Its normal. I think they have cold war with periodical battle for sector sometimes they start destroy enemy station and all ship in system fight with each otherDampz wrote: ↑Wed, 31. Mar 21, 16:40 Hey!
I don't know if this is just me having this issue but for some reason ANT and Terran are friends in Getsu Fune insted of having a war as they did before i installed the mod? They are all patrolling around with ships and not shooting each other as they did before i installe... i didnt mess with the diplomacy issues afaik just added some more ships... maybe i missed something? Hope someone can help me on this! thanks!
[MOD] Foundation of Conquest and War V. 7.2
Moderators: Scripting / Modding Moderators, Moderators for English X Forum
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Re: [MOD] Foundation of Conquest and War V. 6.0
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Re: [MOD] Foundation of Conquest and War V. 6.0
$activateallfactionsfight - also affects xenon?
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Re: [MOD] Foundation of Conquest and War V. 6.0
No, Xenon is separate from the others.
I will be updating this mod very soon. There was a critical problem I hadn't addressed until this time. I finally found a good way to fix the issue. Currently, even though there are quotas assigned to ships, you may end up with a ton more ships than you expected. The reason is the following, a ship is ordered by force from the shipyard. If the shipyard can't build it yet, it just sits there in the queue until it gets built. Because it wasn't built yet, the quota would never be met until the number of ships specified in the quota is built. This meant that way more ships may have been ordered than the quota intended. Once ships are built and the number reaches the quota, no more will be ordered but by that time, several or even a dozen might have been ordered. Now, in vanilla, this might not be an issue because there isn't as much conflict going on, however you would begin to notice a significant number of ships patrolling around depending on what settings you had. For example, Antigone memorial might have a dozen huge fleets flying around which shouldn't be the case. You would see a sea of blue in antigone memorial lol.
Anyway, I am in the process of fixing this and am almost done. The next version will have no ships ordered above the quota assigned. This will mean less ships in the game overall, but you can edit the script to add more or less whatever you want if you know how. The same issue is with my Corporations mod but I am fixing that too.
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Re: [MOD] Foundation of Conquest and War V. 6.0
Aha, thats why I had those crazy battles of Xenon (after resources ships quota increase) vs other factions. Not that the bug you mentioned bothers me (thought its a feature lol) but still great to know that you still work on the mod!BlackRain wrote: ↑Fri, 2. Apr 21, 16:22No, Xenon is separate from the others.
I will be updating this mod very soon. There was a critical problem I hadn't addressed until this time. I finally found a good way to fix the issue. Currently, even though there are quotas assigned to ships, you may end up with a ton more ships than you expected. The reason is the following, a ship is ordered by force from the shipyard. If the shipyard can't build it yet, it just sits there in the queue until it gets built. Because it wasn't built yet, the quota would never be met until the number of ships specified in the quota is built. This meant that way more ships may have been ordered than the quota intended. Once ships are built and the number reaches the quota, no more will be ordered but by that time, several or even a dozen might have been ordered. Now, in vanilla, this might not be an issue because there isn't as much conflict going on, however you would begin to notice a significant number of ships patrolling around depending on what settings you had. For example, Antigone memorial might have a dozen huge fleets flying around which shouldn't be the case. You would see a sea of blue in antigone memorial lol.
Anyway, I am in the process of fixing this and am almost done. The next version will have no ships ordered above the quota assigned. This will mean less ships in the game overall, but you can edit the script to add more or less whatever you want if you know how. The same issue is with my Corporations mod but I am fixing that too.
Btw, I'm sure that this is totally wrong topic to ask the below, sorry in advance BlackRain, yet I dunno where to ask and since I already started writing this post...is there any way to increase mining/gas gathering efficiency or, alternatively, increase the yield from the raw resources locations? I really love CoH DLC, in general that is...but the change to the raw resources gathering efficiency is plain annoying for me.
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Re: [MOD] Foundation of Conquest and War V. 6.0
Well the idea was that you could control how many rather than just an infinite amount. Not that it was infinite to begin with but it was problematic because some factions couldn’t handle it. The Xenon would be mostly fine because they have a simpler economy, but with factionwar they still might come into some problems without enough resource ships. Zyarch patriarchy seems to have a big problem because their ships seems to require a lot of resources so they can’t keep up and will get stuck for long periods of time. Especially when using my corporations mod. You can still edit the script and increase the numbers to whatever you want as long as you know how. It isn’t that difficult either.
I haven’t looked into gas yields and such so I can’t help with that.
I haven’t looked into gas yields and such so I can’t help with that.
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Re: [MOD] Foundation of Conquest and War V. 6.0
Hey BlackRain! thanks for this mod, i've been having fun with it.
If i may ask, what happens if i change this line to false?
<environment buildatshipyard="true" />
Ships will spawn instead? I dont mind xenon cheating a bit, if it means a more bloody universe haha
If i may ask, what happens if i change this line to false?
<environment buildatshipyard="true" />
Ships will spawn instead? I dont mind xenon cheating a bit, if it means a more bloody universe haha
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Re: [MOD] Foundation of Conquest and War V. 6.0
Yes, ships should spawn, but you should also add the following:jlvitorasso wrote: ↑Fri, 2. Apr 21, 19:46 Hey BlackRain! thanks for this mod, i've been having fun with it.
If i may ask, what happens if i change this line to false?
