[WIP - MOD] Foundation of Conquest and War V. 3.3Alpha

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Kobram
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Re: [WIP - MOD] Foundation of Conquest and War V. 3.3Alpha

Post by Kobram » Sun, 28. Apr 19, 02:21

Hi everyone, I have a huge problem with this mod.

It seems that as soon as the relationship with Argon +10 the fleets with mk1 become hostile and attack me! but didn't I do anything? do you know the reason?

BlackRain
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Re: [WIP - MOD] Foundation of Conquest and War V. 3.3Alpha

Post by BlackRain » Sun, 28. Apr 19, 03:02

Kobram wrote:
Sun, 28. Apr 19, 02:21
Hi everyone, I have a huge problem with this mod.

It seems that as soon as the relationship with Argon +10 the fleets with mk1 become hostile and attack me! but didn't I do anything? do you know the reason?
I am sorry, but I do not understand what you are saying here. This mod adds ships to the game, it has nothing to do with faction relation. Using this mod should not affect your relations with a faction.

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mr.WHO
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Re: [WIP - MOD] Foundation of Conquest and War V. 3.3Alpha

Post by mr.WHO » Sun, 28. Apr 19, 14:32

Kobram wrote:
Sun, 28. Apr 19, 02:21
Hi everyone, I have a huge problem with this mod.

It seems that as soon as the relationship with Argon +10 the fleets with mk1 become hostile and attack me! but didn't I do anything? do you know the reason?
This might have nothing to do with the actual mod.

Check if you have following:
- any ship assigned to defend the stations.
- any ships to set to patrol command.
- any ship set to defend the area.

Currently in vanilla X4 there is broken feature that your patrol/defend ships will respond to distress call from two warring factions, even if both of them are friendly with you (this migth be fixed in 3.0 when Egosoft will review the sector ownership feature).
It might be that the attack is just coincident with the moment you got 10+ rank. but has nothing to do with it.

It's a reason why I do not use patrol/defend nor I assign any combat ships to the defend stations.

Spiny_Ewg
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Re: [WIP - MOD] Foundation of Conquest and War V. 3.3Alpha

Post by Spiny_Ewg » Fri, 10. May 19, 11:01

the fourth day of the game , xenon hopelessly loses... :cry:

BlackRain
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Re: [WIP - MOD] Foundation of Conquest and War V. 3.3Alpha

Post by BlackRain » Sun, 12. May 19, 04:44

Spiny_Ewg wrote:
Fri, 10. May 19, 11:01
the fourth day of the game , xenon hopelessly loses... :cry:
That's strange. Did you put the mod in when you created a new game or later? They usually seem to do well in my game, but there does seem to be an issue with Xenon ships and OOS combat.

Spiny_Ewg
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Re: [WIP - MOD] Foundation of Conquest and War V. 3.3Alpha

Post by Spiny_Ewg » Sun, 12. May 19, 07:26

BlackRain wrote:
Sun, 12. May 19, 04:44
Spiny_Ewg wrote:
Fri, 10. May 19, 11:01
the fourth day of the game , xenon hopelessly loses... :cry:
That's strange. Did you put the mod in when you created a new game or later? They usually seem to do well in my game, but there does seem to be an issue with Xenon ships and OOS combat.
Started the game with your mod, but I still have a mod "war factions"
Xenon lost those two system which border with argon, now they argon

CptAWatts
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Re: [WIP - MOD] Foundation of Conquest and War V. 3.3Alpha

Post by CptAWatts » Wed, 15. May 19, 20:20

Does the current version work with the 2.5 Betas?

BlackRain
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Re: [WIP - MOD] Foundation of Conquest and War V. 3.3Alpha

Post by BlackRain » Sat, 18. May 19, 01:10

CptAWatts wrote:
Wed, 15. May 19, 20:20
Does the current version work with the 2.5 Betas?
Yes. It should always work with any new version.

I am considering lowering significantly the number of normal faction ships and increasing number of xenon ships. Anyone have any thoughts on this?

