[MOD] Foundation of Conquest and War V. 7.2

The place to discuss scripting and game modifications for X4: Foundations.

Moderators: Scripting / Modding Moderators, Moderators for English X Forum

dtaco
Posts: 6
Joined: Sun, 4. Jul 21, 09:34
x4

Re: [MOD] Foundation of Conquest and War V. 6.8

Post by dtaco »

BlackRain wrote: Mon, 21. Mar 22, 23:58
TehGM wrote: Mon, 21. Mar 22, 11:11 Can't wait for the ToA update. I am told that FOCW doesn't matter with these factions that much, but still would be great.
I bought the new expansion but I haven't played yet. Are the new factions really necessary to add more ships too? I don't think any of them are major factions? If they aren't major factions then I probably wouldn't do anything with them. However, if they are major factions on the level of the others then I will get around to it soon.
They have sector ownership but they don't seem to be actively invading enemy sectors (when put at war through a mod or something). One faction has a very minimal military ship presence while the other relies a lot on fighters more than most other major factions.
My X4 nexus mods so far:
X3 ATF/USC Ship Pack
Terran Accelerators
Bozz11
Posts: 256
Joined: Fri, 23. Nov 18, 08:54
x4

Re: [MOD] Foundation of Conquest and War V. 6.8

Post by Bozz11 »

BlackRain wrote: Mon, 21. Mar 22, 23:58
TehGM wrote: Mon, 21. Mar 22, 11:11 Can't wait for the ToA update. I am told that FOCW doesn't matter with these factions that much, but still would be great.
I bought the new expansion but I haven't played yet. Are the new factions really necessary to add more ships too? I don't think any of them are major factions? If they aren't major factions then I probably wouldn't do anything with them. However, if they are major factions on the level of the others then I will get around to it soon.
I been playing since release with FOCW and doesn't seem that they need it, in my game they have big fleets, some skirmishes here and there but they don't seem to have any threat and have good fleets even with FOCW at max for other factions.
BlackRain
Moderator (Script&Mod)
Moderator (Script&Mod)
Posts: 7465
Joined: Mon, 15. Dec 03, 18:53
x4

Re: [MOD] Foundation of Conquest and War V. 6.8

Post by BlackRain »

Bozz11 wrote: Wed, 23. Mar 22, 08:27
BlackRain wrote: Mon, 21. Mar 22, 23:58
TehGM wrote: Mon, 21. Mar 22, 11:11 Can't wait for the ToA update. I am told that FOCW doesn't matter with these factions that much, but still would be great.
I bought the new expansion but I haven't played yet. Are the new factions really necessary to add more ships too? I don't think any of them are major factions? If they aren't major factions then I probably wouldn't do anything with them. However, if they are major factions on the level of the others then I will get around to it soon.
I been playing since release with FOCW and doesn't seem that they need it, in my game they have big fleets, some skirmishes here and there but they don't seem to have any threat and have good fleets even with FOCW at max for other factions.
They probably aren't conquest factions (similar to Hatikvah)
MiFoludek
Posts: 65
Joined: Wed, 18. May 11, 21:06
x3tc

Re: [MOD] Foundation of Conquest and War V. 6.8

Post by MiFoludek »

Great mod but I have few question:

1.

Code: Select all

<set_value name="$ExistingDestroyerThreshold" exact="6"/>
If I change this value to let say 20 - Do I need also change corresponding job definiton somehow?

eg.:

Code: Select all

<quota galaxy="17" maxgalaxy="39" sector="3"/>
?

2. Is it possible to force xenon to build more shipyards (eg. in new conquered sectors)? In my game xenon has full stack of resources and it is building destroyer one after another. But this is still not enough :)

BR,
Michum
BlackRain
Moderator (Script&Mod)
Moderator (Script&Mod)
Posts: 7465
Joined: Mon, 15. Dec 03, 18:53
x4

Re: [MOD] Foundation of Conquest and War V. 6.8

Post by BlackRain »

MiFoludek wrote: Sun, 27. Mar 22, 22:04 Great mod but I have few question:

1.

