[MOD] Foundation of Conquest and War V. 7.2

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Jaskan
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Re: [MOD] Foundation of Conquest and War V. 5.7

Post by Jaskan »

BlackRain wrote: Mon, 20. Jul 20, 15:52
Jaskan wrote: Mon, 20. Jul 20, 14:16 Hello

Which of the diplomacy faction names do i edit for Zyarth faction (ZYA)

I dont seem to see this faction name in Diplomacy edit section

cheers
Zyarth is Split
Thanks man, the MOD is working perfectly.
Jaskan
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Re: [MOD] Foundation of Conquest and War V. 5.7

Post by Jaskan »

i have a question about diplomacy settings and factors in game that change diplomacy dynamically

1. User Diplomacy improves say with trading etc
2. There are mods like Dynamic Wars that change inter-faction relations dynamically


In the case of user, i assume its best not to add user diplomacy if you want to keep dynamic aspect for example via trading , missions etc.

In the case of inter-faction diplomacy, best not to use mods like dynamic-wars

I am happy with the way the mod is now, just checking my understanding regards other factors that come to change diplomacy values.
BlackRain
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Re: [MOD] Foundation of Conquest and War V. 5.7

Post by BlackRain »

Yeah, I put it on a timer so that it would keep changing the relation but I don't have to do it that way. It could be that just at game start it becomes that relation and then from there it could change. If you want to keep dynamic aspect for you the player, then do not turn on the player part. I probably should have made that one a one shot deal. As for the second, if you want those factions to keep the same relation, then don't use mods that change it. Again, I could make that a one shot thing too. Maybe I will change that for next version.
Jaskan
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Re: [MOD] Foundation of Conquest and War V. 5.7

Post by Jaskan »

BlackRain wrote: Wed, 22. Jul 20, 03:27 Yeah, I put it on a timer so that it would keep changing the relation but I don't have to do it that way. It could be that just at game start it becomes that relation and then from there it could change. If you want to keep dynamic aspect for you the player, then do not turn on the player part. I probably should have made that one a one shot deal. As for the second, if you want those factions to keep the same relation, then don't use mods that change it. Again, I could make that a one shot thing too. Maybe I will change that for next version.
Thanks for explaining that.

I am defo for the least cpu intensive solution, cause my FPS aint exactly the best.

Also most people would use cheat menu in combination with this so might be best not to duplicate whats possible in cheat menu, example setting player relation whilst in game.

I assume the values are always updated every time i load saved game.

Back to your settings file

If i want to change relations using FOCW on next game load, all i need do is set to 1 the value that enables the diplomacy i want. But then i need to change that value before the next game load, so that once i have desired relations, dynamics can effect future chnages in relation.

Or maybe a way in your settings file for user to indicate that relations settings only take effect once, One Shot. And not on every game load. Basically a way for user to indicate in FOCW setup that its values be used for next game load only.

Just checking i understand what you mean by one shot setting.

In which case i could use this by only enabling FOCW one-Shot when i need it.

If i use dynamicwars, and later find relations getting out hand, i can go back focw settings enable one shot again.

But here is where my wishful thinking comes in. I might be returning to FOCW settings with desire to chnage only some relations and not all, meaning still one shot, but only for certain relations , so maybe a way to discriminate what gets set for the one shot.


The real intrest for me is inter faction relations control, and not so much player relations(do that with cheat menu).

That said CHeat menu does not give you fine on control on player relations, just 1,0, -1.


In Summary

1. A way to indicate to FOCW if Diplomacy settings should be used in next game load, on one shot basis.
2. a way to indicate which Diplomacy settings will be updated. Example if only want to change 1 faction inter relation and not others.

Basically a one shot deal, but for selected Diplomacy options.

Basically the user and FOCW need a way to manage FLAG set by user cleared by FOCW, to indicate
1. One shot write of Diplomacy settings
2 . Second user only flag that indicates what diplomacy settings should be updated.


With this solution, folks can still use mods that change Diplomacy based on in game events, and reach for FOCW to make corrections.