Spiny_Ewg
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Re: [WIP - MOD] Foundation of Conquest and War V. 3.3Alpha

Post by Spiny_Ewg » Wed, 22. May 19, 10:36

BlackRain wrote:
Sat, 18. May 19, 01:10
CptAWatts wrote:
Wed, 15. May 19, 20:20
Does the current version work with the 2.5 Betas?
Yes. It should always work with any new version.

I am considering lowering significantly the number of normal faction ships and increasing number of xenon ships. Anyone have any thoughts on this?
Think, Strengthen the xenon can be respawntime ships, who will join the xenon fleet. The cessation of spawning to make depending on the life of any xenon buildings...

CptAWatts
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Re: [WIP - MOD] Foundation of Conquest and War V. 3.3Alpha

Post by CptAWatts » Thu, 23. May 19, 19:37

Is there any way to influence how fast a faction takes a sector? Without actually fighting I mean.

unit757
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Re: [WIP - MOD] Foundation of Conquest and War V. 3.3Alpha

Post by unit757 » Fri, 24. May 19, 20:32

BlackRain wrote:
Sun, 12. May 19, 04:44
Spiny_Ewg wrote:
Fri, 10. May 19, 11:01
the fourth day of the game , xenon hopelessly loses... :cry:
That's strange. Did you put the mod in when you created a new game or later? They usually seem to do well in my game, but there does seem to be an issue with Xenon ships and OOS combat.
Xenon ships seem to loose all their weapons extremely quickly in OOS combat. They are strong even in vanilla if your IS when a fresh K shows up, but as soon as you leave the area it looses all it's guns shortly after. I'm not currently running FOCW, so it's definitely nothing you've done.

Xenon ships also don't seem to get many ticks in OOS combat. I watch groups of P's or M's tangling with stuff they can easily roll over, but OOS most of the time just registers them getting hit, but usually not them doing any damage. Again, happens in vanilla

Spiny_Ewg
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Re: [WIP - MOD] Foundation of Conquest and War V. 3.3Alpha

Post by Spiny_Ewg » Mon, 27. May 19, 05:33

It would be nice xenon reinforce that without the player the other races slowly lose.

Savaj
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Re: [WIP - MOD] Foundation of Conquest and War V. 3.3Alpha

Post by Savaj » Sun, 2. Jun 19, 10:44

Xenon ships seem to loose all their weapons extremely quickly in OOS combat. They are strong even in vanilla if your IS when a fresh K shows up, but as soon as you leave the area it looses all it's guns shortly after.
Admitted, this is a bad bug for the Xenon. Sometimes I appreciate this though when some sectors aren't wiped out while I am off doing some errand. I am prone to reloading/restarting if HAT or Teladi lose a main trading station for example. Or Argon Prime loses it's shipyard and creates a new one on the edge of nowhere. As it stands now in this mod the Xenon will mostly likely eventually win in any case.

However it is still wrong and maybe there some ways to mitigate this by giving certain Xenon ships at least a single forward pointing hull integrated weapon? Forward pointing so as to allow boarding operations from the rear.

EDIT: And although a K is strong IS it still has the silly vulnerability of an unguarded back. I just finished killing a K attacking HAT's Trading Posting with a Courier slowly chewing on it's back. I can't do that OOS. With IS combat the Xenon have pretty much lost already because there is a real human present.

Archaeosis
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Re: [WIP - MOD] Foundation of Conquest and War V. 3.3Alpha

Post by Archaeosis » Sat, 22. Jun 19, 10:38

Any news? I find it still works well but over time HoP seem to build more ships than anyone else so dominate the galaxy.

BlackRain
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Re: [WIP - MOD] Foundation of Conquest and War V. 3.3Alpha

Post by BlackRain » Sat, 22. Jun 19, 14:28

Archaeosis wrote:
Sat, 22. Jun 19, 10:38
Any news? I find it still works well but over time HoP seem to build more ships than anyone else so dominate the galaxy.
Just started playing again. So I am observing to see how things go. Good to know about HOP, I will consider lowering their ships a bit. I am more concerned with Xenon right now.

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