[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. 6.8

Post by BlackRain » Sat, 19. Feb 22, 01:10

That isn't even the correct amount of vanilla ships. I am not sure what you have done in your game. It wouldn't matter how you touched the vanilla jobs anyway, since I add my own job file with all the fleets, etc. There could be something else interfering but without having more info I am not sure. I can try test out the save file if I have time but no guarantees. Do you have the game set up to create a debuglog?

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

Post by exogenesis » Sat, 19. Feb 22, 11:30

Tried the debuglog thing, & on loading game it's saying :

[=ERROR=] 0.00 File I/O: Could not find file '.\extensions\focw\t\0001.xml.sig'
[=ERROR=] 0.00 File I/O: Could not find file '.\extensions\focw\libraries\jobs.xml.sig'
[=ERROR=] 19916281.75 File I/O: Could not find file '.\extensions\focw\md\brencounterlogic.xml.sig'

Don't know if that's significant, couldn't see those files in FOCW.rar file.

Full log on start game :
http://www.Exogenesis.co.uk/debuglog.txt
which mostly shows I've got an altered loadouts.xml from trying v5.0 beta (& returning to v4.2),
but I guess that's not relevant (btw is FOCW likely to work with 5.0 beta ?)
Plus many various (vanilla?) MD cue errors like
md.Encounters.xxx & md.Story_Terraforming.xxx (I deleted the EarthTorus object by hand).
Not seeing any other errors that jump out at me as a cause.

When you say "isn't even the correct amount of vanilla ships",
do you mean too few Xenon destroyers, or something else?

Thanks for helping,
I know from experience that it's sorting out the 'outlier' cases that are most frustrating :)

EDIT:
just now seen a ship being built called 'XEN Terraformer Supervisor Fleet K',
never seen that before so I assume that is one from FOCW (?),
so I guess something is working (if a bit 'slowly')...

EDIT2:
In fact there's already quite a few of those.
I was searching map for 'destroyer', if I add 'terraformer' as well I see 31 K's (but still only one 'I') :
http://www.Exogenesis.co.uk/20220219115858_1.jpg

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

Post by BlackRain » Sat, 19. Feb 22, 17:16

exogenesis wrote:
Sat, 19. Feb 22, 11:30
Tried the debuglog thing, & on loading game it's saying :

[=ERROR=] 0.00 File I/O: Could not find file '.\extensions\focw\t\0001.xml.sig'
[=ERROR=] 0.00 File I/O: Could not find file '.\extensions\focw\libraries\jobs.xml.sig'
[=ERROR=] 19916281.75 File I/O: Could not find file '.\extensions\focw\md\brencounterlogic.xml.sig'

Don't know if that's significant, couldn't see those files in FOCW.rar file.

Full log on start game :
http://www.Exogenesis.co.uk/debuglog.txt
which mostly shows I've got an altered loadouts.xml from trying v5.0 beta (& returning to v4.2),
but I guess that's not relevant (btw is FOCW likely to work with 5.0 beta ?)
Plus many various (vanilla?) MD cue errors like
md.Encounters.xxx & md.Story_Terraforming.xxx (I deleted the EarthTorus object by hand).
Not seeing any other errors that jump out at me as a cause.

When you say "isn't even the correct amount of vanilla ships",
do you mean too few Xenon destroyers, or something else?

Thanks for helping,
I know from experience that it's sorting out the 'outlier' cases that are most frustrating :)

EDIT:
just now seen a ship being built called 'XEN Terraformer Supervisor Fleet K',
never seen that before so I assume that is one from FOCW (?),
so I guess something is working (if a bit 'slowly')...

EDIT2:
In fact there's already quite a few of those.
I was searching map for 'destroyer', if I add 'terraformer' as well I see 31 K's (but still only one 'I') :
http://www.Exogenesis.co.uk/20220219115858_1.jpg
It looks like it is working then, anything with terraformer in it or supervisor is from FOCW. There aren't that many I fleets which get built but you can edit that yourself if you want. It is predominantly K fleets, but there should be a few I fleets which will be built. Also, I recommend using the new options I added then for even larger fleets.