Thanks again for this great mod.
Jaskan
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Re: [MOD] Foundation of Conquest and War V. 5.7

Post by Jaskan »

BlackRain wrote: Wed, 22. Jul 20, 03:27 Yeah, I put it on a timer so that it would keep changing the relation but I don't have to do it that way. It could be that just at game start it becomes that relation and then from there it could change. If you want to keep dynamic aspect for you the player, then do not turn on the player part. I probably should have made that one a one shot deal. As for the second, if you want those factions to keep the same relation, then don't use mods that change it. Again, I could make that a one shot thing too. Maybe I will change that for next version.
Just occured to me that one way user and FOCW can manage one shot flag is, for user to turn off FOCW soon as saved game is loaded. Meaning settings applied.

But does not solve the problem of selective diplomacy settings, only change what i select, leave other diplomacy values as is in game.

Cheers
BlackRain
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Re: [MOD] Foundation of Conquest and War V. 5.7

Post by BlackRain »

Jaskan wrote: Wed, 22. Jul 20, 10:53
BlackRain wrote: Wed, 22. Jul 20, 03:27 Yeah, I put it on a timer so that it would keep changing the relation but I don't have to do it that way. It could be that just at game start it becomes that relation and then from there it could change. If you want to keep dynamic aspect for you the player, then do not turn on the player part. I probably should have made that one a one shot deal. As for the second, if you want those factions to keep the same relation, then don't use mods that change it. Again, I could make that a one shot thing too. Maybe I will change that for next version.
Just occured to me that one way user and FOCW can manage one shot flag is, for user to turn off FOCW soon as saved game is loaded. Meaning settings applied.

But does not solve the problem of selective diplomacy settings, only change what i select, leave other diplomacy values as is in game.

Cheers
Not really sure what you are looking for. I mean you could set the relations you want and then turn it off so that it won't keep changing things. Then use any other thing you want I guess. I don't have any plans to do more with it as it really isn't what this mod is about to begin with. I just added it because it was simple enough.
Sixters
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Re: [MOD] Foundation of Conquest and War V. 5.7

Post by Sixters »

Hi dudes,

How long does it usually takes for fleets to appear ?
To explain : I've started a new playtrough few days ago. Just bought my first L ship, have a dozen of M miners & traders fooling around the galaxy.
I'm using a bunch of mods as you can see there (nothing too fancy i guess) : Extension folder

Mid playtrough i noticed an attack of 2/3 Xenon Destroyer (and bunch of P/M/S/N whatsoever) on Hatikva's Choice 1 that started to butcher every Argon & HAT stations here, aswell as a LOT of ships. It tooks HOURS for Argons to finally beat the attack (smth like 15-20 real hours, without seta).

Thought i had a problem with faction balance, maybe factions too weak compared to Xenon. So mid-playtrough i added FOCW, configured every Xenon settings to 1 and every faction settings to 3. Didnt tuched diplomacy switchs & "additionnal xenon settings" stayed at 0 too. Was just wanting to rebalance things a bit.

As you can notice here, it doesnt seems to have really changed things, in fact it seems it went worse : Faction Forces
Xenon lost roughly 50 ships where Argon and Teladi lost 200 both.

There is actually another Xenon attack going on Teladi's trading station in Hewa's Twin 1. They sent 4 K destroyers and quite a lot of P/M/N.
Attack is ongoing for maybe 4 real hours i'd say, and i didnt feel like Teladi's tryed to react. To be fair they cant anyway.


I dont think i can do anything with my poor and lonely Centaur there. I was hoping FCOW could help me boost a bit all of thoses IA factions so they can atleast survive until i reach a lategame force capable of matching xenon's when needed.
Is there is a way to check is the mod is correctly installed and working, and if IA's are doing things accordingly ?

Thanks dudes
BlackRain
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Re: [MOD] Foundation of Conquest and War V. 5.7

Post by BlackRain »

Sixters wrote: Thu, 23. Jul 20, 18:28 Hi dudes,

How long does it usually takes for fleets to appear ?
To explain : I've started a new playtrough few days ago. Just bought my first L ship, have a dozen of M miners & traders fooling around the galaxy.
I'm using a bunch of mods as you can see there (nothing too fancy i guess) : Extension folder

Mid playtrough i noticed an attack of 2/3 Xenon Destroyer (and bunch of P/M/S/N whatsoever) on Hatikva's Choice 1 that started to butcher every Argon & HAT stations here, aswell as a LOT of ships. It tooks HOURS for Argons to finally beat the attack (smth like 15-20 real hours, without seta).

