[MOD] Foundation of Conquest and War V. 7.2

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Re: [MOD] Foundation of Conquest and War V. 6.7

Post by BlackRain » Mon, 31. May 21, 15:58

Bezlikiy070 wrote:
Mon, 31. May 21, 01:42
BlackRain wrote:
Wed, 26. May 21, 05:46
Bezlikiy070 wrote:
Wed, 26. May 21, 05:25
Good day. Is there some way to check if the mod is working or not? I changed the settings according to the instructions, but I don't see any changes in the game
You should get a message saying the mod is activated when you load up your save. Ships need to be built so it takes time to build up, but you will also notice ships with different names. I named all the ships/fleets differently for FOCW ships. For example, Antigone has the Republican guards, Paranid have the inquisition fleets, HOP has the Reformation fleets, Teladi has mercenaries, etc.
Where is the message? Inside the game, where do the messages from the NPC go to? If a, then there is nothing there. Also before that, I had Faction fix pack mods, (Faction War/Economy Enhancer v3.21) I thought there might be a conflict, I deleted them, but nothing happens, except for one thing - after the removal of these mods, the Thracians began to aggressively build defensive platforms in foreign or neutral sectors, before that no one tried to conduct conquest of territory.
Thracians? Who are they? lol

The message pops up in the area where messages always pop up for you in the lower corner. Also, there would be a message in your log. I forgot which category. There is no conflict with this and faction war/economy enhancer by the way. Also, FOCW doesn't in any way change the vanilla faction logic so whether a faction invades or not has nothing to do with this mod.

AtilaElari
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Re: [MOD] Foundation of Conquest and War V. 6.7

Post by AtilaElari » Thu, 8. Jul 21, 18:34

Question/request: would it be possible to add an option for larg(er) fleets for Xenon and other factions?
Xenon Apocalypse mod is fun, but with Variety and Rebalance Overhaul (I'm pretty sure a good portion of players use it) space stations are way too powerful and can often take out 3 K's easily enough. On the other hand a single I can wreck a good path of destruction, but it feels a bit odd for it to not have any support - and its just a single ship for an entire universe.

Could you maybe create a fleet (or several) consisting of 1 I, 3 escort destroyers and a fighter squadron, that would be on idle until finished, and then used by the faction logic for whatever AI thinks is the best target? That would hopefly turn Xenon fleet from target practice for station gun crews into a proper danger.

And similar for other factions? 1 Carrier, 3 Destroyer escort (maybe Axiliry craft as well?) and a fighter wing to serve as gate-busters for faction wars?

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Re: [MOD] Foundation of Conquest and War V. 6.7

Post by BlackRain » Fri, 9. Jul 21, 16:30

AtilaElari wrote:
Thu, 8. Jul 21, 18:34
Question/request: would it be possible to add an option for larg(er) fleets for Xenon and other factions?
Xenon Apocalypse mod is fun, but with Variety and Rebalance Overhaul (I'm pretty sure a good portion of players use it) space stations are way too powerful and can often take out 3 K's easily enough. On the other hand a single I can wreck a good path of destruction, but it feels a bit odd for it to not have any support - and its just a single ship for an entire universe.

Could you maybe create a fleet (or several) consisting of 1 I, 3 escort destroyers and a fighter squadron, that would be on idle until finished, and then used by the faction logic for whatever AI thinks is the best target? That would hopefly turn Xenon fleet from target practice for station gun crews into a proper danger.

And similar for other factions? 1 Carrier, 3 Destroyer escort (maybe Axiliry craft as well?) and a fighter wing to serve as gate-busters for faction wars?
The mod already has such fleets. The Xenon have a couple of Xenon I fleets with some of the options I think. I can't remember which ones but they should be there. I haven't been modding lately so have no intention to look at it any time soon.

AtilaElari
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Re: [MOD] Foundation of Conquest and War V. 6.7

Post by AtilaElari » Fri, 9. Jul 21, 20:40

I fleets are a bit too sparse for my liking.

