[MOD] Foundation of Conquest and War V. 7.2

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Kayser99
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Re: [MOD] Foundation of Conquest and War V. 6.2

Post by Kayser99 »

After a couple of years returning and doing a new game start, i find myself with a dying universe and economy again, alas i turn the our saviours of modding...was there not a patch that made the Xenon and economy moar war'like and aggressive?


I have not used the one on steam workshop yet from Mysterial, i imagine it could work together or clash with FoCW v6.2? I used FoCW back then when it was newish, and you were still exploring it as we all played the game, think ill install it again and give it a try, certainly better than the stand still currently going on.
Faction Enhancer - Econ AI Module
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IN 1 COLLECTION BY MYSTERIAL

I used FoCW back then
sanas
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Re: [MOD] Foundation of Conquest and War V. 6.2

Post by sanas »

Kayser99 wrote: Tue, 6. Apr 21, 11:33 After a couple of years returning and doing a new game start, i find myself with a dying universe and economy again, alas i turn the our saviours of modding...was there not a patch that made the Xenon and economy moar war'like and aggressive?


I have not used the one on steam workshop yet from Mysterial, i imagine it could work together or clash with FoCW v6.2? I used FoCW back then when it was newish, and you were still exploring it as we all played the game, think ill install it again and give it a try, certainly better than the stand still currently going on.
Faction Enhancer - Econ AI Module
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I used FoCW back then
FE work good with focw also u can use viewtopic.php?f=181&t=434243 deadair ware i think he is good for economic + https://steamcommunity.com/sharedfiles/ ... 2381442046 for repair miners. + focw corporation for many factions + rise of ossian raiders for new enemy for all faction. I have big settings in focw and my galaxy in permamently total war.
debstar2610
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Re: [MOD] Foundation of Conquest and War V. 6.2

Post by debstar2610 »

Hi i am using the FOCW quite a few days with the values

Code: Select all

<!-- Do you want to activate additional Xenon Miners and Xenon Energy Transport ships? 1 for Yes and 0 for No -->				
			<set_value name="$activateXenminers" exact="1" />
			<!-- Do you want to activate additional Xenon fighters? You can also choose from the following settings. Keep 0 to turn off, Put 1 for light, Put 2 for medium, Put 3 for heavy. This setting may impact performance depending on what setting you choose. -->
			<set_value name="$activateXenfighter" exact="1" />
			<!-- Do you want to activate additional Xenon Capital ships? You can also choose from the following settings. Keep 0 to turn off, Put 1 for light, Put 2 for medium, Put 3 for heavy. This setting may impact performance depending on what setting you choose. -->
			<set_value name="$activateXencapital" exact="1" />
But .I thinkg it was too easy :) as..nothing happens
Actually I hava a very good economy and was selling strategic wares and ships to factions since the beginning.
All factions are strong and never lost sectors to xenon.


Now i ve changed to

Code: Select all

<!-- Do you want to activate additional Xenon Miners and Xenon Energy Transport ships? 1 for Yes and 0 for No -->				
			<set_value name="$activateXenminers" exact="1" />
			<!-- Do you want to activate additional Xenon fighters? You can also choose from the following settings. Keep 0 to turn off, Put 1 for light, Put 2 for medium, Put 3 for heavy. This setting may impact performance depending on what setting you choose. -->
			<set_value name="$activateXenfighter" exact="2" />
			<!-- Do you want to activate additional Xenon Capital ships? You can also choose from the following settings. Keep 0 to turn off, Put 1 for light, Put 2 for medium, Put 3 for heavy. This setting may impact performance depending on what setting you choose. -->
			<set_value name="$activateXencapital" exact="2" />
I ve never used SETA in my games : but ..do you think I should use it to get some action comming or should i put "3" directly and play normally. and cut all my Economic boost to factions ?

I do not know if OOS system is the same with or without SETA.

