[MOD] Foundation of Conquest and War V. 7.2

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Re: [MOD] Foundation of Conquest and War V. 6.3

Post by BlackRain »

Jaskan wrote: Mon, 12. Apr 21, 13:16 Hi

Just a few thoughts based on few hours running FOCW with latest X4 version.

first, Can i confirm its ok to turn FOCW off after the first game load.

By doing this i hope diplomacy works as expected, and also the extra ships does this also work as expected.

THe reason i ask is cause it seems Egosoft is now making dynamic changes to interfaction relations during the game.

So that in my ideal world, the solution would be a READ Then Write.
As in , to be able to make good judgment on what i want diplomacy to be, it would be best to know what it is right now.

Maybe one option would be for user to specify a number that represents how much to add / subtract from current diplomacy, rather than specifying the actual value.

If its true egosoft is changing relations dynamically now, then FOCW might be best as an in game slider, that shows current diplomacy value and user can slide to set new value.

Based on X4 log messages of altering interfaction relations, it seems Egosoft has implemented Dynamic Wars MOD.

If thats true, every game load with FOCW mod on, is resetting the Dynamic change in game to a fixed value.

Personally i prefer Dynamic Wars, So long as i can turn a slider when the war is not going my way.
Preferably an FOCW slider, or equivalent solution based current text file workflow.
Thanks
Not sure what you mean here. Egosoft did not add dynamic relations to the game. They have missions which could lead to a change in relations with some factions. Or is this something which they said they will do? I haven’t seen anything about that.

As for the script in FOCW that changes diplomacy, you should only turn it on once to change diplomacy to what you want and then turn it off. Otherwise it will keep changing the relations each time you load a game. I don’t plan to anything else with that part of the mod.

I don’t really get what you are asking here. If you turn off the mod entirely, the extra ships won’t be built anymore.
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Re: [MOD] Foundation of Conquest and War V. 6.3

Post by BlackRain »

I have finally realized something about X4 which for whatever reason I didn't really think through before. A lot of people think there is no action or the game world in vanilla is too dead or something, but I have come to the conclusion that it is because of the lack of ships. What I realized over a long period of time is that only when factions have enough ships will they fight more and expand. For example, I was wondering why in my last game I was playing that despite there being plenty of empty sectors near them, Zyarch never tried to expand into the empty sectors. So I was testing it out and I helped rebuild their economy and rebuild lots of their lost ships and they expanded. Same for fights, if the faction doesn't have enough ships it won't start battles against its enemies. This means, it may look like nothing is going on. Only when they feel they have a large enough number of ships do things happen and the economy can get held up/stuck if you don't actively help build it up. Especially feeding the shipyards/wharfs. Another possibility which may also affect this part of the game alongside what I said may be total sectors controlled/owned. So it might be that if they control a certain amount of sectors but only have a certain amount of ships then they wont expand.

So I hope these observations help people out. Once you realize this, it becomes much more interesting because now I am feeding shipyards/wharfs of all factions continuously for long periods of time and there is a lot more going on.
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Re: [MOD] Foundation of Conquest and War V. 6.3

Post by Kayser99 »

Hi @Blackrain

Installing the mod again, and regarding your post before this, i will also soon try feeding other faction shipyards and wharfs. FoCW mod is in extensions and i have activated the Xenon miner/ Carrier and Apocolapse settings for now, will give that a go over the next 3 hrs.

However in game, not sure if this was asked before, the extensions list of mods has FoCW "RED" saying "required extension 'Cradle of Humanity' is missing" i dont have the split and terran DLC's yet, but under content file they are marked as dependancy false?

Am i correct that even thoug it is RED for me the mod settings will still work?
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Re: [MOD] Foundation of Conquest and War V. 6.3

Post by BlackRain »

Kayser99 wrote: Tue, 13. Apr 21, 10:45 Hi @Blackrain

Installing the mod again, and regarding your post before this, i will also soon try feeding other faction shipyards and wharfs. FoCW mod is in extensions and i have activated the Xenon miner/ Carrier and Apocolapse settings for now, will give that a go over the next 3 hrs.

However in game, not sure if this was asked before, the extensions list of mods has FoCW "RED" saying "required extension 'Cradle of Humanity' is missing" i dont have the split and terran DLC's yet, but under content file they are marked as dependancy false?