I'v been trying to understand your code in focwsetup file to change things on my own. I can see prerequisites for a job listing (timers, player relations), I can't seem to find where the ship type for the job is denoted. Could you say what line of code corresponds to that?
Also, I assume "ExistingDestroyerThreshold" is a variable that determines the number of ships in a fleet?

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Re: [MOD] Foundation of Conquest and War V. 6.7

Post by BlackRain » Fri, 9. Jul 21, 20:45

AtilaElari wrote:
Fri, 9. Jul 21, 20:40
I fleets are a bit too sparse for my liking.

I'v been trying to understand your code in focwsetup file to change things on my own. I can see prerequisites for a job listing (timers, player relations), I can't seem to find where the ship type for the job is denoted. Could you say what line of code corresponds to that?
Also, I assume "ExistingDestroyerThreshold" is a variable that determines the number of ships in a fleet?
Heya, you can easily edit the script yourself to make as many fleets as you like.

The FOCWsetup file is what sets up how many fleets will be ordered. It does not control the makeup of the fleets though. To change the makeup of the fleets, you would need to edit jobs.xml. However, focwsetup controls how many fleets are built.

ExistingDestroyerThreshold is a variable which determines how many fleets will be ordered/built (not the number of ships in a fleet). So if you want more fleets of that type to be built, increase the number for this. If you want to tweak the number of ships in the fleet itself, then you go into jobs and look for the specific ship, find its subordinates and edit the number of ships in the subordinate job. You have to change the number of ships in the subordinate jobs to increase ships, don't touch the main job. To increase more of the main job, edit the ExistingDestroyerThreshold in the focwsetup file.

AtilaElari
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Re: [MOD] Foundation of Conquest and War V. 6.7

Post by AtilaElari » Sat, 10. Jul 21, 14:45

I think I understand how it works.
But what does <quota galaxy="1"/> in Jobs mean? If the number of fleets of this job is controlled by ExistingDestroyerThreshold, will this Quota variable affect anything? Or will those two variables get multiplied?

And regarding the ships used for the job - as an example, Argon Destroyer job - <category faction="argon" tags="[military, destroyer]" size="ship_l"/> Am I understanding correctly that it doesn't specify exact ship, but rather chooses from any that correspond to the specified parameters (Size L, Argon, Military, Destroyer)? So it will use any ship that fits those tags, if more than 1 are present (say, with any ship pack)?


I changed Xenon Carrier fleet job to include a destroyer escort and set ExistingDestroyerThreshold to 3. If all goes well I should have up to 3 fleets of I's with escorts roaming around. Looking forward to that.

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Re: [MOD] Foundation of Conquest and War V. 6.7

Post by BlackRain » Sun, 11. Jul 21, 22:58

AtilaElari wrote:
Sat, 10. Jul 21, 14:45
I think I understand how it works.
But what does <quota galaxy="1"/> in Jobs mean? If the number of fleets of this job is controlled by ExistingDestroyerThreshold, will this Quota variable affect anything? Or will those two variables get multiplied?

And regarding the ships used for the job - as an example, Argon Destroyer job - <category faction="argon" tags="[military, destroyer]" size="ship_l"/> Am I understanding correctly that it doesn't specify exact ship, but rather chooses from any that correspond to the specified parameters (Size L, Argon, Military, Destroyer)? So it will use any ship that fits those tags, if more than 1 are present (say, with any ship pack)?


I changed Xenon Carrier fleet job to include a destroyer escort and set ExistingDestroyerThreshold to 3. If all goes well I should have up to 3 fleets of I's with escorts roaming around. Looking forward to that.
The quota for the galaxy is what jobs uses to determine the number of those fleets which will be built. So, that number doesn't do anything at all with the ships my mod adds. I left it there because it is a requirement of the code to be there, but it doesn't actually affect anything. Just use the ExistingDestroyerThreshold to do the same thing.

As for how ships are picked with <category faction="argon" tags="[military, destroyer]" size="ship_l"/> These are specifications, so any ship which belongs to faction argon and has the tag of military or destroyer and is of size l can be used for this. That means any ship added by any mod as long as they have the specifications.

