[MOD] Foundation of Conquest and War V. 7.2

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BlackRain
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Re: [WIP - MOD] Foundation of Conquest and War

Post by BlackRain »

aerojet029 wrote: Thu, 6. Dec 18, 22:24 I touched on a few different concepts and the part about expansion and compression came from a quote from the xml script notes. Those notes in the jobs.xml are where i believe it was created in the opening design talk about the game and how it was going to be structured. in the way you have explained it (and correct me if I am wrong) is that they are created through this job, given a tag (Expansion and Compression) and then the factionlogic script takes over how those created units will behave?

interesting
No, I meant that the exp and comp are just part of the name of the ID. Actually the name of the ID doesn't matter. You could call it whatever u want but they use these names to identify what the ship is or what it does but this is just for convenience purposes.

The Factionlogic tag is on all ships and it is so the factionlogic scripts can easily use them because of the tag. The factionlogic scripts should be able to use all of the ships in jobs for their purposes

This here is the important part, and I am not entirely sure on it

Code: Select all

 <orders>
      <order order="Patrol" default="true">
        <param name="range" value="class.cluster"/>
      </order>
A ship with this order (in jobs) will patrol from cluster to cluster, meaning it can go through jumpgates to other solar systems. If it says class.sector, it can move from sector to sector within a solar system. If it is set to class.zone then it can move within a sector but not leave it.

What I don't know is if this is just the default behavior after being built (and then if factionlogic needs it they just take it over) or if this is the defined range it can go always.
ceecee
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Re: [WIP - MOD] Foundation of Conquest and War

Post by ceecee »

BlackRain wrote: Thu, 6. Dec 18, 22:36 The Factionlogic tag is on all ships and it is so the factionlogic scripts can easily use them because of the tag. The factionlogic scripts should be able to use all of the ships in jobs for their purposes
I've only quickly scanned over these files out of curiosity, but I'm wondering based on your comment on the Factionlogic tag, does this also mean someone trying to modify their behavior could remove the Factionlogic tag from a group of ships to take it out of the hands of the normal scripts, then add a custom tag and a custom script that can identify and send logic to ships with that tag? (For example, writing a custom logic script for Kh'aak to produce faction-unique behaviour).
BlackRain
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Re: [WIP - MOD] Foundation of Conquest and War

Post by BlackRain »

ceecee wrote: Thu, 6. Dec 18, 22:56
BlackRain wrote: Thu, 6. Dec 18, 22:36 The Factionlogic tag is on all ships and it is so the factionlogic scripts can easily use them because of the tag. The factionlogic scripts should be able to use all of the ships in jobs for their purposes
I've only quickly scanned over these files out of curiosity, but I'm wondering based on your comment on the Factionlogic tag, does this also mean someone trying to modify their behavior could remove the Factionlogic tag from a group of ships to take it out of the hands of the normal scripts, then add a custom tag and a custom script that can identify and send logic to ships with that tag? (For example, writing a custom logic script for Kh'aak to produce faction-unique behaviour).
Of course. You can have the ship in jobs run a specific script (Like I did in CWIR for rebirth where the ships spawned all ran my patrol scripts which had them going to different places, etc.). So I don't see why you couldn't write a completely new logic script which would control ships specified in jobs. You also don't need to use the ships already in jobs, you can just make new ones.
ceecee
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Re: [WIP - MOD] Foundation of Conquest and War

Post by ceecee »

BlackRain wrote: Thu, 6. Dec 18, 22:58 Of course. You can have the ship in jobs run a specific script (Like I did in CWIR for rebirth where the ships spawned all ran my patrol scripts which had them going to different places, etc.). So I don't see why you couldn't write a completely new logic script which would control ships specified in jobs. You also don't need to use the ships already in jobs, you can just make new ones.
That's pretty great. I basically never played Rebirth, but I remember seeing some script editor inside X3 (I think?) and also looking at the external files a little bit to make some private edits to the way a few things worked when I played it quite some time ago.
Such an exposed scripting system is really wonderful.
BlackRain
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Re: [WIP - MOD] Foundation of Conquest and War