This setting here: <set_value name="$activateXENlargefleets" exact="1" />

If you want, you can tweak how many of these fleets are built by doing the following:

Code: Select all

<cue name="job_activate_XenonLargeFleet" instantiate="true" checktime="player.age + 30s" checkinterval="60min">		
		<conditions>        
		<check_value value="md.FOCWsetup.Settings.$activateXENlargefleets == 1"/>	
		</conditions>	 
	 <actions>	 
				<find_ship name="$Xenoncardefend" job="'xenon_large_fleet'" space="player.galaxy" multiple="true"/>                             
                <set_value name="$numship" exact="$Xenoncardefend.count"/>
				<set_value name="$totalnumship123" operation="add" exact="0"/>
				
                <set_value name="$ExistingDestroyerThreshold" exact="3"/> 
				<do_if value="$totalnumship123 gt $ExistingDestroyerThreshold * 2">
					<set_value name="$totalnumship123" exact="0"/>
				</do_if>
				
					<do_if value="($numship + $totalnumship123) 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_large_fleet'" name="this.$Requested_Job_Ship" requester="$XenonShipyard" zone="$XenonShipyard.zone"/>
                     <set_value name="$totalnumship123" operation="add" exact="1"/>
					</do_if>
					
					<do_else><set_value name="$totalnumship123" operation="add" exact="1"/>
					<cancel_cue cue="job_activate_XenonLargeFleet"/>
				</do_else>
					<remove_value name="$Xenoncardefend"/>
					<remove_value name="$XenonShipyard"/>
				</actions>
	</cue>
Where it says <set_value name="$ExistingDestroyerThreshold" exact="3"/> Change the 3 to whatever you want.

Honestly, if you are fine with the larger fleet size, you don't need any other option for Xenon, just use this one and add more of them. Like 20 or something, but keep in mind these fleets are larger. This fleet is led by a K (but you can change it to an I if you want in jobs.xml)

Here is the job fleet:

Code: Select all

<job id="xenon_large_fleet" name="{40000,9}" startactive="false">
    <modifiers commandeerable="true"/>
    
    <category faction="xenon" tags="[military, destroyer]" size="ship_xl"/>
    <quota galaxy="5" cluster="2"/>
    <location class="galaxy" macro="xu_ep2_universe_macro" faction="xenon" relation="self" comparison="exact"/>
    <environment buildatshipyard="true"/>        <encounters id="ship_cluster"/>
    <ship>
      <select faction="xenon" tags="[military, destroyer]" size="ship_xl"/>
      
      <owner exact="xenon" overridenpc="true"/>
    </ship>	
	<subordinate job="xenon_fighter_escort_heavy"/>
	<subordinate job="xenon_frigate_newescort"/>
	<subordinate job="xenon_destroyer_largeescort"/>
  </job>
Where it says destroyer, change it to carrier in both spots.

This fleet will include anywhere from 11 to 19 K's, 3 to 7 P's, and a lot of fighters (a range from 30 to 100). Of course, they all need to be built and the numbers may vary even more depending on production capability and time and whether they can group up properly or not to form fleets.

This is fully customizable if you know what you are doing. Just edit the numbers for the subordinate jobs above, not the main job.

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

Post by exogenesis » Sat, 19. Feb 22, 22:59

Thanks for the guidance, using just $activateXENlargefleets seems like a good idea.

The 32 'Terraformer' K's that were built with 'everything on' (apocalypse) settings
seemed to just stay in Xen sectors & defend,
so I removed all xenon ships from the save programatically, and ran again with only activateXENlargefleets.

However I don't get any extra Xen caps. with just those settings (with I fleet leaders),
& nothing (extra to vanilla) is happening, after about 4 hours.

Not understanding how one part of this can work & not another - confused...

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

Post by BlackRain » Sun, 20. Feb 22, 00:26

exogenesis wrote:
Sat, 19. Feb 22, 22:59
Thanks for the guidance, using just $activateXENlargefleets seems like a good idea.

The 32 'Terraformer' K's that were built with 'everything on' (apocalypse) settings
seemed to just stay in Xen sectors & defend,
so I removed all xenon ships from the save programatically, and ran again with only activateXENlargefleets.

However I don't get any extra Xen caps. with just those settings (with I fleet leaders),
& nothing (extra to vanilla) is happening, after about 4 hours.

Not understanding how one part of this can work & not another - confused...
It should definitely be working, maybe the ships are in places you can't see or something or maybe they haven't been built for some reason. Let me know if that changes. By the way, is it 4 hours of real time or 4 hours of seta time?