Am i correct that even thoug it is RED for me the mod settings will still work?
They are marked as optional false I think, you might want to change it to optional true.
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Re: [MOD] Foundation of Conquest and War V. 6.3

Post by Scoob »

BlackRain wrote: Tue, 13. Apr 21, 01:54 I have finally realized something about X4 which for whatever reason I didn't really think through before. A lot of people think there is no action or the game world in vanilla is too dead or something, but I have come to the conclusion that it is because of the lack of ships. What I realized over a long period of time is that only when factions have enough ships will they fight more and expand. For example, I was wondering why in my last game I was playing that despite there being plenty of empty sectors near them, Zyarch never tried to expand into the empty sectors. So I was testing it out and I helped rebuild their economy and rebuild lots of their lost ships and they expanded. Same for fights, if the faction doesn't have enough ships it won't start battles against its enemies. This means, it may look like nothing is going on. Only when they feel they have a large enough number of ships do things happen and the economy can get held up/stuck if you don't actively help build it up. Especially feeding the shipyards/wharfs. Another possibility which may also affect this part of the game alongside what I said may be total sectors controlled/owned. So it might be that if they control a certain amount of sectors but only have a certain amount of ships then they wont expand.

So I hope these observations help people out. Once you realize this, it becomes much more interesting because now I am feeding shipyards/wharfs of all factions continuously for long periods of time and there is a lot more going on.
Yes, this is absolutely true and I've made the same observations myself. It's one of the reasons I switched to FOCW as it allows the various factions to have more ships. With ample assets the AI suddenly seems smarter, responding to attacks, keeping ships, or even fleets, stationed near gates where enemies invade from etc. It makes the universe that much more alive. Previously, only the Xenon and, to a lesser degree HOP, seemed to have any ships for invasions. This was why, I assume, HOP would often take ANT, PAR and even XEN sectors given enough time. They appeared to have the economy and, for whatever reason, were always able to field more ships than other factions.

In fact, where all my other games without FOCW (but with FE) would see the Xenon dominate from the start, HOP were the only ones to expand. With all factions having more ships initially, and allowed to replace them of course resources permitting, the balance is much more even.

I've played games where I've amassed my own fleets to help protect Faction territory from the Xenon, though I end up doing nothing but that as Faction forces are far too weak. I've done other games where I've supported a given faction purely economically, and that has made a significant difference to their strength - highlighting their need of ships to appear to be reacting smartly to threats.

In my current FOCW game - started with the mod enabled - I'm three days in. The Xenon have not made any significant dent in Faction-owned sectors. They've tried, K's and I's with 100's of smaller ships invading, but the defensive fleets have been enough to hold them back - as they should! In prior games, one Xenon I, or a couple of K's would come through the gate very early-game, and the local Faction would have NOTHING effective to hold them back. They might have one Destroyer bumbling around, but vanilla Faction Destroyers fall rapidly to just a single Xenon K. They stand no chance. Given free rein, these largely uncontested Xenon ships could then start taking out Stations, damaging that Faction's economy so they'd never recover without player help.

Thought: I do wonder how vanilla ship quotas work. Often, in the first few minutes of a new game, Shipyards and Wharfs are going utterly nuts building new ships. They then run out of resources quite rapidly. Do games start with ship counts way below the possible quotas?

Anyway, I'm liking the balance FOCW has brought to my game. I simply give the Factions a slight boost and it's enough for them to generally hold back the Xenon. With Corporations Revised adding ships too, it's just extra defence vs. the Xenon who would ALWAYS dominate my prior games every time with FE installed.

Note for clarity: I run VRO too, which changes ships and combat quite drastically. I also use the XR Ship Mod, which adds a lot more ships, some being Battleship class. None are quite a match for a Xenon I alone, but it evens the odds a bit. Asgard remains the most powerful single ship in the game.

Don't get me wrong, the idea of "Xenon apocalypse, only YOU, the player, can save us" was quite fun. However, I didn't want to be the centre of the universe any more and I wanted the game to effectively play its self with Factions able to take appropriate defensive steps themselves. Sure, I still help out - both with Fleets and economic supplies - but I don't HAVE to be there for the Faction to survive. In my prior game, by day three, ZYA were gone, FAF were almost gone, TEL outlying sectors were gone, ANT were down to one sector, PAR had lost a couple of sectors to HOP. HAT had lost their home sector, but still had scattered Stations in other sectors. ARG were ok - with my support - but they were under heavy Xenon assault, plus HOP were nipping at their heels too.