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Re: [MOD] Foundation of Conquest and War V. 6.7

Post by AtilaElari » Sat, 17. Jul 21, 07:46

One more question - in most cases the script checks for ship orders every 90 minutes. Why did you make that large of a window? Does it impacts the performance, or makes other jobs too hard to build if the check was to run more often?

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Re: [MOD] Foundation of Conquest and War V. 6.7

Post by ravenlor » Sat, 17. Jul 21, 16:30

Hey Blackrain,

are you thinking about of a different approach to make the xenon stronger? currently they seem to struggle to get enough ressources so giving them more fleets and miners doesnt really help. Those additional miners then travel outside of their sectors (as there are no other ressources left) and get destroyed in most cases. Additional fleets dont matter, since they seem to struggle to fill even the initial ones. After only a few dozen hours their sectors seem to be dead and empty. Maybe lowering ressource costs would help instead?

Cheers!

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Re: [MOD] Foundation of Conquest and War V. 6.7

Post by BlackRain » Sat, 17. Jul 21, 21:54

AtilaElari wrote:
Sat, 17. Jul 21, 07:46
One more question - in most cases the script checks for ship orders every 90 minutes. Why did you make that large of a window? Does it impacts the performance, or makes other jobs too hard to build if the check was to run more often?
There are a few reasons. Too many ships might get ordered (even though I did my best to account for this it could still potentially happen if the check is too quick). Also, it will make it more difficult to build ships as resources may not be able to keep up with normal ordering of ships and additional ships, etc.

The biggest problem is this, I never found the perfect way to check how many ships are ordered and to stop ships from being over ordered. What I mean is, the script runs and a ship is ordered. However, that ship may not get built for a long time or ever depending on resources and then it would keep ordering more and more. This was a problem with earlier versions and in the end, there would be way too many ships ordered. I put in some code to prevent this but it isn't perfect but should be decent.

I could have went the jobs route, but the jobs route doesn't always guarantee that the number of ships you want built get built. I believe there is some stuff hardcoded in this (for example it would delete an order if the order wasn't carried out for too long of a time, etc.).

So anyway, time checks was one of the couple of methods I use to control what is being done. It could probably be decreased but I haven't done enough testing and fooling around with it (after putting in the last checks I put in) to see if I can lower it or not. Some ships need a long time though, like the destroyers or larger size ships as they take longer to build and require much more resources, etc.

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Re: [MOD] Foundation of Conquest and War V. 6.7

Post by BlackRain » Sat, 17. Jul 21, 21:55

ravenlor wrote:
Sat, 17. Jul 21, 16:30
Hey Blackrain,

are you thinking about of a different approach to make the xenon stronger? currently they seem to struggle to get enough ressources so giving them more fleets and miners doesnt really help. Those additional miners then travel outside of their sectors (as there are no other ressources left) and get destroyed in most cases. Additional fleets dont matter, since they seem to struggle to fill even the initial ones. After only a few dozen hours their sectors seem to be dead and empty. Maybe lowering ressource costs would help instead?

Cheers!
It is certainly a possibility, but I have never seen such serious resource shortages with xenon as you are saying. What other mods are you using?

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Re: [MOD] Foundation of Conquest and War V. 6.6

Post by Ashitaka-san » Wed, 1. Sep 21, 09:53

BlackRain wrote:
Sat, 1. May 21, 03:01
FOCW Version 6.7

1) Support for Trinity and Yaki with new options.
2) Some minor fixes.


By the way, if you didn't notice the file I attached in this thread a little up from this post, take a look. If you are not using FE and would like to see more action, download the additional aiscript file. This will definitely get some larger fights in your game. I have already witnessed many nice battles where each side had several or more destroyers and a few dozen fighters battling it out. Very cool to watch.

I use FOCW, VRO, the aiscript change I attached up above and deadairaitweaks if anyone is wondering and my game has been excellent so far. I had started a new game with all of these and am now on 4 days 9 hours of in game time. Fights are still going strong and the universe is humming along.
Just to clarify, for the aiscript that you mentioned, it just has that one file "order.move.recon". I'm assuming you replaced that same file in the deadairtweaks. Is that correct?

