3 for heavy. This setting may impact performance depending on what setting you choose. -->
<set_value name="$activateXencapital" exact="3" />
<!-- Do you want to activate additional fighters for all factions? You can also choose from the following settings. Keep 0 to turn off, Put 1 for light, Put 2 for medium, Put 3 for heavy. This setting may impact performance depending on what setting you choose. -->
<set_value name="$activateallfactionsfight" exact="3" />
<!-- Do you want to activate additional Capital ships for all factions? You can also choose from the following settings. Keep 0 to turn off, Put 1 for light, Put 2 for medium, Put 3 for heavy. This setting may impact performance depending on what setting you choose. -->
<set_value name="$activateallfactionscap" exact="3" />
If you look below you will see what the specified quota is:
<set_value name="$ExistingDestroyerThreshold" exact="10"/>
The quota here is 10, that means the maximum squads allowed for this particular squadron is 10. This particular squadron can have anywhere from 3 to 7 subordinates (this is specified in jobs). That means anywhere from 40 fighters to 80 fighters. 1 Squadron lead plus 3 subordinate fighters = 4 and 1 Squadron lead plus 7 subordinates = 8. 4 x 10 = 40 and 8 x 10 = 80. That is the range of allowed ships in this particular option.
You can simply change the following <set_value name="$ExistingDestroyerThreshold" exact="10"/> to any number like so: exact="8" to change how many squads are allowed to be built with this option. If you don't want to play with that at all just stick to the preset options of 1, 2, or 3. If you choose option 1 then it is maximum of 3 squads, Option 3 is maximum of 6 squads and option 3 is maximum of 10 squads. This is pretty much the same for every faction.
The fighter option also adds frigate squads which consist of 1 frigate and a number of fighters (dependent on which option you chose)
In terms of the Capital ships, Option 1 is 2 destroyer squads, Option 2 is 4 destroyer squads and Option 3 is 6 destroyer squads. These are light fleets though and only would consist of 1 K and anywhere from 3 to 7 fighters on option 3. I should also mention that Option 1 and 2 would have less maximum fighter squadrons as well. This is the same for the fighters above. Usually there are 1 or 2 less maximum ships. So Option 2 would probably be anywhere from 2 to 5 fighter subordinates and Option 1 would be like 1 to 3 fighter subordinates.
So basically, setting the options to 1, 2 or 3 are already Presets. This is the simplest and easiest way to maintain this.
You should also keep in mind that the following options, <set_value name="$activateallfactionsfight" exact="3" /> and <set_value name="$activateallfactionscap" exact="3" />, only add ships for the original vanilla factions and not the DLC factions. The DLC factions and some of the minor factions have their own separate options.
Re: [MOD] Foundation of Conquest and War V. 6.7
I am curious if anyone is interested in some ships spawning instead of building so that there would be more excitement in addition to the ships which already get built. These ships could be considered as having been built on a planet or something and there could be some rules to it. Like depending on how many sectors they are in control of they build a certain amount of ships or something like that. I am thinking of doing it for Xenon for now and seeing how it goes.
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Re: [MOD] Foundation of Conquest and War V. 6.7
I'd be interested, as long as it is as well configurable as all your other settings, and does not drown out the classical ship building. Also what rate (/system) are you thinking of? Some kind of '1 L per 30 minutes per owned sector', or something more sophisticated?
Iucundi acti labores
Re: [MOD] Foundation of Conquest and War V. 6.7
I wouldn't touch existing ships which are built by the vanilla jobs and it would also be in addition to my FOCW job ships. This would be completely extra/additional ships. I was thinking of calculating how many sectors the Xenon control and then having quotas for how many sectors they own. This way if they lose sectors or gain sectors, they could get more or less ships. So, just as an example, if they own 10 sectors then they would have a quota of a dozen K fleets (K with P's and N's/M's as escort). These would all be ships which can also be taken control of by the faction logic and used in their defense/offense.Gen.d.Pz.Tr.Seb wrote: ↑Mon, 27. Sep 21, 12:19I'd be interested, as long as it is as well configurable as all your other settings, and does not drown out the classical ship building. Also what rate (/system) are you thinking of? Some kind of '1 L per 30 minutes per owned sector', or something more sophisticated?
I figure it would look like this, I would have a variable which could be set so you could put in any number you want. Then it would be like
if Xenon own 5 sectors then whatever the variable is times 1.25, if Xenon own 10 sectors then whatever the variable is times 1.5, etc. I am just using these numbers as examples but you could configure the variable to be whatever.
I could also give certain bonuses to how many fleets if they own specific sectors or have a certain amount of shipyards, etc. There are many ways to do it.
As for why I would want to do this, I know some people think spawning ships is a horrible thing but I just want more action. This should give the Xenon some needed firepower.
Re: [MOD] Foundation of Conquest and War V. 6.7
Yes please, more Xenon to get past the roadblocks for mayhem would be WONDERFUL!