Scoob.

Scoob.
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Re: [MOD] Foundation of Conquest and War V. 6.3

Post by BlackRain »

Scoob wrote: Tue, 13. Apr 21, 14:36
BlackRain wrote: Tue, 13. Apr 21, 01:54 I have finally realized something about X4 which for whatever reason I didn't really think through before. A lot of people think there is no action or the game world in vanilla is too dead or something, but I have come to the conclusion that it is because of the lack of ships. What I realized over a long period of time is that only when factions have enough ships will they fight more and expand. For example, I was wondering why in my last game I was playing that despite there being plenty of empty sectors near them, Zyarch never tried to expand into the empty sectors. So I was testing it out and I helped rebuild their economy and rebuild lots of their lost ships and they expanded. Same for fights, if the faction doesn't have enough ships it won't start battles against its enemies. This means, it may look like nothing is going on. Only when they feel they have a large enough number of ships do things happen and the economy can get held up/stuck if you don't actively help build it up. Especially feeding the shipyards/wharfs. Another possibility which may also affect this part of the game alongside what I said may be total sectors controlled/owned. So it might be that if they control a certain amount of sectors but only have a certain amount of ships then they wont expand.

So I hope these observations help people out. Once you realize this, it becomes much more interesting because now I am feeding shipyards/wharfs of all factions continuously for long periods of time and there is a lot more going on.
Yes, this is absolutely true and I've made the same observations myself. It's one of the reasons I switched to FOCW as it allows the various factions to have more ships. With ample assets the AI suddenly seems smarter, responding to attacks, keeping ships, or even fleets, stationed near gates where enemies invade from etc. It makes the universe that much more alive. Previously, only the Xenon and, to a lesser degree HOP, seemed to have any ships for invasions. This was why, I assume, HOP would often take ANT, PAR and even XEN sectors given enough time. They appeared to have the economy and, for whatever reason, were always able to field more ships than other factions.

In fact, where all my other games without FOCW (but with FE) would see the Xenon dominate from the start, HOP were the only ones to expand. With all factions having more ships initially, and allowed to replace them of course resources permitting, the balance is much more even.

I've played games where I've amassed my own fleets to help protect Faction territory from the Xenon, though I end up doing nothing but that as Faction forces are far too weak. I've done other games where I've supported a given faction purely economically, and that has made a significant difference to their strength - highlighting their need of ships to appear to be reacting smartly to threats.

In my current FOCW game - started with the mod enabled - I'm three days in. The Xenon have not made any significant dent in Faction-owned sectors. They've tried, K's and I's with 100's of smaller ships invading, but the defensive fleets have been enough to hold them back - as they should! In prior games, one Xenon I, or a couple of K's would come through the gate very early-game, and the local Faction would have NOTHING effective to hold them back. They might have one Destroyer bumbling around, but vanilla Faction Destroyers fall rapidly to just a single Xenon K. They stand no chance. Given free rein, these largely uncontested Xenon ships could then start taking out Stations, damaging that Faction's economy so they'd never recover without player help.

Thought: I do wonder how vanilla ship quotas work. Often, in the first few minutes of a new game, Shipyards and Wharfs are going utterly nuts building new ships. They then run out of resources quite rapidly. Do games start with ship counts way below the possible quotas?

Anyway, I'm liking the balance FOCW has brought to my game. I simply give the Factions a slight boost and it's enough for them to generally hold back the Xenon. With Corporations Revised adding ships too, it's just extra defence vs. the Xenon who would ALWAYS dominate my prior games every time with FE installed.

Note for clarity: I run VRO too, which changes ships and combat quite drastically. I also use the XR Ship Mod, which adds a lot more ships, some being Battleship class. None are quite a match for a Xenon I alone, but it evens the odds a bit. Asgard remains the most powerful single ship in the game.

