[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. 5.7

Post by BlackRain »

FOCW Version 5.8

1) Added diplomacy for Trinity, Court and Buccaneers.
2) Added Xenon Apocalypse configuration options (This will allow Xenon to build an additional 30 destroyer fleets and 60 frigate squadrons) Keep in mind that they still need to build these ships and it takes time for them to build up and also they will send ships out to attack so it may take time to see a noticeable difference.
joshish
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Re: [MOD] Foundation of Conquest and War V. 5.8

Post by joshish »

"Xenon Apocalypse configuration"

I like!

MAX PAIN- VRO, Dynamic WAR, Rise of the Ossian Raider, FOCW and perhaps Reactive Factions if your suicidal.

Star wars mod when its finished for extra goodies + Terran DLC

I can't wait for my next game start.
sanctific
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Re: [MOD] Foundation of Conquest and War V. 5.7

Post by sanctific »

BlackRain wrote: Thu, 13. Aug 20, 18:02 FOCW Version 5.8

1) Added diplomacy for Trinity, Court and Buccaneers.
2) Added Xenon Apocalypse configuration options (This will allow Xenon to build an additional 30 destroyer fleets and 60 frigate squadrons) Keep in mind that they still need to build these ships and it takes time for them to build up and also they will send ships out to attack so it may take time to see a noticeable difference.
Great update, thank you!
Jaskan
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Re: [MOD] Foundation of Conquest and War V. 5.7

Post by Jaskan »

sanctific wrote: Thu, 13. Aug 20, 01:08 In relation to my previous post - no, paranid relations dont represent that of trinity, guess BlackRain has to add it (waited in SETA for ~15 min, no apparent change).

However, there is a workaround which isnt resorting to FOCW - edited my savegame file and added -1 lines for both argon and trinity, now they are mad at each other. Yet to see invasions and such, but opposing faction ships in each of their respective spaces get annihilated on sight.
Thanks for this tip, i can see this faction relation inside the saved game file.
Just tried version 5.8 FOCW and still has no effect on faction relations.
So might have to start messing with saved game file, even though its a bit messy solution.

Would be nice to hear from other users for whom interfaction relations work.
BlackRain
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Re: [MOD] Foundation of Conquest and War V. 5.7

Post by BlackRain »

Jaskan wrote: Thu, 13. Aug 20, 20:37
sanctific wrote: Thu, 13. Aug 20, 01:08 In relation to my previous post - no, paranid relations dont represent that of trinity, guess BlackRain has to add it (waited in SETA for ~15 min, no apparent change).

However, there is a workaround which isnt resorting to FOCW - edited my savegame file and added -1 lines for both argon and trinity, now they are mad at each other. Yet to see invasions and such, but opposing faction ships in each of their respective spaces get annihilated on sight.
Thanks for this tip, i can see this faction relation inside the saved game file.
Just tried version 5.8 FOCW and still has no effect on faction relations.
So might have to start messing with saved game file, even though its a bit messy solution.

Would be nice to hear from other users for whom interfaction relations work.
I wouldn't mess with the save game files, it could cause other issues. There is no reason that the script should not work unless one of the 3 reasons I mentioned. Do you have a mod which may be conflicting? What is your mod list?
Jaskan
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Re: [MOD] Foundation of Conquest and War V. 5.8

Post by Jaskan »

I wouldn't mess with the save game files, it could cause other issues. There is no reason that the script should not work unless one of the 3 reasons I mentioned. Do you have a mod which may be conflicting? What is your mod list?
my MOD list

ArgonHQ
CheatMenu
CheatAIOrders
SectorExplorer
NoSuperHighway
LargeAsteroidsOnly
PHQTeleport
RecycleShipsAndSations
RemoveWaitForyou
SectorSatelites
SirNukesModSupportAPI
CivilianFleets
VRO
XR ShipPack
XR ShipPack VRO

Thanks
BlackRain
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Re: [MOD] Foundation of Conquest and War V. 5.8

Post by BlackRain »

Jaskan wrote: Thu, 13. Aug 20, 21:48
I wouldn't mess with the save game files, it could cause other issues. There is no reason that the script should not work unless one of the 3 reasons I mentioned. Do you have a mod which may be conflicting? What is your mod list?
my MOD list

ArgonHQ
CheatMenu
CheatAIOrders
SectorExplorer
NoSuperHighway
LargeAsteroidsOnly
PHQTeleport
RecycleShipsAndSations
RemoveWaitForyou
SectorSatelites
SirNukesModSupportAPI
CivilianFleets
VRO
XR ShipPack
XR ShipPack VRO