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

Post by exogenesis » Sun, 20. Feb 22, 10:08

4hrs, now ~8hrs, non-seta.
I searched the same game file for 'ship_xen_xl_'
& found only all the vanilla xenon cap. ships I see on the map (one I & 11 K's)
So I don't think FOCW is building cap. ships (with just $activateXENlargefleets),
I'll leave it some more time...

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

Post by BlackRain » Sun, 20. Feb 22, 16:41

exogenesis wrote:
Sun, 20. Feb 22, 10:08
4hrs, now ~8hrs, non-seta.
I searched the same game file for 'ship_xen_xl_'
& found only all the vanilla xenon cap. ships I see on the map (one I & 11 K's)
So I don't think FOCW is building cap. ships (with just $activateXENlargefleets),
I'll leave it some more time...
Okay, I just noticed an error I made, don't know how I missed it ugh. In the jobs.xml do the following to fix, it is an easy fix.

Code: Select all

<subordinates>
	<subordinate job="xenon_fighter_escort_heavy"/>
	<subordinate job="xenon_frigate_newescort"/>
	<subordinate job="xenon_destroyer_largeescort"/>
	</subordinates>
The job was missing the <subordinates> and </subordinates> in the above. Should look like the code below in your jobs.xml file. Let me know if this work over time!

Code: Select all

<job id="xenon_large_fleet" name="{40000,9}" startactive="false">
    <modifiers commandeerable="true"/>
    
    <category faction="xenon" tags="[factionlogic, military, destroyer]" size="ship_xl"/>
    <quota galaxy="5" cluster="2"/>
    <location class="galaxy" macro="xu_ep2_universe_macro" faction="xenon" relation="self" comparison="exact"/>
    <environment buildatshipyard="true"/>        <encounters id="ship_cluster"/>
    <ship>
      <select faction="xenon" tags="[military, destroyer]" size="ship_xl"/>
      
      <owner exact="xenon" overridenpc="true"/>
    </ship>
	<subordinates>
	<subordinate job="xenon_fighter_escort_heavy"/>
	<subordinate job="xenon_frigate_newescort"/>
	<subordinate job="xenon_destroyer_largeescort"/>
	</subordinates>
  </job>

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

Post by exogenesis » Sun, 20. Feb 22, 22:43

OK, good stuff, I see the same in :
Spoiler
Show
<job id="xenon_destroyer_patrol_spawn" name="{40000,9}" startactive="false">
<job id="xenon_destroyer_defend_spawn" name="{40000,9}" startactive="false">
<job id="xenon_fighter_patrol_light" name="{40000,6}" startactive="false">
<job id="xenon_frigate_patrol_light" name="{40000,6}" startactive="false">
<job id="xenon_fighter_patrol_medium" name="{40000,6}" startactive="false">
<job id="xenon_frigate_patrol_medium" name="{40000,6}" startactive="false">
<job id="xenon_fighter_patrol_heavy" name="{40000,6}" startactive="false">
<job id="xenon_frigate_patrol_heavy" name="{40000,6}" startactive="false">
<job id="xenon_destroyer_patrol_light" name="{40000,9}" startactive="false">
<job id="xenon_destroyer_patrol_medium" name="{40000,9}" startactive="false">
<job id="xenon_destroyer_patrol_heavy" name="{40000,9}" startactive="false">
<job id="xenon_frigate_more" name="{40000,6}" startactive="false">
<job id="xenon_destroyer_more" name="{40000,9}" startactive="false">
<job id="xenon_frigate_apoc" name="{40000,6}" startactive="false">
<job id="xenon_destroyer_apoc" name="{40000,9}" startactive="false">
but I guess you've seen that already.

However it doesn't seem to change things (for me),
activating all of :
$activateXENlargefleets
$activateXencapital
$activatemoreXenonCaps
$activateXencardefend
$activateXendesattackpla

does nothing (beyond vanilla, yet - after another 4hrs)

Previously activating $activateXenonApocalypse did do the 32 terraformer K's,
but nothing yet on retrying...

