[MOD] Foundation of Conquest and War V. 7.2

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Mr.Freud
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Re: [MOD] Foundation of Conquest and War V. 6.0

Post by Mr.Freud »

How to edit the number of Xenon miners added by the mod?
is
<quota galaxy="2" />
right line to edit?
BlackRain
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Re: [MOD] Foundation of Conquest and War V. 6.0

Post by BlackRain »

Mr.Freud wrote: Sun, 28. Mar 21, 20:16 How to edit the number of Xenon miners added by the mod?
is
<quota galaxy="2" />
right line to edit?
No, I actually use a different way of adding more ships than what is specified in jobs. I only use jobs to specify what ships get built (by calling on jobs through mdscripts). However, it is my md script which determines how many will be built and how often.

I actually need to go through that script and update it a bit as it uses some older code which I had updated in my corporations mods but that is besides the point.

Look for the following in FOCWSETUP

job_activate_Xenonminers1

There are actually four different xenonminer cues and four different xenon energy ones.

Code: Select all

checkinterval="20min">
This here in the cue determines how often a new ship will be ordered. Don't put this too low, as it will order too many. You can lower this to maybe 10min (10 minutes).

Code: Select all

<set_value name="$ExistingDestroyerThreshold" exact="2"/> 
This determines the quota. You can increase this. This number isn't an absolute though because the script orders ships in intervals based on the time you set in the above line. However, what happens is, if the ship isn't finished yet (as in like the shipyard is stuck and can't get resources), it will continue to order more because the quota will technically not have been met as it only counts "live" ships so to speak.

Anyway, to make a long story short (and not go into my rationale of doing this) just change the two numbers or just change only the quota amount. You can increase it to whatever you want.

Code: Select all

<set_value name="$ExistingDestroyerThreshold" exact="2"/> 
<--- where it says the number 2, change that to something else

By the way, there are 4 each of these so it is already set up to build up to 8 miners and 8 energy transporters
Mr.Freud
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Re: [MOD] Foundation of Conquest and War V. 6.0

Post by Mr.Freud »

thx. Do you recommend FOCW modules?
BlackRain
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Re: [MOD] Foundation of Conquest and War V. 6.0

Post by BlackRain »

Mr.Freud wrote: Mon, 29. Mar 21, 21:21 thx. Do you recommend FOCW modules?
I guess it really depends on your hardware and how much action you want. Also, it depends on how healthy the economy is and when you load the mod up. I like to play with heavy settings with all the big fleets on. This can get a little crazy though so not sure if you can handle it. It works fine for me.

If you tell me a little bit more about your pc or what you are looking for I can recommend some settings.
Exitialis101
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Re: [MOD] Foundation of Conquest and War V. 6.0

Post by Exitialis101 »

This seems like an excellent mod. Just a question, I tried searching the topic but could not find any information if this is compatible with DeadAir's Dynamic Wars mod?
Link:
https://steamcommunity.com/sharedfiles/ ... 2082610148

I assume this mod increases the number of ships, but does not make the factions dynamically declare war on each other?
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BlackRain
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Re: [MOD] Foundation of Conquest and War V. 6.0

Post by BlackRain »

Exitialis101 wrote: Tue, 30. Mar 21, 00:17 This seems like an excellent mod. Just a question, I tried searching the topic but could not find any information if this is compatible with DeadAir's Dynamic Wars mod?
Link:
https://steamcommunity.com/sharedfiles/ ... 2082610148

I assume this mod increases the number of ships, but does not make the factions dynamically declare war on each other?
It is fully compatible. This only adds new ships to the game and shouldn't conflict with anything else really.
Exitialis101
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Re: [MOD] Foundation of Conquest and War V. 6.0

Post by Exitialis101 »

BlackRain wrote: Tue, 30. Mar 21, 00:35
Exitialis101 wrote: Tue, 30. Mar 21, 00:17 This seems like an excellent mod. Just a question, I tried searching the topic but could not find any information if this is compatible with DeadAir's Dynamic Wars mod?
Link:
https://steamcommunity.com/sharedfiles/ ... 2082610148