Code: Select all

<set_value name="$ExistingDestroyerThreshold" exact="6"/>
If I change this value to let say 20 - Do I need also change corresponding job definiton somehow?

eg.:

Code: Select all

<quota galaxy="17" maxgalaxy="39" sector="3"/>
?

2. Is it possible to force xenon to build more shipyards (eg. in new conquered sectors)? In my game xenon has full stack of resources and it is building destroyer one after another. But this is still not enough :)

BR,
Michum
If you change <set_value name="$ExistingDestroyerThreshold" exact="6"/> to <set_value name="$ExistingDestroyerThreshold" exact="20"/> then that means there is a possibility to create up to 20 of these fleets give or take a few. You do not do anything in jobs.xml. Just changing that number is sufficient. However, keep in mind that it isn't as if they are ordering these ships one after the other. The script is on a timer. You can change the timer to increase the speed at which the script will fire, but there is a reason it is on a timer. If there is no timer, the parts that control how many fleets get built won't function correctly. You might be able to lower the timers a little bit though.

As for Xenon building more shipyards, I think they already build like 6 or 7, do you really need more? Lol

It is of course possible to increase the number of shipyards they build if you add code for it but I didn't add anything for that.
Gonzaiez
Posts: 5
Joined: Fri, 12. Jun 20, 13:19
x4

Re: [MOD] Foundation of Conquest and War V. 6.8

Post by Gonzaiez »

BlackRain wrote: Mon, 21. Mar 22, 23:58
TehGM wrote: Mon, 21. Mar 22, 11:11 Can't wait for the ToA update. I am told that FOCW doesn't matter with these factions that much, but still would be great.
I bought the new expansion but I haven't played yet. Are the new factions really necessary to add more ships too? I don't think any of them are major factions? If they aren't major factions then I probably wouldn't do anything with them. However, if they are major factions on the level of the others then I will get around to it soon.
Can you give the option to add more ships for the new faction? In my game, Argon and Teladi are overrunning the new faction sector. Every game I have done Argon just wipes the new faction. :( :(
BlackRain
Moderator (Script&Mod)
Moderator (Script&Mod)
Posts: 7465
Joined: Mon, 15. Dec 03, 18:53
x4

Re: [MOD] Foundation of Conquest and War V. 6.8

Post by BlackRain »

Gonzaiez wrote: Tue, 5. Apr 22, 16:45
BlackRain wrote: Mon, 21. Mar 22, 23:58
TehGM wrote: Mon, 21. Mar 22, 11:11 Can't wait for the ToA update. I am told that FOCW doesn't matter with these factions that much, but still would be great.
I bought the new expansion but I haven't played yet. Are the new factions really necessary to add more ships too? I don't think any of them are major factions? If they aren't major factions then I probably wouldn't do anything with them. However, if they are major factions on the level of the others then I will get around to it soon.
Can you give the option to add more ships for the new faction? In my game, Argon and Teladi are overrunning the new faction sector. Every game I have done Argon just wipes the new faction. :( :(
I will eventually if it is a problem, but I don't know exactly when I will update.
Szynszyl
Posts: 289
Joined: Fri, 2. Jan 09, 20:23
x4

Re: [MOD] Foundation of Conquest and War V. 6.8

Post by Szynszyl »

Hello,
I want to make Xenons stronger with this mod, but i want to know that destroying Wharf and shipyard will stop buffed xenon expansion for a while?
ObsidianOne
Posts: 42
Joined: Sun, 23. Dec 18, 10:16

Re: [MOD] Foundation of Conquest and War V. 6.8

Post by ObsidianOne »

Is there any ETA for when this mod will be updated for 5.0 and last dlc ?
Szynszyl
Posts: 289
Joined: Fri, 2. Jan 09, 20:23
x4

Re: [MOD] Foundation of Conquest and War V. 6.8

Post by Szynszyl »

ObsidianOne wrote: Tue, 5. Apr 22, 19:53 Is there any ETA for when this mod will be updated for 5.0 and last dlc ?
BlackRain wrote: Tue, 5. Apr 22, 17:08 entually if it is a problem, but I don't know exactly when I will update.
BlackRain
Moderator (Script&Mod)
Moderator (Script&Mod)
Posts: 7465
Joined: Mon, 15. Dec 03, 18:53
x4

