[MOD] Foundation of Conquest and War V. 7.2
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Re: [MOD] Foundation of Conquest and War V. 5.9
Question: will we get update on the same day as 4.0 and CoH, like VRO?
Mainly asking cause VRO and FOCW are the 2 mods that I really want to play with.
Mainly asking cause VRO and FOCW are the 2 mods that I really want to play with.
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Re: [MOD] Foundation of Conquest and War V. 5.9
Well, I mean, I didn't get a copy of COH yet lol

As for whether this mod will work, it will absolutely still work just fine. It just won't have options for Terran ships. So you don't have to worry. I doubt it will impact the Terrans that much anyway since I am sure they will be well defended, etc. There should be no compatibility issues.
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Re: [MOD] Foundation of Conquest and War V. 5.9
Ah shame, i thought you might've gotten an early copy like VRO author did. You should! v0vBlackRain wrote: ↑Tue, 16. Mar 21, 17:37Well, I mean, I didn't get a copy of COH yet lol
As for whether this mod will work, it will absolutely still work just fine. It just won't have options for Terran ships. So you don't have to worry. I doubt it will impact the Terrans that much anyway since I am sure they will be well defended, etc. There should be no compatibility issues.
I know that there will be no compability issues, but I remember what happened when I played after Split release - cause I boosted everyone except Split (cause it was not possible), they were getting completely obliterated. For this reason I'd prefer to wait, unless you're confident you can prepare the update within 1 day or so - but of course it's understandable if it'll take more time, we all have our lives.

Thanks for quick response either way. \o/
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Re: [MOD] Foundation of Conquest and War V. 5.9
Hehe, only Shuulo is too cool for school I guessTehGM wrote: ↑Tue, 16. Mar 21, 17:41Ah shame, i thought you might've gotten an early copy like VRO author did. You should! v0vBlackRain wrote: ↑Tue, 16. Mar 21, 17:37Well, I mean, I didn't get a copy of COH yet lol
As for whether this mod will work, it will absolutely still work just fine. It just won't have options for Terran ships. So you don't have to worry. I doubt it will impact the Terrans that much anyway since I am sure they will be well defended, etc. There should be no compatibility issues.
I know that there will be no compability issues, but I remember what happened when I played after Split release - cause I boosted everyone except Split (cause it was not possible), they were getting completely obliterated. For this reason I'd prefer to wait, unless you're confident you can prepare the update within 1 day or so - but of course it's understandable if it'll take more time, we all have our lives.
Thanks for quick response either way. \o/

I think Split is unique though because they are surrounded by enemies. Terrans seem like they will be completely closed off so I doubt it will impact them much but it won't be too difficult to get something up for them asap.
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Re: [MOD] Foundation of Conquest and War V. 5.9
Thank you for your detailed explanation!
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Re: [MOD] Foundation of Conquest and War V. 6.0
FOCW Version 6.0
1) Added configuration options for Terrans. Only turn it on if you have the Terran DLC.
2) Hatikvah will now order ships from either Argon/Antigone/Teladi/Ministry/Alliance if you have them turned on
3) Some minor fixes here and there
1) Added configuration options for Terrans. Only turn it on if you have the Terran DLC.
2) Hatikvah will now order ships from either Argon/Antigone/Teladi/Ministry/Alliance if you have them turned on
3) Some minor fixes here and there
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Re: [MOD] Foundation of Conquest and War V. 6.0
Sweet! I bought a beer for X4 (well, not exactly, but when I remembered 4.0 comes out, I decided to use it that way), but decided to wait for FOCW update, and was just battling CSS and VS SASS integration for my project in the meantime.
Now you saved me from CSS (well, until later time anyway lol). Cheers!
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Re: [MOD] Foundation of Conquest and War V. 6.0
It wasn't difficult to do since I already had everything set up, it was just a matter of copy and pasting ships in jobs and adding in a few more lines of code here and there. Took me about an hour to do it all.TehGM wrote: ↑Tue, 16. Mar 21, 19:52Sweet! I bought a beer for X4 (well, not exactly, but when I remembered 4.0 comes out, I decided to use it that way), but decided to wait for FOCW update, and was just battling CSS and VS SASS integration for my project in the meantime.
Now you saved me from CSS (well, until later time anyway lol). Cheers!
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Re: [MOD] Foundation of Conquest and War V. 6.0
Hi BlackRain!
Would your mod be compatible with DeadAir's Jobs Mod? And would it make sense at all to use his Jobs sub-mod if I strongly intend to stick to FOCW?
Would your mod be compatible with DeadAir's Jobs Mod? And would it make sense at all to use his Jobs sub-mod if I strongly intend to stick to FOCW?