Thanks
Hmm not sure if any of those would conflict honestly. Walk me through what you did to configure the mod. Did you make sure to put a 1 on the top option and then go down to where the code is and change the numbers? Make sure you change them all to the proper number. Each one has 2 numbers that needs to be changed for each faction (it is a set of 2 for each one). Then you have to wait like 20 minutes for the script to kick in or you could just change the 20min to something like 1 min. Try cheating in a ship for whatever faction you made go to war in their enemy's sector just to make sure it is working.
Jaskan
Posts: 192
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Re: [MOD] Foundation of Conquest and War V. 5.8

Post by Jaskan »

Hmm not sure if any of those would conflict honestly. Walk me through what you did to configure the mod. Did you make sure to put a 1 on the top option and then go down to where the code is and change the numbers? Make sure you change them all to the proper number. Each one has 2 numbers that needs to be changed for each faction (it is a set of 2 for each one). Then you have to wait like 20 minutes for the script to kick in or you could just change the 20min to something like 1 min. Try cheating in a ship for whatever faction you made go to war in their enemy's sector just to make sure it is working.
took your advice changed 20mins to 2mins and it worked.
But i have had it on 20mins played for hours and the change never ever kicked in.
My only conclusion is that there could be something linked to the time.

For FPS probs not best to have check interval left at 2mins, so maybe i proceed by disabling FOCW after settings are applied.
This however means i always have to do game restart after changing FOCW settings.

Thanks for helping out, and adding the other factions as promised , thanks for all your help with this.

After thought , is it possible to add option that makes the setting one shot, then i dont have to disable FOCW after settings applied.
cause checking every 2mins will eat my fps, already had to give up many mods to save fps.
BlackRain
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Re: [MOD] Foundation of Conquest and War V. 5.8

Post by BlackRain »

Jaskan wrote: Fri, 14. Aug 20, 01:47
Hmm not sure if any of those would conflict honestly. Walk me through what you did to configure the mod. Did you make sure to put a 1 on the top option and then go down to where the code is and change the numbers? Make sure you change them all to the proper number. Each one has 2 numbers that needs to be changed for each faction (it is a set of 2 for each one). Then you have to wait like 20 minutes for the script to kick in or you could just change the 20min to something like 1 min. Try cheating in a ship for whatever faction you made go to war in their enemy's sector just to make sure it is working.
took your advice changed 20mins to 2mins and it worked.
But i have had it on 20mins played for hours and the change never ever kicked in.
My only conclusion is that there could be something linked to the time.

For FPS probs not best to have check interval left at 2mins, so maybe i proceed by disabling FOCW after settings are applied.
This however means i always have to do game restart after changing FOCW settings.

Thanks for helping out, and adding the other factions as promised , thanks for all your help with this.

After thought , is it possible to add option that makes the setting one shot, then i dont have to disable FOCW after settings applied.
cause checking every 2mins will eat my fps, already had to give up many mods to save fps.
You don't actually have to do a game restart when changing the settings. This is what you do. Once it kicks in and it is active, save your game. Alt tab out and edit the config and then just tab back into the game. Load your save and voila. You can make any changes you want and you never have to restart the game, loading your save is enough and that is for all the changes.
Jaskan
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Re: [MOD] Foundation of Conquest and War V. 5.8

Post by Jaskan »

You don't actually have to do a game restart when changing the settings. This is what you do. Once it kicks in and it is active, save your game. Alt tab out and edit the config and then just tab back into the game. Load your save and voila. You can make any changes you want and you never have to restart the game, loading your save is enough and that is for all the changes.
Thanks that works better than full restart.

So for others to clarify, once you want to edit, save your current game, edit FOCW config, load saved game.
Meaning FOCW kicks in on saved game load and not a game start.

All works perfect now thanks for the best X4 mod, gives detailed control on game difficulty.

If you are compiling a list of future updates to this mod, i will add only 1 suggestion.

A single shot update of settings, rather than continuously writing the settings, to help us save some fps.
Currently i just turn off FOCW in extensions , then restart game.This is after i confirm focw settings applied in game.

i would leave FOCW update interval at like 45mins just so i dont have to care about fps, but am not yet convinced the faction relations works with setting greater than or 20mins, cause i had many games went on for hours and the setting never kicked in.
At 2mins interval the change is instant. at 20mins interval it seems the change never ever happens.


Its an interesting problem i think, and i do wonder why that would be the case.
But to avoid confusion for new users of this mod, changes to FOCW are not reflected in the game Encyclopedia, so dont look there as you update the settings.
BlackRain
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Re: [MOD] Foundation of Conquest and War V. 5.8

Post by BlackRain »

Jaskan wrote: Sat, 15. Aug 20, 16:08
You don't actually have to do a game restart when changing the settings. This is what you do. Once it kicks in and it is active, save your game. Alt tab out and edit the config and then just tab back into the game. Load your save and voila. You can make any changes you want and you never have to restart the game, loading your save is enough and that is for all the changes.
Thanks that works better than full restart.

So for others to clarify, once you want to edit, save your current game, edit FOCW config, load saved game.
Meaning FOCW kicks in on saved game load and not a game start.

