[MOD] Foundation of Conquest and War V. 7.2

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BlackRain
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Re: [WIP - MOD] Foundation of Conquest and War V. 3.1Alpha

Post by BlackRain »

ledhead900 wrote: Fri, 29. Mar 19, 02:37 Thanks guys!!
Had been curious about them just was unsure if FOCW had overlaps good to know they go well together.

[edit]
well I landed on a ship and it swallowed my ship into its docking bay now its gone lol have been floating around on this Ai ship for hours.
You should be able to call it out no? Did you try shift d?
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Shuulo
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Re: [WIP - MOD] Foundation of Conquest and War V. 3.1Alpha

Post by Shuulo »

Bravari wrote: Fri, 29. Mar 19, 08:56 Black have you tested VRO with this?
I did, VRO should overwrite all balance changes made by FOCW.
VRO does not change any of faction logic etc., so should be pretty safe to use alongside.
BlackRain
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Re: [WIP - MOD] Foundation of Conquest and War V. 3.1Alpha

Post by BlackRain »

Please give me some feedback for those using 3.1. I am finding that the game is rarely ever stale or lacking enough conflict. With the 10% of ships which spawn instead of get built, it keeps the game moving well and even boosts already existing strength so that large battles are taking place (this is also using the faction mod)
Bravari
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Re: [WIP - MOD] Foundation of Conquest and War V. 3.1Alpha

Post by Bravari »

I find the mod to be very stable and enjoyable right now. I think we almost have the right balance. A longer play through will be needed to really see.
Buzz2005
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Re: [WIP - MOD] Foundation of Conquest and War V. 3.1Alpha

Post by Buzz2005 »

I have a shit storm in Helas Twin, the trade station is already gone
There is going to be a shit storm in Ianamus Zura
HOP have lost Pontifex Claim but seem to not care as they are taking over Faulty logic, only ones not doing anything are ARG and ANT

There is always some fighting going on, no need to wait for something if I want to fight, SY and Wharfs are building all the time, no stuck queues, economy full of opportunities, finally a good save

Thank you Blackrain :)
Fixed ships getting spawned away from ship configuration menu at resupply ships from automatically getting deployables.
Misunderstood Wookie
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Re: [WIP - MOD] Foundation of Conquest and War V. 3.1Alpha

Post by Misunderstood Wookie »

BlackRain wrote: Fri, 29. Mar 19, 12:55
ledhead900 wrote: Fri, 29. Mar 19, 02:37 Thanks guys!!
Had been curious about them just was unsure if FOCW had overlaps good to know they go well together.

[edit]
well I landed on a ship and it swallowed my ship into its docking bay now its gone lol have been floating around on this Ai ship for hours.
You should be able to call it out no? Did you try shift d?
Cannot call it out, no console screens have any menus
Shift+D cannot teleport to ship it takes me to the bridge instead.

Could be a mod bug from other mods?
could be vanilla 2.20 bug?

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Save Game Download
*modified*
*X3 LiteCube User*
MOD GemFX Real Space Shaders
MOD Variety and Rebalance Overhaul Icon Pack
I lost my Hans and should not be flying Solo.
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BlackRain
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Re: [WIP - MOD] Foundation of Conquest and War V. 3.1Alpha

Post by BlackRain »

ledhead900 wrote: Sat, 30. Mar 19, 14:13
BlackRain wrote: Fri, 29. Mar 19, 12:55
ledhead900 wrote: Fri, 29. Mar 19, 02:37 Thanks guys!!
Had been curious about them just was unsure if FOCW had overlaps good to know they go well together.

[edit]
well I landed on a ship and it swallowed my ship into its docking bay now its gone lol have been floating around on this Ai ship for hours.
You should be able to call it out no? Did you try shift d?
Cannot call it out, no console screens have any menus
Shift+D cannot teleport to ship it takes me to the bridge instead.

Could be a mod bug from other mods?
could be vanilla 2.20 bug?

Image
Save Game Download
Do you have teleport technology? If u did you could teleport right to the ship. Does your ship have a pilot? If it does you could select it on the map and order it to fly somewhere. Just click on map and go to the sector view not property view and you should see the ship you are on with a plus button for docked ships. Click that and it should show your ship
Misunderstood Wookie
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Re: [WIP - MOD] Foundation of Conquest and War V. 3.1Alpha

Post by Misunderstood Wookie »

no pilot sorry, and teleport not installed. Will try some other way.
*modified*
*X3 LiteCube User*
MOD GemFX Real Space Shaders
MOD Variety and Rebalance Overhaul Icon Pack
I lost my Hans and should not be flying Solo.
Image
BlackRain
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Re: [WIP - MOD] Foundation of Conquest and War V. 3.1Alpha

Post by BlackRain »

ledhead900 wrote: Sat, 30. Mar 19, 17:31 no pilot sorry, and teleport not installed. Will try some other way.
oh if u go to the teleporter on the ship, you know where you can select to go to the bridge? Can you do it there? might be able to call ship
Misunderstood Wookie
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Re: [WIP - MOD] Foundation of Conquest and War V. 3.1Alpha

Post by Misunderstood Wookie »

Tried that first, went too the bridge my ship is listed as docked in the underground storage no option to retrieve it.
It's okay thanks for your time, I just started a new game as I only had the starter ship and about 200k credits.
*modified*
*X3 LiteCube User*
MOD GemFX Real Space Shaders
MOD Variety and Rebalance Overhaul Icon Pack
I lost my Hans and should not be flying Solo.
Image
intel352
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Re: [WIP - MOD] Foundation of Conquest and War V. 3.1Alpha