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Re: [MOD] Foundation of Conquest and War V. 6.0
My mod adds additional ships and fleets and does not change the existing jobs. DeadAir's Jobs Mod changes the existing jobs. This means they are fully compatible. Now, how he changes jobs I don't know. They can both be used just fine together, but I have no idea how the game will play out overall. It would most likely be fine.
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Re: [MOD] Foundation of Conquest and War V. 6.0
Thanks a lot for the answer!BlackRain wrote: ↑Sun, 21. Mar 21, 17:55My mod adds additional ships and fleets and does not change the existing jobs. DeadAir's Jobs Mod changes the existing jobs. This means they are fully compatible. Now, how he changes jobs I don't know. They can both be used just fine together, but I have no idea how the game will play out overall. It would most likely be fine.
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Re: [MOD] Foundation of Conquest and War V. 6.0
By the way, I should add that my mod doesn't just add more ships, it also forces them to get built. Other people who just edit jobs.xml and change quotas and such in there doesn't guarantee those ships will get built. My ships will be built eventually as long as the factions can build them. Of course if the faction can't build them, then they obviously won't get built. Although factions do build the ships specified in jobs, it is not consistent.sanctific wrote: ↑Sun, 21. Mar 21, 18:27Thanks a lot for the answer!BlackRain wrote: ↑Sun, 21. Mar 21, 17:55My mod adds additional ships and fleets and does not change the existing jobs. DeadAir's Jobs Mod changes the existing jobs. This means they are fully compatible. Now, how he changes jobs I don't know. They can both be used just fine together, but I have no idea how the game will play out overall. It would most likely be fine.
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Re: [MOD] Foundation of Conquest and War V. 6.0
To add on, I don't change spawning from vanilla. Added jobs that aren't handled properly like blackrain's will cause spawning on first load. Both mods handle different jobs and should have no issues together.BlackRain wrote: ↑Sun, 21. Mar 21, 18:30 By the way, I should add that my mod doesn't just add more ships, it also forces them to get built. Other people who just edit jobs.xml and change quotas and such in there doesn't guarantee those ships will get built. My ships will be built eventually as long as the factions can build them. Of course if the faction can't build them, then they obviously won't get built. Although factions do build the ships specified in jobs, it is not consistent.
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Re: [MOD] Foundation of Conquest and War V. 6.0
Ah I see, my mistake. I wasn't sure if you had changed the existing jobs or added new ones.DeadAirRT wrote: ↑Sun, 21. Mar 21, 23:30To add on, I don't change spawning from vanilla. Added jobs that aren't handled properly like blackrain's will cause spawning on first load. Both mods handle different jobs and should have no issues together.BlackRain wrote: ↑Sun, 21. Mar 21, 18:30 By the way, I should add that my mod doesn't just add more ships, it also forces them to get built. Other people who just edit jobs.xml and change quotas and such in there doesn't guarantee those ships will get built. My ships will be built eventually as long as the factions can build them. Of course if the faction can't build them, then they obviously won't get built. Although factions do build the ships specified in jobs, it is not consistent.
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Re: [MOD] Foundation of Conquest and War V. 6.0
Hello, where is the to turn on? 1) Added configuration options for Terrans. Only turn it on if you have the Terran DLC.
Or has already taken place?
Had already done wrong.
Or has already taken place?
Had already done wrong.
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Re: [MOD] Foundation of Conquest and War V. 6.0
You have to edit the focwsetup file to turn it on, it is in the configuration options like all the others.
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Re: [MOD] Foundation of Conquest and War V. 6.0
Hi BlackRain,
I've noticed that Xenon in CoH are much less active and are nowhere even close to the threat they were with FOCW (Apocalypse+Caps settings) in 3.3.
I'm now @ 80 hours mark in my CoH playthrough, Xenon have expanded to Turquoise Sea only at this point, they manage to keep their starting systems though.
I believe that these differenced between pre-CoH & CoH FOCW are related to how efficiency of resources gathering was affected by the expansion, so now the question to you - if the ratio of resources ships in FOCW jobs would be doubled/tripled, would that work to help Xenon or something would break the mod?
P.S: Just for comparison - in 3.3 with FOCW Xenon would totally destroy HAT+MIN+ZYA+TEL (at least, more likely that ANT+ARG+FRF would also be gone) by 80th hour unless a player would intervene...Miss that race of time & resources to actually save "organics" against the machines
I've noticed that Xenon in CoH are much less active and are nowhere even close to the threat they were with FOCW (Apocalypse+Caps settings) in 3.3.
I'm now @ 80 hours mark in my CoH playthrough, Xenon have expanded to Turquoise Sea only at this point, they manage to keep their starting systems though.
I believe that these differenced between pre-CoH & CoH FOCW are related to how efficiency of resources gathering was affected by the expansion, so now the question to you - if the ratio of resources ships in FOCW jobs would be doubled/tripled, would that work to help Xenon or something would break the mod?