All works perfect now thanks for the best X4 mod, gives detailed control on game difficulty.

If you are compiling a list of future updates to this mod, i will add only 1 suggestion.

A single shot update of settings, rather than continuously writing the settings, to help us save some fps.
Currently i just turn off FOCW in extensions , then restart game.This is after i confirm focw settings applied in game.

i would leave FOCW update interval at like 45mins just so i dont have to care about fps, but am not yet convinced the faction relations works with setting greater than or 20mins, cause i had many games went on for hours and the setting never kicked in.
At 2mins interval the change is instant. at 20mins interval it seems the change never ever happens.


Its an interesting problem i think, and i do wonder why that would be the case.
But to avoid confusion for new users of this mod, changes to FOCW are not reflected in the game Encyclopedia, so dont look there as you update the settings.
If all you want is the diplomacy changes then turning off FOCW in extensions is fine after you get what you want. However, if you are using FOCW for the ships, you should never turn it off. Otherwise, no new ships will get built. There really shouldn't be any drop in FPS just because of a check every 20, 30, or 45 minutes or more.
raim729
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Re: [MOD] Foundation of Conquest and War V. 5.8

Post by raim729 »

Hello, Where exactly is Xenon Apocalypse configuration options?
Is under " focwsetup" to activate, where?

Or already activated?
BlackRain
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Re: [MOD] Foundation of Conquest and War V. 5.8

Post by BlackRain »

raim729 wrote: Sat, 15. Aug 20, 18:24 Hello, Where exactly is Xenon Apocalypse configuration options?
Is under " focwsetup" to activate, where?

Or already activated?
It is the last one

<set_value name="$activateXenonApocalypse" exact="0" />
Jaskan
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Re: [MOD] Foundation of Conquest and War V. 5.8

Post by Jaskan »

If all you want is the diplomacy changes then turning off FOCW in extensions is fine after you get what you want. However, if you are using FOCW for the ships, you should never turn it off. Otherwise, no new ships will get built. There really shouldn't be any drop in FPS just because of a check every 20, 30, or 45 minutes or more.
Thanks for the clarification, cause i now use it for both ships and diplomacy
BlackRain
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Re: [MOD] Foundation of Conquest and War V. 5.9

Post by BlackRain »

FOCW Version 5.9
1) Added configuration options for the Faction Court of Curbs. Should only activate when court is an active faction. Free split family ships should no longer get built at that point (hopefully it works)
2) Changed diplomacy options, now diplomacy is a one shot deal instead of a constant check. Just put a 1 next to the configuration option and make sure to edit all the diplomacy options for each faction, then load up the game and voila. You can then turn it off or leave it as is (it will keep resetting the diplomacy back to whatever you set at each game load if you leave it on or will change if you change the settings).
3) Some minor fixes in the code here and there.
Jaskan
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Re: [MOD] Foundation of Conquest and War V. 5.9

Post by Jaskan »

BlackRain wrote: Thu, 20. Aug 20, 21:41 FOCW Version 5.9
1) Added configuration options for the Faction Court of Curbs. Should only activate when court is an active faction. Free split family ships should no longer get built at that point (hopefully it works)
2) Changed diplomacy options, now diplomacy is a one shot deal instead of a constant check. Just put a 1 next to the configuration option and make sure to edit all the diplomacy options for each faction, then load up the game and voila. You can then turn it off or leave it as is (it will keep resetting the diplomacy back to whatever you set at each game load if you leave it on or will change if you change the settings).
3) Some minor fixes in the code here and there.
fantastic , thanks for the update.
AtilaElari
Posts: 60
Joined: Tue, 28. Jul 20, 08:59

Re: [MOD] Foundation of Conquest and War V. 5.9

Post by AtilaElari »

Praise He Who Brings Updates!
Thank you for Xenonpocalypse option. Let's see if it will lead to the End of Flesh in my game.
kyrah
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Re: [MOD] Foundation of Conquest and War V. 5.9

Post by kyrah »

Big thanks for the Xenonpocalypse. Finally a real threat.
BlackRain
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Re: [MOD] Foundation of Conquest and War V. 5.9

Post by BlackRain »

kyrah wrote: Fri, 21. Aug 20, 18:45 Big thanks for the Xenonpocalypse. Finally a real threat.
Let me know how it goes. I can always increase it if it is still not enough
AtilaElari
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Re: [MOD] Foundation of Conquest and War V. 5.9

Post by AtilaElari »

BlackRain wrote: Fri, 21. Aug 20, 19:08
kyrah wrote: Fri, 21. Aug 20, 18:45 Big thanks for the Xenonpocalypse. Finally a real threat.
Let me know how it goes. I can always increase it if it is still not enough
I believe it would be beneficial to also increase the amount of mining ships even further: as I spied on Xenon shipyards, I saw them idling with no Ore quite a lot.

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