Post by intel352 »

Is there any plan to add this as a Steam Workshop mod? It would be lovely to get automatic updates, without having to track a forum thread or visit external mod websites.
Buzz2005
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Re: [WIP - MOD] Foundation of Conquest and War V. 3.1Alpha

Post by Buzz2005 »

@Blackrain
How does spawning work? Bc I have in matrix#79B A xenon wharf with 150 ships in queue and no miners near
Evan the Argon dont attack them, don't know why and there is no activity at all in tharkas cascade

How do the miners spawn? Is it random or can you put them spawn in particular sector?
Fixed ships getting spawned away from ship configuration menu at resupply ships from automatically getting deployables.
BlackRain
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Re: [WIP - MOD] Foundation of Conquest and War V. 3.1Alpha

Post by BlackRain »

Buzz2005 wrote: Mon, 1. Apr 19, 21:12 @Blackrain
How does spawning work? Bc I have in matrix#79B A xenon wharf with 150 ships in queue and no miners near
Evan the Argon dont attack them, don't know why and there is no activity at all in tharkas cascade

How do the miners spawn? Is it random or can you put them spawn in particular sector?
This is actually something I was going to post about today as I noticed something about the game and it isn’t directly related to this mod. The way the Xenon work is that they are one faction that has 4 shipyards/wharfs separated from each other and very distant from each other. In order for the Xenon to work properly, each of these shipyards/whatfs need to be consistently supplied with resources. This is what I am noticing and I will explain it carefully.

Xenon ships have a set limit as defined in jobs.
Any of the shipyards/wharfs will get orders for ships.
One shipyard/wharf is undersupplied and can’t build ships.
Other shipyards/wharfs are still building but over time the shipyard that can’t build receives other orders it can’t fill. These orders are stuck here and never get filled.
Another shipyard/wharf may run into supply problems and falls into the same cycle as the first one that ran out of resources.
These shipyards/wharfs continue to receive orders they cant fill and since there are quotas, these orders may never get filled and won’t be ordered from the active stations either.
Other shipyards/wharfs may also eventually run out of resources and less and less ships are built.
One or two shipyards/wharfs are still running but are building little to no ships since hundreds of orders have now been placed at shipyrds/wharfs that have no resources.
Xenon die.

Right now I have some ships for Xenon spawn but spawn randomly in any xenon sector.

Possible solution, set up spawns for xenon miners/energy that spawn in specific sectors. I can then have a certain amount which spawn in each major xenon cluster. Also fast respawn time if they get destroyed. This may solve the issue, any thoughts?
DeadAirRT
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Re: [WIP - MOD] Foundation of Conquest and War V. 3.1Alpha

Post by DeadAirRT »

That solution sounds like it would work. Even better if you made it spawn conditionally based on if wharf/shipyard has low resources.
Buzz2005
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Re: [WIP - MOD] Foundation of Conquest and War V. 3.1Alpha

Post by Buzz2005 »

This is really poorly though out by Ego, so if there Is a order for a number of ships (not miners) and in that same time faction logic sends all miners to build a defense station and inevitably they all die its game over?!?

maybe have all miners are spawned and not built :?
I guess miners dont even have priority in queue and its the backbone of there economy
Fixed ships getting spawned away from ship configuration menu at resupply ships from automatically getting deployables.
Chris0132
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Re: [WIP - MOD] Foundation of Conquest and War V. 3.1Alpha

Post by Chris0132 »

Is it possible to repurpose some of those xenon asteroid stations to produce ores from nothing, and also to spawn the odd transport ship inside them? The notion being that the xenon can, if needed, build their ships anywhere but the shipyards are for mass production? Might help with xenon supply issues.
Buzz2005
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Re: [WIP - MOD] Foundation of Conquest and War V. 3.1Alpha

Post by Buzz2005 »

asteriod stations?
Fixed ships getting spawned away from ship configuration menu at resupply ships from automatically getting deployables.
DeadAirRT
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Re: [WIP - MOD] Foundation of Conquest and War V. 3.1Alpha

Post by DeadAirRT »

While going through to make a compatibility submod I noticed the following error:
charactergroups.xml

Code: Select all

<replace sel="//characters/character[@name='argon.service']">
  
  <!--<character name="argon.service">
    <select character="argon.service.male" weight="30"/>
    <select character="argon.service.female" weight="70"/>
  </character>
</replace>-->
BlackRain
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Re: [WIP - MOD] Foundation of Conquest and War V. 3.1Alpha

Post by BlackRain »

DeadAirRT wrote: Wed, 3. Apr 19, 21:39 While going through to make a compatibility submod I noticed the following error:
charactergroups.xml

Code: Select all

<replace sel="//characters/character[@name='argon.service']">
  
  <!--<character name="argon.service">
    <select character="argon.service.male" weight="30"/>
    <select character="argon.service.female" weight="70"/>
  </character>
</replace>-->
yeah just ignore it
Buzz2005
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Re: [WIP - MOD] Foundation of Conquest and War V. 3.1Alpha

Post by Buzz2005 »

new version maybe on the horizon? Want to get xenons near Argon producing again
Fixed ships getting spawned away from ship configuration menu at resupply ships from automatically getting deployables.

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