I assume this mod increases the number of ships, but does not make the factions dynamically declare war on each other?
It is fully compatible. This only adds new ships to the game and shouldn't conflict with anything else really.
Alright, thank you very much for the answer!
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Mr.Freud
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Re: [MOD] Foundation of Conquest and War V. 6.0

Post by Mr.Freud »

BlackRain wrote: Mon, 29. Mar 21, 22:33
Mr.Freud wrote: Mon, 29. Mar 21, 21:21 thx. Do you recommend FOCW modules?
I guess it really depends on your hardware and how much action you want. Also, it depends on how healthy the economy is and when you load the mod up. I like to play with heavy settings with all the big fleets on. This can get a little crazy though so not sure if you can handle it. It works fine for me.

If you tell me a little bit more about your pc or what you are looking for I can recommend some settings.
I want to see factions struggle with Xenon threat, loosing sectors to them. I always read about other people experiences with Xenon and how they take over sectors and haven't seen it happening in any of my games since the game release. (I have 9900k, 32gb of ram @4200 and 2080ti). Also my new COH start is with VRO.
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Re: [MOD] Foundation of Conquest and War V. 6.0

Post by BlackRain »

Mr.Freud wrote: Tue, 30. Mar 21, 14:19
BlackRain wrote: Mon, 29. Mar 21, 22:33
Mr.Freud wrote: Mon, 29. Mar 21, 21:21 thx. Do you recommend FOCW modules?
I guess it really depends on your hardware and how much action you want. Also, it depends on how healthy the economy is and when you load the mod up. I like to play with heavy settings with all the big fleets on. This can get a little crazy though so not sure if you can handle it. It works fine for me.

If you tell me a little bit more about your pc or what you are looking for I can recommend some settings.
I want to see factions struggle with Xenon threat, loosing sectors to them. I always read about other people experiences with Xenon and how they take over sectors and haven't seen it happening in any of my games since the game release. (I have 9900k, 32gb of ram @4200 and 2080ti). Also my new COH start is with VRO.
Are you using Faction war as well? Currently in my game, Xenon have taken several sectors, especially near split space, but the paranid area near split space is gone too. So I would say they are a threat.

I have the following Xenon options active:

<set_value name="$activateXenminers" exact="1" />

<set_value name="$activateXencardefend" exact="1" />

<set_value name="$activatemoreXenonCaps" exact="1" />

<set_value name="$activatemoreXenonfrigates" exact="1" />

<set_value name="$activateXenonApocalypse" exact="1" />

I increased the Xenon miner's quota to 4 from 2 (for all of them so 16 in total). Anyway, I have had some crazy battles and Xenon are wrecking havoc. I guess if you only add Xenon ships and no other faction, that might make a difference too.
Mr.Freud
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Re: [MOD] Foundation of Conquest and War V. 6.0

Post by Mr.Freud »

BlackRain wrote: Tue, 30. Mar 21, 15:57
Are you using Faction war as well? Currently in my game, Xenon have taken several sectors, especially near split space, but the paranid area near split space is gone too. So I would say they are a threat.

I have the following Xenon options active:

<set_value name="$activateXenminers" exact="1" />

<set_value name="$activateXencardefend" exact="1" />

<set_value name="$activatemoreXenonCaps" exact="1" />

<set_value name="$activatemoreXenonfrigates" exact="1" />

<set_value name="$activateXenonApocalypse" exact="1" />

I increased the Xenon miner's quota to 4 from 2 (for all of them so 16 in total). Anyway, I have had some crazy battles and Xenon are wrecking havoc. I guess if you only add Xenon ships and no other faction, that might make a difference too.
I have enabled the War module and Economic module and hour ago, and overall my save game is nearing 20 hours. For ships I've added Xenon (maxed out options + XenonApocalypse option enabled) and Split (went for setting of 2) ships. Maybe I need to wait more?
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Re: [MOD] Foundation of Conquest and War V. 6.0

Post by BlackRain »

Mr.Freud wrote: Tue, 30. Mar 21, 16:07
BlackRain wrote: Tue, 30. Mar 21, 15:57
Are you using Faction war as well? Currently in my game, Xenon have taken several sectors, especially near split space, but the paranid area near split space is gone too. So I would say they are a threat.