Thanks,
BlackRain
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Re: [MOD] Foundation of Conquest and War V. 6.2

Post by BlackRain »

debstar2610 wrote: Tue, 6. Apr 21, 15:15 Hi i am using the FOCW quite a few days with the values

Code: Select all

<!-- Do you want to activate additional Xenon Miners and Xenon Energy Transport ships? 1 for Yes and 0 for No -->				
			<set_value name="$activateXenminers" exact="1" />
			<!-- Do you want to activate additional Xenon fighters? You can also choose from the following settings. Keep 0 to turn off, Put 1 for light, Put 2 for medium, Put 3 for heavy. This setting may impact performance depending on what setting you choose. -->
			<set_value name="$activateXenfighter" exact="1" />
			<!-- Do you want to activate additional Xenon Capital ships? You can also choose from the following settings. Keep 0 to turn off, Put 1 for light, Put 2 for medium, Put 3 for heavy. This setting may impact performance depending on what setting you choose. -->
			<set_value name="$activateXencapital" exact="1" />
But .I thinkg it was too easy :) as..nothing happens
Actually I hava a very good economy and was selling strategic wares and ships to factions since the beginning.
All factions are strong and never lost sectors to xenon.


Now i ve changed to

Code: Select all

<!-- Do you want to activate additional Xenon Miners and Xenon Energy Transport ships? 1 for Yes and 0 for No -->				
			<set_value name="$activateXenminers" exact="1" />
			<!-- Do you want to activate additional Xenon fighters? You can also choose from the following settings. Keep 0 to turn off, Put 1 for light, Put 2 for medium, Put 3 for heavy. This setting may impact performance depending on what setting you choose. -->
			<set_value name="$activateXenfighter" exact="2" />
			<!-- Do you want to activate additional Xenon Capital ships? You can also choose from the following settings. Keep 0 to turn off, Put 1 for light, Put 2 for medium, Put 3 for heavy. This setting may impact performance depending on what setting you choose. -->
			<set_value name="$activateXencapital" exact="2" />
I ve never used SETA in my games : but ..do you think I should use it to get some action comming or should i put "3" directly and play normally. and cut all my Economic boost to factions ?

I do not know if OOS system is the same with or without SETA.

Thanks,
You didn't activate some of the more heavy Xenon options

<set_value name="$activateXenonApocalypse" exact="1" /> Gives a quota of 30 Xenon K led fleets

<set_value name="$activatemoreXenonCaps" exact="1" /> <-- Even more Xenon K led fleets

<set_value name="$activatemoreXenonfrigates" exact="1" /> < -- More frigate led squadrons (Xenon P's and fighters)

<set_value name="$activateXencardefend" exact="1" /> <-- Xenon I led fleet for defense

<set_value name="$activateXencarattack" exact="1" /> < -- Xenon I led fleet that can attack

<set_value name="$activateXendesattackpla" exact="1" /> <-- Xenon K led fleet that tries to attack the player but it might not make it to you, either way more fleets for attack

of course, it all takes time. Usually, it won't order a new Xenon k for at least an hour. Xenon I's take longer to order. However, you can edit the script yourself and change the times and amounts. I put some instructions in the OP for that.
debstar2610
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Re: [MOD] Foundation of Conquest and War V. 6.2

Post by debstar2610 »

Thanks i ll try to find a good balance between numbers and performance

Code: Select all

<!-- Xenon Capital Medium -->
  
  <job id="xenon_destroyer_patrol_medium" name="{40000,9}" startactive="false">
    <modifiers commandeerable="true"/>
    
    <category faction="xenon" tags="[military, destroyer]" size="ship_xl"/>
    <quota galaxy="4" cluster="1"/>
    <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_medium"/>
  </job>
this will create at least 4 patrols xenoms with at least one XL and S/M ships ?
so it can ben randomly 1 K and some S/M ships or 1 I and some S/M ships.