P.S: Just for comparison - in 3.3 with FOCW Xenon would totally destroy HAT+MIN+ZYA+TEL (at least, more likely that ANT+ARG+FRF would also be gone) by 80th hour unless a player would intervene...Miss that race of time & resources to actually save "organics" against the machines

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Re: [MOD] Foundation of Conquest and War V. 6.0
Hmm, well I think the issue with COH is that the Terrans actively go after the Xenon no matter where they may be and now that there are more xenon sectors, the Xenon ships are spread out more. You can try increasing the number of resource ships if you like but where they are built would be random. I haven't done any extensive testing of this so you can give it a try if you know what you are doing.sanctific wrote: ↑Fri, 26. Mar 21, 12:18 Hi BlackRain,
I've noticed that Xenon in CoH are much less active and are nowhere even close to the threat they were with FOCW (Apocalypse+Caps settings) in 3.3.
I'm now @ 80 hours mark in my CoH playthrough, Xenon have expanded to Turquoise Sea only at this point, they manage to keep their starting systems though.
I believe that these differenced between pre-CoH & CoH FOCW are related to how efficiency of resources gathering was affected by the expansion, so now the question to you - if the ratio of resources ships in FOCW jobs would be doubled/tripled, would that work to help Xenon or something would break the mod?
P.S: Just for comparison - in 3.3 with FOCW Xenon would totally destroy HAT+MIN+ZYA+TEL (at least, more likely that ANT+ARG+FRF would also be gone) by 80th hour unless a player would intervene...Miss that race of time & resources to actually save "organics" against the machines![]()
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Re: [MOD] Foundation of Conquest and War V. 6.0
Thanks for the reply!BlackRain wrote: ↑Fri, 26. Mar 21, 13:04Hmm, well I think the issue with COH is that the Terrans actively go after the Xenon no matter where they may be and now that there are more xenon sectors, the Xenon ships are spread out more. You can try increasing the number of resource ships if you like but where they are built would be random. I haven't done any extensive testing of this so you can give it a try if you know what you are doing.sanctific wrote: ↑Fri, 26. Mar 21, 12:18 Hi BlackRain,
I've noticed that Xenon in CoH are much less active and are nowhere even close to the threat they were with FOCW (Apocalypse+Caps settings) in 3.3.
I'm now @ 80 hours mark in my CoH playthrough, Xenon have expanded to Turquoise Sea only at this point, they manage to keep their starting systems though.
I believe that these differenced between pre-CoH & CoH FOCW are related to how efficiency of resources gathering was affected by the expansion, so now the question to you - if the ratio of resources ships in FOCW jobs would be doubled/tripled, would that work to help Xenon or something would break the mod?
P.S: Just for comparison - in 3.3 with FOCW Xenon would totally destroy HAT+MIN+ZYA+TEL (at least, more likely that ANT+ARG+FRF would also be gone) by 80th hour unless a player would intervene...Miss that race of time & resources to actually save "organics" against the machines![]()
Will give it a try, will post it here if increasing resource ships for Xenon would do them any good.
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Re: [MOD] Foundation of Conquest and War V. 6.0
Another option would be to not add in any extra ships for all the other factions and only add the extra ships for xenon maybe. Also, some good options to have for Xenon for maybe more activity would be the following:sanctific wrote: ↑Fri, 26. Mar 21, 13:24Thanks for the reply!BlackRain wrote: ↑Fri, 26. Mar 21, 13:04Hmm, well I think the issue with COH is that the Terrans actively go after the Xenon no matter where they may be and now that there are more xenon sectors, the Xenon ships are spread out more. You can try increasing the number of resource ships if you like but where they are built would be random. I haven't done any extensive testing of this so you can give it a try if you know what you are doing.sanctific wrote: ↑Fri, 26. Mar 21, 12:18 Hi BlackRain,
I've noticed that Xenon in CoH are much less active and are nowhere even close to the threat they were with FOCW (Apocalypse+Caps settings) in 3.3.
I'm now @ 80 hours mark in my CoH playthrough, Xenon have expanded to Turquoise Sea only at this point, they manage to keep their starting systems though.
I believe that these differenced between pre-CoH & CoH FOCW are related to how efficiency of resources gathering was affected by the expansion, so now the question to you - if the ratio of resources ships in FOCW jobs would be doubled/tripled, would that work to help Xenon or something would break the mod?
P.S: Just for comparison - in 3.3 with FOCW Xenon would totally destroy HAT+MIN+ZYA+TEL (at least, more likely that ANT+ARG+FRF would also be gone) by 80th hour unless a player would intervene...Miss that race of time & resources to actually save "organics" against the machines![]()
Will give it a try, will post it here if increasing resource ships for Xenon would do them any good.
<set_value name="$activatemoreXenonCaps" exact="1" />
<set_value name="$activateXenonApocalypse" exact="1" />
<set_value name="$activateXencardefend" exact="1" />