Thought i had a problem with faction balance, maybe factions too weak compared to Xenon. So mid-playtrough i added FOCW, configured every Xenon settings to 1 and every faction settings to 3. Didnt tuched diplomacy switchs & "additionnal xenon settings" stayed at 0 too. Was just wanting to rebalance things a bit.

As you can notice here, it doesnt seems to have really changed things, in fact it seems it went worse : Faction Forces
Xenon lost roughly 50 ships where Argon and Teladi lost 200 both.

There is actually another Xenon attack going on Teladi's trading station in Hewa's Twin 1. They sent 4 K destroyers and quite a lot of P/M/N.
Attack is ongoing for maybe 4 real hours i'd say, and i didnt feel like Teladi's tryed to react. To be fair they cant anyway.


I dont think i can do anything with my poor and lonely Centaur there. I was hoping FCOW could help me boost a bit all of thoses IA factions so they can atleast survive until i reach a lategame force capable of matching xenon's when needed.
Is there is a way to check is the mod is correctly installed and working, and if IA's are doing things accordingly ?

Thanks dudes
Hey, well you realize that by giving Xenon a setting of 1, you added more Xenon ships than before right? This mod ADDS ships. So, you should have kept Xenon at 0. Now it didn't add as much as if it were at 2 or 3, but it still added ships and Xenon have an easier time of producing ships than other factions. As for how long it takes for ships to start getting built, that depends on how healthy the economy of your universe is. Each ship has to be built. Are the shipyards and wharfs able to produce ships? If not, then nothing will be built. They start getting built pretty quickly. Well, squadrons are built every 15 or 30 minutes or so. Larger fleets get built 30 to 60 minutes in game time. Again, if the shipyards/wharfs can't keep up, then things won't get built quickly. If I were you, I would start supplying shipyards and wharfs with the materials they need to build ships. Also, I don't know what other mods you are using, etc.
Sixters
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Re: [MOD] Foundation of Conquest and War V. 5.7

Post by Sixters »

Might have been better with Xenon's at 0 yeah, but i was afraid to make things more unbalanced in the other way. Good thing with this mod is that it seems we can adjust thoses numbers when we want to. Didnt knew Xenon's will build faster than others even if now it seems logical to me.
As i found nowhere how many ships thoses settings add, i wanted to stay "soft" and let xenon's grow a bit.

Here is my mod list : Extensions List
I'm also using XR ship pack (VRO version), XR explosions and Freeq's paintjobs. Do you see anything that could conflict ? I tried not to mix too many gameplay/balance changes expect thoses suggested by VRO. Added quite QoL mods tho

As for the supply, number are not highs but that should be enough to build some ships from time to time. For exemple at Profit Center Alpha, the TEL Warf holds few K of each ships components. Same for the shipiard (might be a bit low shield and weapon component with only 2K of each).
I have a dozen of transporters that are set on auto-trade everywhere so added with the AI i guess they will bring components where it needs to. Might not be enough.

It might also be "normal" if Xenons take some sectors early in the game but i'm surprised. As i wrote this, another destroyer came into HAT space and another one in a second TEL sector.
I will set Xenon's setting to 0 for the moment, simulate a bit and see if things end up well for AI races

Do you know if there is any way to just check if the mod working well ? It might just be me doing something wrong
BlackRain
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Re: [MOD] Foundation of Conquest and War V. 5.7

Post by BlackRain »

Sixters wrote: Thu, 23. Jul 20, 19:51 Might have been better with Xenon's at 0 yeah, but i was afraid to make things more unbalanced in the other way. Good thing with this mod is that it seems we can adjust thoses numbers when we want to. Didnt knew Xenon's will build faster than others even if now it seems logical to me.
As i found nowhere how many ships thoses settings add, i wanted to stay "soft" and let xenon's grow a bit.

