[MOD] Foundation of Conquest and War V. 7.2

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

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

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. 4.0

Post by BlackRain »

There might be some compatibility issues with corporations mod and split dlc. Shouldn’t be any issues with trading though. Always worked before
Spiny_Ewg
Posts: 25
Joined: Fri, 21. Dec 18, 03:42
x4

Re: [MOD] Foundation of Conquest and War V. 4.0

Post by Spiny_Ewg »

BlackRain wrote: Tue, 21. Apr 20, 06:08 There might be some compatibility issues with corporations mod and split dlc. Shouldn’t be any issues with trading though. Always worked before
Eh, the new 3.1 broke a lot of good mods :(
Saves the fact that the old FOCW runs well.
Phiolin
Posts: 158
Joined: Wed, 26. May 04, 08:49
x4

Re: [MOD] Foundation of Conquest and War V. 4.0

Post by Phiolin »

I see you can add this into an existing game. How about removing? Would that break the save or cause any issues that I'd need to be aware of?
ShiBDiB
Posts: 79
Joined: Mon, 7. May 07, 00:12
x4

Re: [MOD] Foundation of Conquest and War V. 4.0

Post by ShiBDiB »

Can the OP get a tldr of what this mod currently does?
-----
My Mods
Go Home Drone, Reaction Force, Disable Story, Pay The Builder, Landlord, Training Exercise
Github with the latest (Unstable) Versions
Nexus Page
Steam Workshop Page
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. 4.0

Post by BlackRain »

ShiBDiB wrote: Sun, 26. Apr 20, 21:52 Can the OP get a tldr of what this mod currently does?
Did you not read the OP? It already says it

"Currently a Lightweight mod. Only adds new ships and fleets to the game. Complete customization based on what you want. Make sure you follow INSTRUCTIONS in order for it to work." By new ships and fleets it just means it adds additional ships and fleets based on how you customize it. More xenon, or more faction ships, etc.
ShiBDiB
Posts: 79
Joined: Mon, 7. May 07, 00:12
x4

Re: [MOD] Foundation of Conquest and War V. 4.0

Post by ShiBDiB »

BlackRain wrote: Sun, 26. Apr 20, 22:07
ShiBDiB wrote: Sun, 26. Apr 20, 21:52 Can the OP get a tldr of what this mod currently does?
Did you not read the OP? It already says it

"Currently a Lightweight mod. Only adds new ships and fleets to the game. Complete customization based on what you want. Make sure you follow INSTRUCTIONS in order for it to work." By new ships and fleets it just means it adds additional ships and fleets based on how you customize it. More xenon, or more faction ships, etc.
The latter was what I was looking for, thank you :D (new ships and fleets could be taken a couple different ways)
-----
My Mods
Go Home Drone, Reaction Force, Disable Story, Pay The Builder, Landlord, Training Exercise
Github with the latest (Unstable) Versions
Nexus Page
Steam Workshop Page
zedfactor
Posts: 22
Joined: Sat, 4. Apr 20, 22:43
x4

Re: [MOD] Foundation of Conquest and War V. 4.0

Post by zedfactor »

@BlackRain:

Great mod, love the customization. Any ETA on Split additions? I'm afraid mine may get steamrolled!
MHDriver
Posts: 464
Joined: Wed, 27. Feb 19, 19:39
x4

Re: [MOD] Foundation of Conquest and War V. 4.0

Post by MHDriver »

For a real good time use this mod together with ROR, set them both to mayhem and watch the galaxy burn..
limorkil
Posts: 8
Joined: Fri, 24. Apr 20, 21:29

Re: [MOD] Foundation of Conquest and War V. 4.0

Post by limorkil »

I suspect this has been asked and answered many times, but I could not find it:

If I change the config file mid game, do the changes affect the game?
So, if the Xenon are looking weak, can I boost them up a bit by changing the mod settings?