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

Post by BlackRain » Mon, 21. Feb 22, 00:29

exogenesis wrote:
Sun, 20. Feb 22, 22:43
OK, good stuff, I see the same in :
Spoiler
Show
<job id="xenon_destroyer_patrol_spawn" name="{40000,9}" startactive="false">
<job id="xenon_destroyer_defend_spawn" name="{40000,9}" startactive="false">
<job id="xenon_fighter_patrol_light" name="{40000,6}" startactive="false">
<job id="xenon_frigate_patrol_light" name="{40000,6}" startactive="false">
<job id="xenon_fighter_patrol_medium" name="{40000,6}" startactive="false">
<job id="xenon_frigate_patrol_medium" name="{40000,6}" startactive="false">
<job id="xenon_fighter_patrol_heavy" name="{40000,6}" startactive="false">
<job id="xenon_frigate_patrol_heavy" name="{40000,6}" startactive="false">
<job id="xenon_destroyer_patrol_light" name="{40000,9}" startactive="false">
<job id="xenon_destroyer_patrol_medium" name="{40000,9}" startactive="false">
<job id="xenon_destroyer_patrol_heavy" name="{40000,9}" startactive="false">
<job id="xenon_frigate_more" name="{40000,6}" startactive="false">
<job id="xenon_destroyer_more" name="{40000,9}" startactive="false">
<job id="xenon_frigate_apoc" name="{40000,6}" startactive="false">
<job id="xenon_destroyer_apoc" name="{40000,9}" startactive="false">
but I guess you've seen that already.

However it doesn't seem to change things (for me),
activating all of :
$activateXENlargefleets
$activateXencapital
$activatemoreXenonCaps
$activateXencardefend
$activateXendesattackpla

does nothing (beyond vanilla, yet - after another 4hrs)

Previously activating $activateXenonApocalypse did do the 32 terraformer K's,
but nothing yet on retrying...
Hmm, I can't think of anything else, give me your latest save and I will take a look when I can.

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

Post by exogenesis » Mon, 21. Feb 22, 09:22

That would be very much appreciated if/when you get the time :)

Sorry to be the fly in the ointment, I'm probably doing something daft
http://www.Exogenesis.co.uk/save_004.xml.gz

FOCW files as I've got them now :
http://www.Exogenesis.co.uk/focwsetup.xml
& with the edits to do with <subordinates> :
http://www.Exogenesis.co.uk/jobs.xml
(you may have to copy the .xml file links directly to your browser address bar,
for some reason the links seem to not show the complete files on my PC when clicked-on)

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

Post by BlackRain » Mon, 21. Feb 22, 17:00

exogenesis wrote:
Mon, 21. Feb 22, 09:22
That would be very much appreciated if/when you get the time :)

Sorry to be the fly in the ointment, I'm probably doing something daft
http://www.Exogenesis.co.uk/save_004.xml.gz

FOCW files as I've got them now :
http://www.Exogenesis.co.uk/focwsetup.xml
& with the edits to do with <subordinates> :
http://www.Exogenesis.co.uk/jobs.xml
(you may have to copy the .xml file links directly to your browser address bar,
for some reason the links seem to not show the complete files on my PC when clicked-on)
When you load your save, are the Xenon shipyards producing ships? I just loaded your save and immediately all 7 shipyards were producing capital ships (14 in total). Right now, 9 of them are supervisor fleets.

edit - Second observation, after just an hour, the xenon are swarming all over and still pumping out capital ships.
edit - Third observation, it is definitely building the ships I specified in the config.

I am not seeing any issues, and the issue must be on your end somehow? Maybe it has to do with changes you made to the FOCW files or other changes you might have made to other files. I am not sure, but it appears to be working without any issues on my end. Currently the shipyards are building every fleet they should be. I tried it also with all xenon settings turned off except for the large fleet setting and I even changed the timer to 1 min and made the fleet leader an I carrier ship. (I wouldn't suggest this as it will build way too many fleets more than you expected, timers should be longer depending on what kind of ship you are trying to build). Right now there are 6 supervisor I fleet leader ships being built.

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

Post by exogenesis » Mon, 21. Feb 22, 19:28

That's amazing !
Wonder what I'm doing wrong, I had it running all day & there's not one supervisor fleet.

Don't suppose you could give me links to the focwsetup.xml & jobs.xml files that you used in the test ?,
- in any state that was working.

When I load the game there's actually no I/K's being built immediately.

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

Post by BlackRain » Mon, 21. Feb 22, 20:42

exogenesis wrote:
Mon, 21. Feb 22, 19:28
That's amazing !
Wonder what I'm doing wrong, I had it running all day & there's not one supervisor fleet.