Re: [MOD] Foundation of Conquest and War V. 6.8

Post by BlackRain »

Szynszyl wrote: Tue, 5. Apr 22, 19:50 Hello,
I want to make Xenons stronger with this mod, but i want to know that destroying Wharf and shipyard will stop buffed xenon expansion for a while?
This mod basically forces the faction to build more ships so this also goes for Xenon. If the Xenon have less shipyards/wharfs then they of course can't build as many ships. I mean, they can still build a lot of ships but it would take longer the more stations you destroy, which means they are also weakened.
Szynszyl
Posts: 289
Joined: Fri, 2. Jan 09, 20:23
x4

Re: [MOD] Foundation of Conquest and War V. 6.8

Post by Szynszyl »

Ok thx, and what about spawned ship, they also depends on amount of shipyards?
BlackRain
Moderator (Script&Mod)
Moderator (Script&Mod)
Posts: 7465
Joined: Mon, 15. Dec 03, 18:53
x4

Re: [MOD] Foundation of Conquest and War V. 6.8

Post by BlackRain »

Szynszyl wrote: Wed, 6. Apr 22, 07:14 Ok thx, and what about spawned ship, they also depends on amount of shipyards?
What spawning ships are you talking about exactly? There shouldn't be any ships being spawned.
Szynszyl
Posts: 289
Joined: Fri, 2. Jan 09, 20:23
x4

Re: [MOD] Foundation of Conquest and War V. 6.8

Post by Szynszyl »

In mod settings there is line about xenon spawned ship.

And last question, after i increase amount of xenon ships, when they start invade galaxy? I play about 12 hours with your, ane borders not move
MiFoludek
Posts: 65
Joined: Wed, 18. May 11, 21:06
x3tc

Re: [MOD] Foundation of Conquest and War V. 6.8

Post by MiFoludek »

BlackRain wrote: Mon, 28. Mar 22, 13:36
MiFoludek wrote: Sun, 27. Mar 22, 22:04 Great mod but I have few question:

1.

Code: Select all

<set_value name="$ExistingDestroyerThreshold" exact="6"/>
If I change this value to let say 20 - Do I need also change corresponding job definiton somehow?

eg.:

Code: Select all

<quota galaxy="17" maxgalaxy="39" sector="3"/>
?

2. Is it possible to force xenon to build more shipyards (eg. in new conquered sectors)? In my game xenon has full stack of resources and it is building destroyer one after another. But this is still not enough :)

BR,
Michum
If you change <set_value name="$ExistingDestroyerThreshold" exact="6"/> to <set_value name="$ExistingDestroyerThreshold" exact="20"/> then that means there is a possibility to create up to 20 of these fleets give or take a few. You do not do anything in jobs.xml. Just changing that number is sufficient. However, keep in mind that it isn't as if they are ordering these ships one after the other. The script is on a timer. You can change the timer to increase the speed at which the script will fire, but there is a reason it is on a timer. If there is no timer, the parts that control how many fleets get built won't function correctly. You might be able to lower the timers a little bit though.

As for Xenon building more shipyards, I think they already build like 6 or 7, do you really need more? Lol

It is of course possible to increase the number of shipyards they build if you add code for it but I didn't add anything for that.
yes I need more and more :),
So far I decrease the loop time twice - I think it did the trick -> xenons build more often but one more request come to my mind:
are you planning to add:
a) xenon U (I think it is vro ship)?
b) xenon mk1 mk3 (ROR ship pack)?

If not could you give me hint how to do it?

BR
BlackRain
Moderator (Script&Mod)
Moderator (Script&Mod)
Posts: 7465
Joined: Mon, 15. Dec 03, 18:53
x4

Re: [MOD] Foundation of Conquest and War V. 6.8

Post by BlackRain »

MiFoludek wrote: Thu, 7. Apr 22, 15:46
BlackRain wrote: Mon, 28. Mar 22, 13:36
MiFoludek wrote: Sun, 27. Mar 22, 22:04 Great mod but I have few question:

1.