I think my Xenon are losing the war. All the fighting is happening in Xenon sectors, so they are not dead but it seems inevitable at this point. Wondering if I can force them to rally by upping the ship config.
Mycu
Posts: 412
Joined: Fri, 28. Sep 12, 08:30
x4

Re: [MOD] Foundation of Conquest and War V. 4.0

Post by Mycu »

limorkil wrote: Tue, 28. Apr 20, 16:38 I suspect this has been asked and answered many times, but I could not find it:

If I change the config file mid game, do the changes affect the game?
So, if the Xenon are looking weak, can I boost them up a bit by changing the mod settings?

I think my Xenon are losing the war. All the fighting is happening in Xenon sectors, so they are not dead but it seems inevitable at this point. Wondering if I can force them to rally by upping the ship config.
BlackRain wrote: Mon, 6. Apr 20, 01:30 You can add it into an existing game just fine, but it will maybe take time for new ships to be built, etc.
X3 AP 3.1 + XRM
X3 AP 3.1 + LU
User avatar
Retrox
Posts: 370
Joined: Thu, 9. Nov 06, 14:59
x4

Re: [MOD] Foundation of Conquest and War V. 4.0

Post by Retrox »

Is there an ingame configuration menu or could i configure it via some file? At least i havent found an ingame one. Some help would be nice!
Intel i7 8700, Gtx 1070, 16gb RAM. I think i'm ready for X4. Bring it on, Egosoft! [edit 2025: this signature didnt age well :lol: ]
User avatar
Drewgamer
Posts: 536
Joined: Fri, 27. Aug 10, 08:39
x4

Re: [MOD] Foundation of Conquest and War V. 4.0

Post by Drewgamer »

Retrox wrote: Tue, 5. May 20, 12:15 Is there an ingame configuration menu or could i configure it via some file? At least i havent found an ingame one. Some help would be nice!
Open the "FOCW" folder, then open the "md" folder, in there is a file called "focw_config". You can set all your options there (there are instructions in the file of what each option does).
Check out my mod Crystal Rarities
VPanda
Posts: 68
Joined: Wed, 15. Apr 20, 14:37
x4

Re: [MOD] Foundation of Conquest and War V. 4.0

Post by VPanda »

Hello! does this mod add "I" Xenons? because in my game there are too few of them, even on maximum FOCW settings.
Min
Posts: 55
Joined: Sat, 23. Feb 19, 17:24
x4

Re: [MOD] Foundation of Conquest and War V. 4.0

Post by Min »

Great mod Rain. I've revisited after taking time away from X4. Question: Does this mod work with Faction Enhancer MOD? Also is it compatible with the newest 3.20 ver?

Also in the config instructions, it says to edit for example "md.FOCW_Config.FOCWSettings.$activateXenfighter" with following values 1 2 and 3. However, in the focwsetup there are multiple lines containing "md.FOCW_Config.FOCWSettings.$activateXenfighter" some with 0 some with 1 some with 2. Wondering which one I should modify.
djrygar
Posts: 1842
Joined: Mon, 10. Aug 09, 02:09
x3ap

Re: [MOD] Foundation of Conquest and War V. 4.0

Post by djrygar »

Min wrote: Sat, 9. May 20, 19:04 Great mod Rain. I've revisited after taking time away from X4. Question: Does this mod work with Faction Enhancer MOD? Also is it compatible with the newest 3.20 ver?

Also in the config instructions, it says to edit for example "md.FOCW_Config.FOCWSettings.$activateXenfighter" with following values 1 2 and 3. However, in the focwsetup there are multiple lines containing "md.FOCW_Config.FOCWSettings.$activateXenfighter" some with 0 some with 1 some with 2. Wondering which one I should modify.
Do not enable fighters - it will kill framerate (unless you've got 5ghz Intel, then maybe)

I'm playing with FOCW + VRO + xrships (plus Landlord and Getting Paid that slowed my progress) and its fantastic.