It seems like deadairtweaks was already modifying the invasion calculation, but the aiscript that you included modified it even further. So, I just replaced it as that seems like the right thing to do.

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Re: [MOD] Foundation of Conquest and War V. 6.7

Post by Ashitaka-san » Wed, 1. Sep 21, 10:02

Furthermore, I want to really thank you for making such an excellent mod.

I do have a couple of questions / requests.

The newer factions (Split, Terran, Trinity) have more options than the original factions in terms of modifications. Do you intend to streamline this so that all factions have the same modifications available? That would be really nice.

Also, have you considered adding the Kha'ak in here? It would be really cool if we could make the Kha'ak spawn faster and increase their ability to build up.

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Re: [MOD] Foundation of Conquest and War V. 6.7

Post by BlackRain » Thu, 2. Sep 21, 19:03

Ashitaka-san wrote:
Wed, 1. Sep 21, 10:02
Furthermore, I want to really thank you for making such an excellent mod.

I do have a couple of questions / requests.

The newer factions (Split, Terran, Trinity) have more options than the original factions in terms of modifications. Do you intend to streamline this so that all factions have the same modifications available? That would be really nice.

Also, have you considered adding the Kha'ak in here? It would be really cool if we could make the Kha'ak spawn faster and increase their ability to build up.
Hello, all of the factions have all the same options it is just that when I originally made the scripts I lumped them into fewer settings. All of the main and original factions are controlled by the same options. Maybe at some point I can come back to it and break them all up separately but I don't have enough time to really work on the mod much.

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Re: [MOD] Foundation of Conquest and War V. 6.6

Post by BlackRain » Thu, 2. Sep 21, 19:04

Ashitaka-san wrote:
Wed, 1. Sep 21, 09:53
BlackRain wrote:
Sat, 1. May 21, 03:01
FOCW Version 6.7

1) Support for Trinity and Yaki with new options.
2) Some minor fixes.


By the way, if you didn't notice the file I attached in this thread a little up from this post, take a look. If you are not using FE and would like to see more action, download the additional aiscript file. This will definitely get some larger fights in your game. I have already witnessed many nice battles where each side had several or more destroyers and a few dozen fighters battling it out. Very cool to watch.

I use FOCW, VRO, the aiscript change I attached up above and deadairaitweaks if anyone is wondering and my game has been excellent so far. I had started a new game with all of these and am now on 4 days 9 hours of in game time. Fights are still going strong and the universe is humming along.
Just to clarify, for the aiscript that you mentioned, it just has that one file "order.move.recon". I'm assuming you replaced that same file in the deadairtweaks. Is that correct?

It seems like deadairtweaks was already modifying the invasion calculation, but the aiscript that you included modified it even further. So, I just replaced it as that seems like the right thing to do.
Yes, I modified it.

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Re: [MOD] Foundation of Conquest and War V. 6.7

Post by lhedarko » Fri, 3. Sep 21, 17:38

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 ?

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Re: [MOD] Foundation of Conquest and War V. 6.7

Post by BlackRain » Wed, 8. Sep 21, 17:21

lhedarko wrote:
Fri, 3. Sep 21, 17:38
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 not really sure what you mean? What kind of error and where are you seeing this error?

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Re: [MOD] Foundation of Conquest and War V. 6.7

Post by Valinir » Tue, 14. Sep 21, 21:09

anyone know if that mod works with 4.1 too?

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Re: [MOD] Foundation of Conquest and War V. 6.7

Post by BlackRain » Tue, 14. Sep 21, 23:26

Valinir wrote:
Tue, 14. Sep 21, 21:09
anyone know if that mod works with 4.1 too?
It should always work. I can't think of anything that would break the mod.

Meme Turtle
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Re: [MOD] Foundation of Conquest and War V. 6.7

Post by Meme Turtle » Fri, 17. Sep 21, 17:16

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.

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