Don't get me wrong, the idea of "Xenon apocalypse, only YOU, the player, can save us" was quite fun. However, I didn't want to be the centre of the universe any more and I wanted the game to effectively play its self with Factions able to take appropriate defensive steps themselves. Sure, I still help out - both with Fleets and economic supplies - but I don't HAVE to be there for the Faction to survive. In my prior game, by day three, ZYA were gone, FAF were almost gone, TEL outlying sectors were gone, ANT were down to one sector, PAR had lost a couple of sectors to HOP. HAT had lost their home sector, but still had scattered Stations in other sectors. ARG were ok - with my support - but they were under heavy Xenon assault, plus HOP were nipping at their heels too.

Scoob.

Scoob.
I have turned the Xenon into a theme park, lol. I let them take scale plate, company regard, turquoise and now letting them work on Hewa's twin. I keep a large fleet in the paranid sector right outside hewa's twin. I plan to keep them boxed in there and when i want to kill some xenon, head in for some fun now and then to thin them out. Kind of like a hunting ground lol. I am destroying them everywhere else and letting the factions grow and become stronger. I will then sit back behind the scenes and play one against the other while I profit.
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Re: [MOD] Foundation of Conquest and War V. 6.3

Post by Buzz2005 »

BlackRain wrote: Tue, 13. Apr 21, 15:20 I have turned the Xenon into a theme park, lol. I let them take scale plate, company regard, turquoise and now letting them work on Hewa's twin. I keep a large fleet in the paranid sector right outside hewa's twin. I plan to keep them boxed in there and when i want to kill some xenon, head in for some fun now and then to thin them out. Kind of like a hunting ground lol. I am destroying them everywhere else and letting the factions grow and become stronger. I will then sit back behind the scenes and play one against the other while I profit.
This made me smile, bc I have done just that https://imgur.com/K5sWpyA
Don't have the save anymore as it has gone trough all the 4.0 beta and I had everything so not much fun, but getting there and then fighting the xenon horde in Trinity Sanctum III was very fun, then opening the gates ( removing my fleet ) to see how Teladi and HOP get wrecked :twisted: 8) .
They had a ton of ship on guard patrol, btw this was 100% vanilla I can only imagine it with FOCW :o
Fixed ships getting spawned away from ship configuration menu at resupply ships from automatically getting deployables.
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Re: [MOD] Foundation of Conquest and War V. 6.3

Post by Scoob »

BlackRain wrote: Tue, 13. Apr 21, 15:20 I have turned the Xenon into a theme park, lol. I let them take scale plate, company regard, turquoise and now letting them work on Hewa's twin. I keep a large fleet in the paranid sector right outside hewa's twin. I plan to keep them boxed in there and when i want to kill some xenon, head in for some fun now and then to thin them out. Kind of like a hunting ground lol. I am destroying them everywhere else and letting the factions grow and become stronger. I will then sit back behind the scenes and play one against the other while I profit.
Lol. It's interesting actually, I've literally just entered day three in my game and the Xenon are...waking. I've seen TWO Xenon I's prowling in The Void. One came through from Frontier's Edge - which is actually ANT now rather than neutral - and a second came through from Getsu Fune. It actually seems to have made it past the Terran Blockade of the Savage Spur II gate. I might have to mobilise to help out.

Scoob.
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Re: [MOD] Foundation of Conquest and War V. 6.3

Post by sanas »

in the battle sector when there are many fighters, some of them stand at a speed of 0 and do nothing

I set everything to maximum except xenon apocalypse
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Re: [MOD] Foundation of Conquest and War V. 6.3

Post by BlackRain »

sanas wrote: Wed, 14. Apr 21, 03:37 in the battle sector when there are many fighters, some of them stand at a speed of 0 and do nothing

I set everything to maximum except xenon apocalypse
I don't think this is an issue caused by my mod per say. It could be that there is too much going on in your game or it is a vanilla issue. Not sure honestly. The only thing I can think of is too many things going on at the same time? Not sure. Maybe you shouldn't set everything to maximum? That depends on your PC. IT could be a game engine issue which is made visible because of more ships or something.


You can also try restarting the game, sometimes extended play leads to weird things happening
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Re: [MOD] Foundation of Conquest and War V. 6.3

Post by Scoob »

Ships just sitting there at 0 speed was present in the 4.0 Beta, not sure what caused this, but it was during a totally vanilla game. Perhaps a mod might exaggerate the effect, depending on the underlying cause, but that underlying cause is the vanilla game it seems.