Post by BlackRain »

ceecee wrote: Thu, 6. Dec 18, 23:03
BlackRain wrote: Thu, 6. Dec 18, 22:58 Of course. You can have the ship in jobs run a specific script (Like I did in CWIR for rebirth where the ships spawned all ran my patrol scripts which had them going to different places, etc.). So I don't see why you couldn't write a completely new logic script which would control ships specified in jobs. You also don't need to use the ships already in jobs, you can just make new ones.
That's pretty great. I basically never played Rebirth, but I remember seeing some script editor inside X3 (I think?) and also looking at the external files a little bit to make some private edits to the way a few things worked when I played it quite some time ago.
Such an exposed scripting system is really wonderful.
It is far easier to do XML editing and coding then the way it was in X3 heh.
aerojet029
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Re: [WIP - MOD] Foundation of Conquest and War

Post by aerojet029 »

Which factors did you change from vanilla?
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StoneLegionYT
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Re: [WIP - MOD] Foundation of Conquest and War

Post by StoneLegionYT »

Looking forward to BlackRain analyst of Patch 1.3.
GageDragon
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Re: [WIP - MOD] Foundation of Conquest and War

Post by GageDragon »

Yeah Ive enjoyed the changes in this so far. Curious what the 1.3 patch actually improves on (as in actually works :mrgreen: ) and how much of this mod will be needed. No doubt there will still be a need for it.
sulu244
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Re: [WIP - MOD] Foundation of Conquest and War

Post by sulu244 »

GageDragon wrote: Fri, 7. Dec 18, 01:21 Yeah Ive enjoyed the changes in this so far. Curious what the 1.3 patch actually improves on (as in actually works :mrgreen: ) and how much of this mod will be needed. No doubt there will still be a need for it.
Since the patch I'm seeing large amounts of wreckage at the Second Contact II - True Sight Gate, at least one destroyed cap ship and a squadron of fighters. I also saw most of the HOP anti-Xenon force actually move through the gate and engage the xenon who were there. Stuff is happening.
Misunderstood Wookie
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Re: [WIP - MOD] Foundation of Conquest and War

Post by Misunderstood Wookie »

I'd be happy with a Litecube/Mayhem take, actually making space less empty and having more random events happen would be nice.
*modified*
*X3 LiteCube User*
MOD GemFX Real Space Shaders
MOD Variety and Rebalance Overhaul Icon Pack
I lost my Hans and should not be flying Solo.
Image
Stardustger
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Re: [WIP - MOD] Foundation of Conquest and War

Post by Stardustger »

Not sure if this fit'S here but when i install this mod in my game the game just stops working

i'm probably doing something wrong here if someone could give me a hint please

i already tryed removing all other mods and it's updated to the most curent version
but every time i put the FOCW folder into my extention folder the game doesn't launch anymore

no error messages it just creates the "X4.exe" process and then does nothing anymore
after removing the FOCW folder again the game launches normaly
Lymark
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Re: [WIP - MOD] Foundation of Conquest and War

Post by Lymark »

Stardustger wrote: Fri, 7. Dec 18, 11:22 Not sure if this fit'S here but when i install this mod in my game the game just stops working

i'm probably doing something wrong here if someone could give me a hint please

i already tryed removing all other mods and it's updated to the most curent version
but every time i put the FOCW folder into my extention folder the game doesn't launch anymore

no error messages it just creates the "X4.exe" process and then does nothing anymore
after removing the FOCW folder again the game launches normaly
It has something to do with the content.xml file, game is not launching due to missing other language descriptions. However, you can skip the trouble by placing the files into \User\Documents\Egosoft\X4\42172346\extensions instead.
Stardustger
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Re: [WIP - MOD] Foundation of Conquest and War

Post by Stardustger »

Lymark wrote: Fri, 7. Dec 18, 12:46 It has something to do with the content.xml file, game is not launching due to missing other language descriptions. However, you can skip the trouble by placing the files into \User\Documents\Egosoft\X4\42172346\extensions instead.
Thank you for the help now it works perfectly

it actually rescues my safe files because for some reason i hadn't seen an enemy for the last 6h of gameplay and i was about to delet them :D
argon_emperor
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Re: [WIP - MOD] Foundation of Conquest and War

Post by argon_emperor »

https://steamcommunity.com/sharedfiles/ ... 1584562188

Just thought I'd share what I found in Hativah's Choice...