Don't suppose you could give me links to the focwsetup.xml & jobs.xml files that you used in the test ?,
- in any state that was working.

When I load the game there's actually no I/K's being built immediately.
Did you make any other changes or anything? I am using 5.0 latest beta by the way.

This is exactly what I am using in my game, let me know how it goes:

https://www.dropbox.com/s/3fxh2c9kzb281 ... 1.rar?dl=0

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

Post by exogenesis » Mon, 21. Feb 22, 21:56

Thanks for the setup files.
I am now seeing many Xenon cap ships being built.

BUT not until I (returned) to v5.0 b5 (after having back-tracked to 4.2 for a while).
As unlikely as it seems, it wasn't working if I played it with the 4.2 (after being on 5.0b),
but as soon as I went back to 5.0 it all started working.

The only thing I know is that loadouts.xml is altered by 5.0, & user loadouts become
unusable in 4.2, but I can't see how that relates
- apart from all the debug log errors to do with loadouts (after returning to 4.2).
Maybe there's something else at play here...

I don't know if it's worth you trying going back to 4.2 to verify this,
but guess it's probably best to look forward (don't know how many players do 4.2-->5.0b-->4.2).

Anyway, thanks very much for your patience & help,
I'll now have fun playing with the various settings :)

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

Post by BlackRain » Mon, 21. Feb 22, 22:08

exogenesis wrote:
Mon, 21. Feb 22, 21:56
Thanks for the setup files.
I am now seeing many Xenon cap ships being built.

BUT not until I (returned) to v5.0 b5 (after having back-tracked to 4.2 for a while).
As unlikely as it seems, it wasn't working if I played it with the 4.2 (after being on 5.0b),
but as soon as I went back to 5.0 it all started working.

The only thing I know is that loadouts.xml is altered by 5.0, & user loadouts become
unusable in 4.2, but I can't see how that relates
- apart from all the debug log errors to do with loadouts (after returning to 4.2).
Maybe there's something else at play here...

I don't know if it's worth you trying going back to 4.2 to verify this,
but guess it's probably best to look forward (don't know how many players do 4.2-->5.0b-->4.2).

Anyway, thanks very much for your patience & help,
I'll now have fun playing with the various settings :)
Hmm, I can't see any reason why it wouldn't work in 4.2 but happy to hear it is working for you in 5.0

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

Post by exogenesis » Mon, 28. Feb 22, 22:28

Well that was weird,
just updated to v5.00 RC1 & all 'terraformer supervisor fleets' have stopped being made,
only vanilla ships being constructed.

No changes to focwsetup.xml, everything on MAX xenon,
(to try & get more than one or two ships to not just goal-hang the xenon sectors).

Will keep it going to see if it changes...

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

Post by King[NL] » Mon, 14. Mar 22, 18:16

I reckon the mod is not compatible with the newest dlc yet? Obviously you cannot make it compatible until the DLC has been released.
Will the topic title be updated to 6.9 once it is compatible?
For now I will play with the DLC disabled. Just to be on the safe side. BTW I really like this mod. Thank you for making this mod. It makes the game much more interesting.

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

Post by BlackRain » Tue, 15. Mar 22, 15:31

King[NL] wrote:
Mon, 14. Mar 22, 18:16
I reckon the mod is not compatible with the newest dlc yet? Obviously you cannot make it compatible until the DLC has been released.
Will the topic title be updated to 6.9 once it is compatible?
For now I will play with the DLC disabled. Just to be on the safe side. BTW I really like this mod. Thank you for making this mod. It makes the game much more interesting.
It should work fine with the DLC. This only adds new ships, all of which come from this mod so it should work fine. It won't add new ships for the new factions though. I would need to add them.

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

Post by TehGM » Mon, 21. Mar 22, 11:11

Can't wait for the ToA update. I am told that FOCW doesn't matter with these factions that much, but still would be great.
X Language Changer - a quick way to change language in X2 and X3 games

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

Post by BlackRain » Mon, 21. Mar 22, 23:58

TehGM wrote:
Mon, 21. Mar 22, 11:11
Can't wait for the ToA update. I am told that FOCW doesn't matter with these factions that much, but still would be great.
I bought the new expansion but I haven't played yet. Are the new factions really necessary to add more ships too? I don't think any of them are major factions? If they aren't major factions then I probably wouldn't do anything with them. However, if they are major factions on the level of the others then I will get around to it soon.

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