Note: there was a bug that was fixed during the beta where subordinates would get stuck if their leader was killed. They'd stop and become totally unresponsive, even if fired upon. That was fixed, but the general issue where Fighters just seem to sit there sometimes was not. I guess the devs couldn't reproduce it their side.

Scoob.
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Re: [MOD] Foundation of Conquest and War V. 6.3

Post by BlackRain »

FOCW Version 6.4

1) Changed some of the calculations controlling quota. Previously, the quotas weren't working correctly which I had sort of fixed but I realized that it was too limiting on the quotas. Originally you would get too many ships, then my last changes made it so the ships were too few. I found a good way to balance this in the current changes.

The main reason is that I can't find any good way to check for the amount of ships which have been ordered but not yet built. It is easy to find ships which are already built. Anyway, I came up with a work around.

Need to make sure replace the FOCWsetup file as their is new code.
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Re: [MOD] Foundation of Conquest and War V. 6.4

Post by BlackRain »

Redownload please, I left some messages in that aren't supposed to pop up (For debugging stuff).
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Re: [MOD] Foundation of Conquest and War V. 6.4

Post by Scoob »

Thanks for the update, downloaded, installed and settings applied to new setup file.

Scoob.
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Re: [MOD] Foundation of Conquest and War V. 6.5

Post by BlackRain »

FOCW Version 6.5
1) Fixed some minor mistakes I made.

Sorry made some stupid mistakes when working on last version, fixed them. Replace focwsettings
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Re: [MOD] Foundation of Conquest and War V. 6.5

Post by Scoob »

BlackRain wrote: Thu, 15. Apr 21, 02:47 FOCW Version 6.5
1) Fixed some minor mistakes I made.

Sorry made some stupid mistakes when working on last version, fixed them. Replace focwsettings
No worries, will download this evening. Any particular side effects I should look out for? I noticed the Xenon got a bit more active suddenly after applying v6.4, I spent much of yesterday evening countering them. Perhaps just coincidence though.

Scoob.
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Re: [MOD] Foundation of Conquest and War V. 6.5

Post by BlackRain »

Scoob wrote: Thu, 15. Apr 21, 12:12
BlackRain wrote: Thu, 15. Apr 21, 02:47 FOCW Version 6.5
1) Fixed some minor mistakes I made.

Sorry made some stupid mistakes when working on last version, fixed them. Replace focwsettings
No worries, will download this evening. Any particular side effects I should look out for? I noticed the Xenon got a bit more active suddenly after applying v6.4, I spent much of yesterday evening countering them. Perhaps just coincidence though.

Scoob.
No, it was just I made a mistake with a couple of the cues. Nothing to do with Xenon. It shouldn't have any serious impact on the game.
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Re: [MOD] Foundation of Conquest and War V. 6.5

Post by Scoob »

BlackRain wrote: Thu, 15. Apr 21, 14:12 No, it was just I made a mistake with a couple of the cues. Nothing to do with Xenon. It shouldn't have any serious impact on the game.
Ok, cool. Btw: Perhaps I've not understood something quite right, but I've never played with the Diplomacy stuff, but my Station managers all give me the option to talk about it. Is that right?

Scoob.
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Re: [MOD] Foundation of Conquest and War V. 6.5

Post by BlackRain »

Scoob wrote: Thu, 15. Apr 21, 19:10
BlackRain wrote: Thu, 15. Apr 21, 14:12 No, it was just I made a mistake with a couple of the cues. Nothing to do with Xenon. It shouldn't have any serious impact on the game.
Ok, cool. Btw: Perhaps I've not understood something quite right, but I've never played with the Diplomacy stuff, but my Station managers all give me the option to talk about it. Is that right?

Scoob.
That is included in the Corporations mod. I included one of Deadair's scripts which allows you to affect diplomacy in game with all factions (including the corporations). You can also affect diplomacy between other factions which includes having factions go to war or make peace depending on relations and money
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Re: [MOD] Foundation of Conquest and War V. 6.5

Post by Scoob »

BlackRain wrote: Thu, 15. Apr 21, 19:22 That is included in the Corporations mod. I included one of Deadair's scripts which allows you to affect diplomacy in game with all factions (including the corporations). You can also affect diplomacy between other factions which includes having factions go to war or make peace depending on relations and money

Ok cool, I wasn't sure which one it was from. Update downloaded, I'll apply it a little later...and edit in my settings again... lol.

Scoob.

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