Lost one of the Selene Sentinels I'd taken from HOP there, thought there was only 1 K, figured I could take that solo (small ships flown by player typically beat large ships flown by AI)

Decided to Nope right out of there when I saw that though XD
[ external image ]
***modified***
"You can get more of what you want with kind words and a gun, than you can with just kind words" - Al Capone
Lymark
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Re: [WIP - MOD] Foundation of Conquest and War

Post by Lymark »

argon_emperor wrote: Fri, 7. Dec 18, 16:44 https://steamcommunity.com/sharedfiles/ ... 1584562188

Just thought I'd share what I found in Hativah's Choice...

Lost one of the Selene Sentinels I'd taken from HOP there, thought there was only 1 K, figured I could take that solo (small ships flown by player typically beat large ships flown by AI)

Decided to Nope right out of there when I saw that though XD
That's crazy!
How many hours have you played in that save? I have never seen a swarm as large as yours, but I guess it's due to me not doing a fresh start after using the mod.
argon_emperor
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Re: [WIP - MOD] Foundation of Conquest and War

Post by argon_emperor »

Lymark wrote: Fri, 7. Dec 18, 18:20
argon_emperor wrote: Fri, 7. Dec 18, 16:44 https://steamcommunity.com/sharedfiles/ ... 1584562188

Just thought I'd share what I found in Hativah's Choice...

Lost one of the Selene Sentinels I'd taken from HOP there, thought there was only 1 K, figured I could take that solo (small ships flown by player typically beat large ships flown by AI)

Decided to Nope right out of there when I saw that though XD
That's crazy!
How many hours have you played in that save? I have never seen a swarm as large as yours, but I guess it's due to me not doing a fresh start after using the mod.
THat's only 8-9 hours in :P

I restart a lot, any time I make changes basically. Whenever I add a mod that will have a better effect from a new game as well. And just sometimes because I feel there was a better way to try things :p
[ external image ]
***modified***
"You can get more of what you want with kind words and a gun, than you can with just kind words" - Al Capone
Spiralrazor
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Re: [WIP - MOD] Foundation of Conquest and War

Post by Spiralrazor »

argon_emperor wrote: Fri, 7. Dec 18, 18:21
Lymark wrote: Fri, 7. Dec 18, 18:20
argon_emperor wrote: Fri, 7. Dec 18, 16:44 https://steamcommunity.com/sharedfiles/ ... 1584562188

Just thought I'd share what I found in Hativah's Choice...

Lost one of the Selene Sentinels I'd taken from HOP there, thought there was only 1 K, figured I could take that solo (small ships flown by player typically beat large ships flown by AI)

Decided to Nope right out of there when I saw that though XD
That's crazy!
How many hours have you played in that save? I have never seen a swarm as large as yours, but I guess it's due to me not doing a fresh start after using the mod.
THat's only 8-9 hours in :P

I restart a lot, any time I make changes basically. Whenever I add a mod that will have a better effect from a new game as well. And just sometimes because I feel there was a better way to try things :p
Thats problematic as i think its gone too far in the other direction. Today there was an update that altered the base games war scripts...so ive disabled black rains for now to see what transpires.
Lymark
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Re: [WIP - MOD] Foundation of Conquest and War

Post by Lymark »

I just wish that we could import our current save to a new universe in some way, so we don't have to restart a new game every time something big comes up to ensure things work properly.
Mstre
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Re: [WIP - MOD] Foundation of Conquest and War

Post by Mstre »

So does the mod now overcharge the war since the devs have bumped the numbers a bit or does it completely overwrite what they have in the game already? Just want to know before I start my next play through. Love the mod and have been having a lot of fun with it and the changes are great. Did not notice any issues at all while running vers 1.2 of the game.
jmattspartacus2
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Re: [WIP - MOD] Foundation of Conquest and War

Post by jmattspartacus2 »

It should just make the fighting wayyyy more intense, as in you better drop a fleet in a system if you want to actually stand a chance at getting through the hordes of fighters and stuff. Not to mention a few other things.

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