I have the following Xenon options active:

<set_value name="$activateXenminers" exact="1" />

<set_value name="$activateXencardefend" exact="1" />

<set_value name="$activatemoreXenonCaps" exact="1" />

<set_value name="$activatemoreXenonfrigates" exact="1" />

<set_value name="$activateXenonApocalypse" exact="1" />

I increased the Xenon miner's quota to 4 from 2 (for all of them so 16 in total). Anyway, I have had some crazy battles and Xenon are wrecking havoc. I guess if you only add Xenon ships and no other faction, that might make a difference too.
I have enabled the War module and Economic module and hour ago, and overall my save game is nearing 20 hours. For ships I've added Xenon (maxed out options + XenonApocalypse option enabled) and Split (went for setting of 2) ships. Maybe I need to wait more?
Err, definitely. 20 hours is nothing lol. My save is 7 days in right now. You won't see as much actions until a couple or so days probably. It takes time to build up and things to happen.
Mr.Freud
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Re: [MOD] Foundation of Conquest and War V. 6.0

Post by Mr.Freud »

Thank you! I guess I have time to get prepared :D
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Re: [MOD] Foundation of Conquest and War V. 6.0

Post by BlackRain »

Mr.Freud wrote: Tue, 30. Mar 21, 17:31 Thank you! I guess I have time to get prepared :D
Just be careful because once they get going, it will be difficult to hold them back. Of course every game is different.
Berni
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Re: [MOD] Foundation of Conquest and War V. 6.0

Post by Berni »

Hello Blackrain, does your mod interefere or collide with the rise of the ossian raider mod?
or is it save to use both?

thanks
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Re: [MOD] Foundation of Conquest and War V. 6.0

Post by BlackRain »

Berni wrote: Tue, 30. Mar 21, 17:41 Hello Blackrain, does your mod interefere or collide with the rise of the ossian raider mod?
or is it save to use both?

thanks
What does that mod do? This mod adds new ships so it shouldn't conflict with anything really.
Berni
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Re: [MOD] Foundation of Conquest and War V. 6.0

Post by Berni »

yes. just asked because of the agressive new faction^^ Ossian Raiders build like crazy :o
sanctific
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Re: [MOD] Foundation of Conquest and War V. 6.0

Post by sanctific »

sanctific wrote: Fri, 26. Mar 21, 13:24
BlackRain wrote: Fri, 26. Mar 21, 13:04
sanctific wrote: Fri, 26. Mar 21, 12:18 Hi BlackRain,

I've noticed that Xenon in CoH are much less active and are nowhere even close to the threat they were with FOCW (Apocalypse+Caps settings) in 3.3.

I'm now @ 80 hours mark in my CoH playthrough, Xenon have expanded to Turquoise Sea only at this point, they manage to keep their starting systems though.

I believe that these differenced between pre-CoH & CoH FOCW are related to how efficiency of resources gathering was affected by the expansion, so now the question to you - if the ratio of resources ships in FOCW jobs would be doubled/tripled, would that work to help Xenon or something would break the mod?

P.S: Just for comparison - in 3.3 with FOCW Xenon would totally destroy HAT+MIN+ZYA+TEL (at least, more likely that ANT+ARG+FRF would also be gone) by 80th hour unless a player would intervene...Miss that race of time & resources to actually save "organics" against the machines :)
Hmm, well I think the issue with COH is that the Terrans actively go after the Xenon no matter where they may be and now that there are more xenon sectors, the Xenon ships are spread out more. You can try increasing the number of resource ships if you like but where they are built would be random. I haven't done any extensive testing of this so you can give it a try if you know what you are doing.
Thanks for the reply!