Re: [MOD] Foundation of Conquest and War V. 6.7
I think you dont need to spawn xenon ships
I think the xenon need more shipyards to built all the ships
I think the xenon need more shipyards to built all the ships
Re: [MOD] Foundation of Conquest and War V. 6.7
It was my understanding that the real issue is that the Xenon have trouble getting resources now. I could be wrong, as I don't pay too much attention to it, but I recall reading this in passing somewhere around here.
Let's Play Poorly! - Suboptimal X4 Playthroughs
Re: [MOD] Foundation of Conquest and War V. 6.7
Not sure about that, i looked into the storage of the xenon shipyard and they have more then enough ore and silicon ( they where close to full) but still my xenon couldnt really conqer any importen sector (5 days playtime)
Im about to try to adding the xenon awakening mod addionally but not sure if focw and xenon awakening are compatible
Anyone if the focw mod is compatible eith other mod who adding jobs?
Im about to try to adding the xenon awakening mod addionally but not sure if focw and xenon awakening are compatible
Anyone if the focw mod is compatible eith other mod who adding jobs?
Re: [MOD] Foundation of Conquest and War V. 6.7
FOCW does it's own thing and should not conflict with anything.Valinir wrote: ↑Sun, 3. Oct 21, 17:42Not sure about that, i looked into the storage of the xenon shipyard and they have more then enough ore and silicon ( they where close to full) but still my xenon couldnt really conqer any importen sector (5 days playtime)
Im about to try to adding the xenon awakening mod addionally but not sure if focw and xenon awakening are compatible
Anyone if the focw mod is compatible eith other mod who adding jobs?
Also, the problem with Xenon is getting resources, that is the issue. The Xenon already have 5 Shipyards and 5 wharfs. How many more do they need?
Re: [MOD] Foundation of Conquest and War V. 6.7
Has anybody tried this new xenon war mod with focw
https://steamcommunity.com/sharedfiles/ ... 2621615560
just wanted to know if any issues using them together, example will there be fps hit.
Mod is called Xenon Rebirth
https://steamcommunity.com/sharedfiles/ ... 2621615560
just wanted to know if any issues using them together, example will there be fps hit.
Mod is called Xenon Rebirth
Re: [MOD] Foundation of Conquest and War V. 6.7
No idea, i mean there shouldn't be any conflicts but no clue about whether there will be fps hit. Not sure what exactly that mod does. I mean I read the description but does it add more ships?Jaskan wrote: ↑Wed, 13. Oct 21, 20:01Has anybody tried this new xenon war mod with focw
https://steamcommunity.com/sharedfiles/ ... 2621615560
just wanted to know if any issues using them together, example will there be fps hit.
Mod is called Xenon Rebirth
Re: [MOD] Foundation of Conquest and War V. 6.7
XR rely mostly on parameters, and xenons ships update. Job add few xenons ships ; two carriers and may be 7 to 10 destroyers. Some destroyers have s/m escort. There is also a handful of ship for argon (7 destroyers) and terran ; a single heavy squadron to guard asteroid belt (it is a kind of guarantie terran player can develop correctly at early game).
Xenons ships update is explained in description. It is nothing extravagant, it is even more common sense than something else.
Impact on performance is minimal to inexistant, and usually AI use maxgalaxy to cap ships.
Adding ships would not had been of great help with the 4.xx, when you see a dozen of xenon K suffering humiliating destruction attempting to attack a small graphen refinery.
Xenons ships update is explained in description. It is nothing extravagant, it is even more common sense than something else.
Impact on performance is minimal to inexistant, and usually AI use maxgalaxy to cap ships.
Adding ships would not had been of great help with the 4.xx, when you see a dozen of xenon K suffering humiliating destruction attempting to attack a small graphen refinery.
Re: [MOD] Foundation of Conquest and War V. 6.7
Hey Malchar, I read the description, but I am still not clear on what your mod does. I understand the changes to Xenon ships (like more shields and different speed, etc.) but is that all the mod does? How exactly does the mod you made make Xenon more effective at destroying stations, etc.? I am asking out of curiosity. Maybe I will have a look at your code.Malchar wrote: ↑Thu, 14. Oct 21, 06:05XR rely mostly on parameters, and xenons ships update. Job add few xenons ships ; two carriers and may be 7 to 10 destroyers. Some destroyers have s/m escort. There is also a handful of ship for argon (7 destroyers) and terran ; a single heavy squadron to guard asteroid belt (it is a kind of guarantie terran player can develop correctly at early game).
Xenons ships update is explained in description. It is nothing extravagant, it is even more common sense than something else.
Impact on performance is minimal to inexistant, and usually AI use maxgalaxy to cap ships.
Adding ships would not had been of great help with the 4.xx, when you see a dozen of xenon K suffering humiliating destruction attempting to attack a small graphen refinery.