Here is my mod list : Extensions List
I'm also using XR ship pack (VRO version), XR explosions and Freeq's paintjobs. Do you see anything that could conflict ? I tried not to mix too many gameplay/balance changes expect thoses suggested by VRO. Added quite QoL mods tho

As for the supply, number are not highs but that should be enough to build some ships from time to time. For exemple at Profit Center Alpha, the TEL Warf holds few K of each ships components. Same for the shipiard (might be a bit low shield and weapon component with only 2K of each).
I have a dozen of transporters that are set on auto-trade everywhere so added with the AI i guess they will bring components where it needs to. Might not be enough.

It might also be "normal" if Xenons take some sectors early in the game but i'm surprised. As i wrote this, another destroyer came into HAT space and another one in a second TEL sector.
I will set Xenon's setting to 0 for the moment, simulate a bit and see if things end up well for AI races

Do you know if there is any way to just check if the mod working well ? It might just be me doing something wrong
Check out the shipyards and wharfs and see if they are building ships added by this mod. They all have unique names per faction. Like Argon Privateer Destroy, or Teladi Company security, or Argon Expeditionary fleet, Antigone Republican Guard, Paranid Inquisition fleet, Holy Order Reformation fleet, etc.
GageDragon
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Re: [MOD] Foundation of Conquest and War V. 5.7

Post by GageDragon »

Should there be a welcome/activated message? Started new game and got nothing and am not seeing the named fleets. I am in the beta though.
BlackRain
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Re: [MOD] Foundation of Conquest and War V. 5.7

Post by BlackRain »

GageDragon wrote: Fri, 24. Jul 20, 04:56 Should there be a welcome/activated message? Started new game and got nothing and am not seeing the named fleets. I am in the beta though.
There should be, yes. Check your log
GageDragon
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Re: [MOD] Foundation of Conquest and War V. 5.7

Post by GageDragon »

Either I just missed the message before or it is working now on its own lol
BlackRain
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Re: [MOD] Foundation of Conquest and War V. 5.7

Post by BlackRain »

GageDragon wrote: Fri, 24. Jul 20, 14:41 Either I just missed the message before or it is working now on its own lol
You see the ships being built?
Jaskan
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Re: [MOD] Foundation of Conquest and War V. 5.7

Post by Jaskan »

Hi

Thanks again for the Diplomacy update.

Which of the factions in the settings file is "Duke's Buccaneers"

Or if its not asking too much an update with faction names matching names in X4 Encyclopedia.

Its a great MOD provided one sticks with Static faction relations, and thats working great right now, early days of testing though.

cheers
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Re: [MOD] Foundation of Conquest and War V. 5.7

Post by BlackRain »

Oh, I didn’t add Duke’s buccaneers, or scaleplate. I can add Duke’s in the future
GageDragon
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Re: [MOD] Foundation of Conquest and War V. 5.7

Post by GageDragon »

Yes indeed new fleets aplenty.

Could bad diplomacy settings cause the issue? Last start I had changed the settings and this start I did not.
BlackRain
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Re: [MOD] Foundation of Conquest and War V. 5.7

Post by BlackRain »

GageDragon wrote: Fri, 24. Jul 20, 18:59 Yes indeed new fleets aplenty.

Could bad diplomacy settings cause the issue? Last start I had changed the settings and this start I did not.
I don't think that would have anything to do with it?
GageDragon
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Re: [MOD] Foundation of Conquest and War V. 5.7

Post by GageDragon »

I don't think it would as well however that was the only thing I changed from your already config setup file. I will just blame it on 2020 lol.
Jaskan
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Re: [MOD] Foundation of Conquest and War V. 5.7

Post by Jaskan »

BlackRain wrote: Fri, 24. Jul 20, 16:49 Oh, I didn’t add Duke’s buccaneers, or scaleplate. I can add Duke’s in the future
Why hold back a great MOD, when you can add all the factions to the options, Everybody but Xenon and Khak.

Am already trying to use this Diplomacy settings, but in my Early game the factions closest to Xenon am trying to set are not in the script or some confusion about name of new factions.

I can wait for many versions of this mod down the line when you decide to add all factions, with their names set in options as they appear in the game, so that no confusion as to which faction is being edited.

A tip for those new to using this MOD, might be best to turn it off soon as your settings are applied to the game. Will save you a little bit of CPU/FPS, and also allow you to use mods based on dynamic faction relations.

A Great MODer please add all factions, even if i have to paypal you, i WAnt full control, so that i can trade and let all the AI sort each other out.

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