The patrol will be built randomly i each xenon shipyard ? so that with good (or bad luck) all oh them will be build in the same sector ?
BlackRain
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Re: [MOD] Foundation of Conquest and War V. 6.2

Post by BlackRain »

debstar2610 wrote: Tue, 6. Apr 21, 21:48 Thanks i ll try to find a good balance between numbers and performance

Code: Select all

<!-- Xenon Capital Medium -->
  
  <job id="xenon_destroyer_patrol_medium" name="{40000,9}" startactive="false">
    <modifiers commandeerable="true"/>
    
    <category faction="xenon" tags="[military, destroyer]" size="ship_xl"/>
    <quota galaxy="4" cluster="1"/>
    <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_medium"/>
  </job>
this will create at least 4 patrols xenoms with at least one XL and S/M ships ?
so it can ben randomly 1 K and some S/M ships or 1 I and some S/M ships.

The patrol will be built randomly i each xenon shipyard ? so that with good (or bad luck) all oh them will be build in the same sector ?
The stuff in jobs doesn't matter much. Everything is controlled (for the most part) with my mdscripts.

The only thing that jobs does is define what the make up of the fleets are. What I mean is, it says there is a Xenon K as the leader and it has subordinates which are some fighters. Also, what kinds of ships are used are defined by jobs here. So this will pick a Xenon K as the leader (not an I, since it specified destroyer). I can set it up so that the makeup is more varied if I want.

As for where the ships patrol and how many ships are built, these are not controlled by jobs in my mod. My mdscripts control where the ships patrol and how many ships get built.
Bozz11
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Re: [MOD] Foundation of Conquest and War V. 6.2

Post by Bozz11 »

hey, since last FOCW update I see lots of carriers with docked ships that never undock is this related to this mod or something else ?
BlackRain
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Re: [MOD] Foundation of Conquest and War V. 6.2

Post by BlackRain »

Bozz11 wrote: Tue, 6. Apr 21, 21:56 hey, since last FOCW update I see lots of carriers with docked ships that never undock is this related to this mod or something else ?
It shouldn't be. I don't change any of the ai stuff, just have them use the normal patrol script.
krlc
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Re: [MOD] Foundation of Conquest and War V. 6.2

Post by krlc »

Hey, I'm in a late game, 6 days playtime, but only 2 days with this mod (mostly on seta tho), Xenon apocalypse setting, but they don't really make any progress vs other factions. All the ships they make die on some random stations that just lose 20% hp max, and repair before the next wave comes.
Would it help if I occupied all their sectors except the north, and clear the paranid and split between xenon sectors to help them centralize?
BlackRain
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Re: [MOD] Foundation of Conquest and War V. 6.2

Post by BlackRain »

krlc wrote: Thu, 8. Apr 21, 07:19 Hey, I'm in a late game, 6 days playtime, but only 2 days with this mod (mostly on seta tho), Xenon apocalypse setting, but they don't really make any progress vs other factions. All the ships they make die on some random stations that just lose 20% hp max, and repair before the next wave comes.
Would it help if I occupied all their sectors except the north, and clear the paranid and split between xenon sectors to help them centralize?
It might since they would build all ships there. Give them more miners and energy transports too. Remember, this mod doesn’t change the faction ai. Also it depends how strong their economy is. If you are using vanilla faction ai/logic things take much more time
sanas
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Re: [MOD] Foundation of Conquest and War V. 6.2

Post by sanas »

Xenons are smeared across the galaxy or settings are applied to each region?
BlackRain
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Re: [MOD] Foundation of Conquest and War V. 6.2

Post by BlackRain »

sanas wrote: Fri, 9. Apr 21, 15:00 Xenons are smeared across the galaxy or settings are applied to each region?
Currently, they can be built anywhere in any of the Xenon shipyards. So wherever they have shipyards is where they could potentially be built. Getting them to be built in specific shipyards may be too complicated because what if the shipyard gets destroyed and gets rebuilt in some new sector? Then it would mess up that anyway. At least the way it is now it doesn't matter where Xenon shipyards are. I mean I could just deactivate jobs if some shipyard gets destroyed but then it won't be active anymore. I could write a bunch of scenarios for different possibilities but that is just a lot of work for little gain. I can think about it though and see if I come up with any good way to have some extra ships built in certain areas.