Code: Select all

<set_value name="$ExistingDestroyerThreshold" exact="6"/>
If I change this value to let say 20 - Do I need also change corresponding job definiton somehow?

eg.:

Code: Select all

<quota galaxy="17" maxgalaxy="39" sector="3"/>
?

2. Is it possible to force xenon to build more shipyards (eg. in new conquered sectors)? In my game xenon has full stack of resources and it is building destroyer one after another. But this is still not enough :)

BR,
Michum
If you change <set_value name="$ExistingDestroyerThreshold" exact="6"/> to <set_value name="$ExistingDestroyerThreshold" exact="20"/> then that means there is a possibility to create up to 20 of these fleets give or take a few. You do not do anything in jobs.xml. Just changing that number is sufficient. However, keep in mind that it isn't as if they are ordering these ships one after the other. The script is on a timer. You can change the timer to increase the speed at which the script will fire, but there is a reason it is on a timer. If there is no timer, the parts that control how many fleets get built won't function correctly. You might be able to lower the timers a little bit though.

As for Xenon building more shipyards, I think they already build like 6 or 7, do you really need more? Lol

It is of course possible to increase the number of shipyards they build if you add code for it but I didn't add anything for that.
yes I need more and more :),
So far I decrease the loop time twice - I think it did the trick -> xenons build more often but one more request come to my mind:
are you planning to add:
a) xenon U (I think it is vro ship)?
b) xenon mk1 mk3 (ROR ship pack)?

If not could you give me hint how to do it?

BR
The ships will use any destroyer if it is set up for destroyers or any carrier if it is set up to use a carrier. It doesn't matter what ships are in the game or what mods, if the ship is a destroyer then it may be used in FOCW or a carrier, etc. Most xenon fleets have destroyers in them but there are only a few with carriers.
BlackRain
Moderator (Script&Mod)
Moderator (Script&Mod)
Posts: 7465
Joined: Mon, 15. Dec 03, 18:53
x4

Re: [MOD] Foundation of Conquest and War V. 6.8

Post by BlackRain »

Szynszyl wrote: Thu, 7. Apr 22, 10:47 In mod settings there is line about xenon spawned ship.

And last question, after i increase amount of xenon ships, when they start invade galaxy? I play about 12 hours with your, ane borders not move
Yeah but I think I said not to use the spawned ships part, I can't remember but I think so?
Szynszyl
Posts: 289
Joined: Fri, 2. Jan 09, 20:23
x4

Re: [MOD] Foundation of Conquest and War V. 6.8

Post by Szynszyl »

Ah ok so i will better turn it off. And what about second question? Buffed Xenons (Apocalypse option i have turned off) will start conquer galaxy or they only will attack border sectors without capture them??
Last edited by Szynszyl on Sat, 9. Apr 22, 16:49, edited 1 time in total.
BlackRain
Moderator (Script&Mod)
Moderator (Script&Mod)
Posts: 7465
Joined: Mon, 15. Dec 03, 18:53
x4

Re: [MOD] Foundation of Conquest and War V. 6.8

Post by BlackRain »

Szynszyl wrote: Sat, 9. Apr 22, 16:25 Ah ok so i will better turn it off. And what about second question? Buffed Xenons (Apocalypse option i have turned off) will start conquer galaxy or they only will attack border sectors?
Well it will greatly increase the amount of ships that xenons could build but they still need to be built over time. It is possible they could start to conquer the galaxy. In my games, Xenon are always very strong and I have to stop them personally, but your game might be different. There is a lot of variability.
Szynszyl
Posts: 289
Joined: Fri, 2. Jan 09, 20:23
x4

Re: [MOD] Foundation of Conquest and War V. 6.8

Post by Szynszyl »

In my game xenons are not a problem unfortunetly. On last save that was on 4.20 of the game almost whole galaxy belong to xenons. Now i want more ore less repeat that. How you have that strong xenons? I have 3 days of playing time and the borders have not moved one sector

Return to “X4: Foundations - Scripts and Modding”