<environment buildatshipyard="true" />
Ships will spawn instead? I dont mind xenon cheating a bit, if it means a more bloody universe haha
<environment buildatshipyard="false" gate="true"/>
This way they spawn at gates like they are going through it or something.
Good luck, lol. If you want, you can also speed up how fast they spawn.
For example:
<cue name="job_activate_Xenonminers1" instantiate="true" checktime="player.age + 120s" checkinterval="5min"> Where it says checkinterval, just change it to whatever. If you want minutes, 5min is 5 minutes. Seconds would be 5s for 5 seconds. So you could have Xenon K's spawn every couple of minutes if you wanted lol. Again, good luck with that hahaha.
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Re: [MOD] Foundation of Conquest and War V. 6.0
Ok! thanks hahahaBlackRain wrote: ↑Fri, 2. Apr 21, 20:25Yes, ships should spawn, but you should also add the following:jlvitorasso wrote: ↑Fri, 2. Apr 21, 19:46 Hey BlackRain! thanks for this mod, i've been having fun with it.
If i may ask, what happens if i change this line to false?
<environment buildatshipyard="true" />
Ships will spawn instead? I dont mind xenon cheating a bit, if it means a more bloody universe haha
<environment buildatshipyard="false" gate="true"/>
This way they spawn at gates like they are going through it or something.
Good luck, lol. If you want, you can also speed up how fast they spawn.
For example:
<cue name="job_activate_Xenonminers1" instantiate="true" checktime="player.age + 120s" checkinterval="5min"> Where it says checkinterval, just change it to whatever. If you want minutes, 5min is 5 minutes. Seconds would be 5s for 5 seconds. So you could have Xenon K's spawn every couple of minutes if you wanted lol. Again, good luck with that hahaha.

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Re: [MOD] Foundation of Conquest and War V. 6.0
Let me know how it goes.jlvitorasso wrote: ↑Fri, 2. Apr 21, 20:56Ok! thanks hahahaBlackRain wrote: ↑Fri, 2. Apr 21, 20:25Yes, ships should spawn, but you should also add the following:jlvitorasso wrote: ↑Fri, 2. Apr 21, 19:46 Hey BlackRain! thanks for this mod, i've been having fun with it.
If i may ask, what happens if i change this line to false?
<environment buildatshipyard="true" />
Ships will spawn instead? I dont mind xenon cheating a bit, if it means a more bloody universe haha
<environment buildatshipyard="false" gate="true"/>
This way they spawn at gates like they are going through it or something.
Good luck, lol. If you want, you can also speed up how fast they spawn.
For example:
<cue name="job_activate_Xenonminers1" instantiate="true" checktime="player.age + 120s" checkinterval="5min"> Where it says checkinterval, just change it to whatever. If you want minutes, 5min is 5 minutes. Seconds would be 5s for 5 seconds. So you could have Xenon K's spawn every couple of minutes if you wanted lol. Again, good luck with that hahaha.![]()
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Re: [MOD] Foundation of Conquest and War V. 6.1
FOCW Version 6.1
1) Fixed the problem of ships being built over the quotas assigned. Now ships built will not exceed the quotas defined. This will mean less ships in your game (since it wasn't working properly before). However, you can always edit the script with the directions in the OP for more ships.
2) Some other minor fixes/changes.
1) Fixed the problem of ships being built over the quotas assigned. Now ships built will not exceed the quotas defined. This will mean less ships in your game (since it wasn't working properly before). However, you can always edit the script with the directions in the OP for more ships.
2) Some other minor fixes/changes.
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Re: [MOD] Foundation of Conquest and War V. 6.1
Please redownload if you already did
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Re: [MOD] Foundation of Conquest and War V. 6.1
Loved your X-rebirth work






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Re: [MOD] Foundation of Conquest and War V. 6.1
Hi BlackRain,
A minor bug is discovered - certain ships built @ player's wharf/shipyard have =ReadText40000-60/61/64/whatever....= in their names.
Yet to confirm if the same is applicable to ships built by AI factions.
EDIT: Bug solved, there was an accidental header duplicate in t/0001.xml, just deleted that and naming started working properly again.
A minor bug is discovered - certain ships built @ player's wharf/shipyard have =ReadText40000-60/61/64/whatever....= in their names.
Yet to confirm if the same is applicable to ships built by AI factions.
EDIT: Bug solved, there was an accidental header duplicate in t/0001.xml, just deleted that and naming started working properly again.
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Re: [MOD] Foundation of Conquest and War V. 6.1
FOCW Version 6.2
1) Some minor bug fixes. Make sure to replace over the FOCWsetup file as there was a small bug in there and then make sure to edit the settings to whatever you are using.
1) Some minor bug fixes. Make sure to replace over the FOCWsetup file as there was a small bug in there and then make sure to edit the settings to whatever you are using.
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Re: [MOD] Foundation of Conquest and War V. 6.2
does it not affect the number of traders and miners?
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Re: [MOD] Foundation of Conquest and War V. 6.2
The description says "all ships are built, not spawed"
I want more pirate-spawns. They dont have shipyards. I want end-game capture targets. Will this mod help with that?
I want more pirate-spawns. They dont have shipyards. I want end-game capture targets. Will this mod help with that?
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Re: [MOD] Foundation of Conquest and War V. 6.2
Well I didn’t add any pirates but it isn’t difficult to implement them. Wha exactly do you want? Just a bunch of pirates that spawn? How about pirates that may spawn with any L ship?