Will give it a try, will post it here if increasing resource ships for Xenon would do them any good.
So, a few days in later with the multiplier of resource ships changed from 2 to 6 (tripled lol xD) Xenon finally started rolling again.

Now, with FOCW, VRO, Faction Enhancer & XR Ship Pack I'm having massive, no MASSIVE (much, much bigger than in Split Vendetta) fights where, for instance Xenon field 2 I's, 5-6 K's, 5-6 V's, one U (just one, meh...) and, dunno...a few hundreds?...of fighters & corvettes vs some crazy defense fleets (Paranid in the described case, total of 9 capital ships and oh-jeez-my-PC-lags number of fighters & corvettes). EDIT HERE: 9 battleships+carriers, didn't even bother to count normal destroyers.

Really, with 4.0 expansion and the listed mods its the first time in years (since X3:AP - XRM conversion) I've seen such massive battles. I'm about 110 hours into my current save, wonder whats gonna be happening in another 60-70 hours, especially since I gonna unite PAR & HOP and make TRI hostile to pretty much everyone xD
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Re: [MOD] Foundation of Conquest and War V. 6.0

Post by BlackRain »

sanctific wrote: Tue, 30. Mar 21, 23:54
sanctific wrote: Fri, 26. Mar 21, 13:24
BlackRain wrote: Fri, 26. Mar 21, 13:04

Hmm, well I think the issue with COH is that the Terrans actively go after the Xenon no matter where they may be and now that there are more xenon sectors, the Xenon ships are spread out more. You can try increasing the number of resource ships if you like but where they are built would be random. I haven't done any extensive testing of this so you can give it a try if you know what you are doing.
Thanks for the reply!

Will give it a try, will post it here if increasing resource ships for Xenon would do them any good.
So, a few days in later with the multiplier of resource ships changed from 2 to 6 (tripled lol xD) Xenon finally started rolling again.

Now, with FOCW, VRO, Faction Enhancer & XR Ship Pack I'm having massive, no MASSIVE (much, much bigger than in Split Vendetta) fights where, for instance Xenon field 2 I's, 5-6 K's, 5-6 V's, one U (just one, meh...) and, dunno...a few hundreds?...of fighters & corvettes vs some crazy defense fleets (Paranid in the described case, total of 9 capital ships and oh-jeez-my-PC-lags number of fighters & corvettes). EDIT HERE: 9 battleships+carriers, didn't even bother to count normal destroyers.

Really, with 4.0 expansion and the listed mods its the first time in years (since X3:AP - XRM conversion) I've seen such massive battles. I'm about 110 hours into my current save, wonder whats gonna be happening in another 60-70 hours, especially since I gonna unite PAR & HOP and make TRI hostile to pretty much everyone xD
Let me know if your universe survives lol.
Dampz
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Re: [MOD] Foundation of Conquest and War V. 6.0

Post by Dampz »

Hey!

I don't know if this is just me having this issue but for some reason ANT and Terran are friends in Getsu Fune insted of having a war as they did before i installed the mod? They are all patrolling around with ships and not shooting each other as they did before i installe... i didnt mess with the diplomacy issues afaik just added some more ships... maybe i missed something? Hope someone can help me on this! thanks!
BlackRain
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Re: [MOD] Foundation of Conquest and War V. 6.0

Post by BlackRain »

Dampz wrote: Wed, 31. Mar 21, 16:40 Hey!

I don't know if this is just me having this issue but for some reason ANT and Terran are friends in Getsu Fune insted of having a war as they did before i installed the mod? They are all patrolling around with ships and not shooting each other as they did before i installe... i didnt mess with the diplomacy issues afaik just added some more ships... maybe i missed something? Hope someone can help me on this! thanks!
This mod does not touch the diplomacy unless you turn it on.

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