Is there some specific reason you are asking this by the way?
sanas
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Re: [MOD] Foundation of Conquest and War V. 6.2

Post by sanas »

BlackRain wrote: Fri, 9. Apr 21, 15:10
sanas wrote: Fri, 9. Apr 21, 15:00 Xenons are smeared across the galaxy or settings are applied to each region?
Currently, they can be built anywhere in any of the Xenon shipyards. So wherever they have shipyards is where they could potentially be built. Getting them to be built in specific shipyards may be too complicated because what if the shipyard gets destroyed and gets rebuilt in some new sector? Then it would mess up that anyway. At least the way it is now it doesn't matter where Xenon shipyards are. I mean I could just deactivate jobs if some shipyard gets destroyed but then it won't be active anymore. I could write a bunch of scenarios for different possibilities but that is just a lot of work for little gain. I can think about it though and see if I come up with any good way to have some extra ships built in certain areas.

Is there some specific reason you are asking this by the way?
No need to do this, the quota should be common for the entire galaxy. I ask this because in the Faction Enhancer - Catchup Module mod, the resource discount for each xenon region is calculated separately.
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Re: [MOD] Foundation of Conquest and War V. 6.2

Post by BlackRain »

sanas wrote: Fri, 9. Apr 21, 16:06
BlackRain wrote: Fri, 9. Apr 21, 15:10
sanas wrote: Fri, 9. Apr 21, 15:00 Xenons are smeared across the galaxy or settings are applied to each region?
Currently, they can be built anywhere in any of the Xenon shipyards. So wherever they have shipyards is where they could potentially be built. Getting them to be built in specific shipyards may be too complicated because what if the shipyard gets destroyed and gets rebuilt in some new sector? Then it would mess up that anyway. At least the way it is now it doesn't matter where Xenon shipyards are. I mean I could just deactivate jobs if some shipyard gets destroyed but then it won't be active anymore. I could write a bunch of scenarios for different possibilities but that is just a lot of work for little gain. I can think about it though and see if I come up with any good way to have some extra ships built in certain areas.

Is there some specific reason you are asking this by the way?
No need to do this, the quota should be common for the entire galaxy. I ask this because in the Faction Enhancer - Catchup Module mod, the resource discount for each xenon region is calculated separately.
I see, but that is doing something completely different.
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Re: [MOD] Foundation of Conquest and War V. 6.2

Post by sanas »

Do standard ship limits depend on the number of sectors controlled by a faction?
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Re: [MOD] Foundation of Conquest and War V. 6.2

Post by BlackRain »

sanas wrote: Fri, 9. Apr 21, 20:54 Do standard ship limits depend on the number of sectors controlled by a faction?
No, that is something I thought about doing a few times but as of right now it isn't that way. As long as they can build the ships, they will. Of course, without a shipyard, they can't build them. I may potentially add something like that though. I may add new options that would add ships based on how many sectors owned, this way they could potentially expand more and protect more.
raim729
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Re: [MOD] Foundation of Conquest and War V. 6.2

Post by raim729 »

Hello,
A question. There is 6.2 from FOCW.
In, my game, is 6.10 always shown?
Had already removed folders.
Reloaded.
BlackRain
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Re: [MOD] Foundation of Conquest and War V. 6.2

Post by BlackRain »

raim729 wrote: Sat, 10. Apr 21, 12:35 Hello,
A question. There is 6.2 from FOCW.
In, my game, is 6.10 always shown?
Had already removed folders.
Reloaded.
Maybe i forgot to change the number i will look at it later
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Re: [MOD] Foundation of Conquest and War V. 6.2

Post by BlackRain »

Yeah, I just forgot to change the number in the content file.
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Re: [MOD] Foundation of Conquest and War V. 6.2

Post by BlackRain »

FOCW v6.3
1) Some minor fixes/changes
2) I lowered the time intervals for ordering all ships.
3) I increased the quota for Xenon apocalypse setting to 60 and lowered time to 20 min (each xenon K fleet will be ordered every 20 minutes up to 60)

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