I enabled: additional bigships and carriers for defense for xenons, and bigships for invasions + additional transporters.
Right now im trying to save Teladis shipyard as xenons basically destroyed their economy. I have 2 destroyers in one secotr and 3 in second, but it looks like they want to join forces and smash teladis shipyard for good. Best experience in X games I ever had.
It is actually possible to loose an X game. Amazing.
Last edited by djrygar on Sun, 10. May 20, 15:32, edited 1 time in total.
djrygar
Posts: 1842
Joined: Mon, 10. Aug 09, 02:09
x3ap

Re: [MOD] Foundation of Conquest and War V. 4.0

Post by djrygar »

question to author:
Are those ships spawned out of thin air or built?
Min
Posts: 55
Joined: Sat, 23. Feb 19, 17:24
x4

Re: [MOD] Foundation of Conquest and War V. 4.0

Post by Min »

djrygar wrote: Sun, 10. May 20, 15:20
Min wrote: Sat, 9. May 20, 19:04 Great mod Rain. I've revisited after taking time away from X4. Question: Does this mod work with Faction Enhancer MOD? Also is it compatible with the newest 3.20 ver?

Also in the config instructions, it says to edit for example "md.FOCW_Config.FOCWSettings.$activateXenfighter" with following values 1 2 and 3. However, in the focwsetup there are multiple lines containing "md.FOCW_Config.FOCWSettings.$activateXenfighter" some with 0 some with 1 some with 2. Wondering which one I should modify.
Do not enable fighters - it will kill framerate (unless you've got 5ghz Intel, then maybe)

I'm playing with FOCW + VRO + xrships (plus Landlord and Getting Paid that slowed my progress) and its fantastic.

I enabled: additional bigships and carriers for defense for xenons, and bigships for invasions + additional transporters.
Right now im trying to save Teladis shipyard as xenons basically destroyed their economy. I have 2 destroyers in one secotr and 3 in second, but it looks like they want to join forces and smash teladis shipyard for good. Best experience in X games I ever had.
It is actually possible to loose an X game. Amazing.
Yes I had the same situation my last game. Hatikva and Teladi space fell fast near the end of it Xenon had taken up to outer ring and before I restarted they were 2 sectors away from PHQ.

BTW do you just enable extra Is? Please let me know which function you selected in the config file
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. 4.0

Post by BlackRain »

djrygar wrote: Sun, 10. May 20, 15:32 question to author:
Are those ships spawned out of thin air or built?
Only the first instance of the ships are spawned. If you put it in on new game, they will spawn like everything else in the game does at game start. If you put it into an existing game for the first time, the ships will spawn only the first time. There is no way to get around that but they will then be built like all other ships. It is an issue with jobs.
djrygar
Posts: 1842
Joined: Mon, 10. Aug 09, 02:09
x3ap

Re: [MOD] Foundation of Conquest and War V. 4.0

Post by djrygar »

BlackRain wrote: Mon, 11. May 20, 00:10 Only the first instance of the ships are spawned. If you put it in on new game, they will spawn like everything else in the game does at game start. If you put it into an existing game for the first time, the ships will spawn only the first time. There is no way to get around that but they will then be built like all other ships. It is an issue with jobs.
Thats great, no problem with that.
Min wrote: Sun, 10. May 20, 19:05 Yes I had the same situation my last game. Hatikva and Teladi space fell fast near the end of it Xenon had taken up to outer ring and before I restarted they were 2 sectors away from PHQ.
BTW do you just enable extra Is? Please let me know which function you selected in the config file
2 K already destroyed half of my PHQ sector, I'm getting surrounded and cannot afford even a Shrike ;>
Less and less traders are coming for my stuff.., Teladi Shipyard in Profit Ceter Alpha has 10% of health ;D This is desperation :>

I enabled:
activateXenminers
activateXencapital
activateXencardefend

with these, game remains relatively smooth, so fighting in person is still enjoyable
(ryzen 3700x). Actually the fact that xenons wiped so many sectors helps with performance.
DeadAirRT
Posts: 1124
Joined: Fri, 25. Jan 19, 03:26
x4

Re: [MOD] Foundation of Conquest and War V. 4.0

Post by DeadAirRT »

BlackRain wrote: Mon, 11. May 20, 00:10 It is an issue with jobs.
Preach brother-man.

Return to “X4: Foundations - Scripts and Modding”