[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 »

Since it adds more ships to xenon, it should make thrm stronger. The changes in the war logic should have no issues using the ships. Dont know how it will effect things in the long run
Lymark
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Re: [WIP - MOD] Foundation of Conquest and War

Post by Lymark »

Will the mod multiply the effect of skill gain since 1.3 have buffed that?
Osbot
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Re: [WIP - MOD] Foundation of Conquest and War

Post by Osbot »

I'd expect, the Xenon will eventually get cleaned up on vanilla, because now they have to deal with an aggressive multi front war.

Although, I don't know how their ship numbers under jobs compares to the other factions.
BlackRain
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Re: [WIP - MOD] Foundation of Conquest and War

Post by BlackRain »

Lymark wrote: Sat, 8. Dec 18, 06:05 Will the mod multiply the effect of skill gain since 1.3 have buffed that?
It should work. I doubt egosoft really sped up skill gain THAT much hehe. I didn't look at it yet though.
TempestZ
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Re: [WIP - MOD] Foundation of Conquest and War

Post by TempestZ »

Ego went from 0.04 to 1.00 in skill gained per action. It's quite massive
BlackRain
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Re: [WIP - MOD] Foundation of Conquest and War

Post by BlackRain »

TempestZ wrote: Sat, 8. Dec 18, 13:31 Ego went from 0.04 to 1.00 in skill gained per action. It's quite massive
Well, I had originally changes most of the skills to have a 1.0 but that isn't the only thing that determines skill gain. I would have to go through the aiscripts which all trigger skill gain based on certain parameters. Wondering if those are the same or changed. If those are the same, then they pretty much changed what I did but I would need to look.
BlackRain
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Re: [WIP - MOD] Foundation of Conquest and War

Post by BlackRain »

I looked through the files, all they did was change the numbers (just like I did). Mine is still a little faster though because the falloff in their files is still higher (meaning it takes more experience at higher levels). So you can still use mine if you want, it is a little faster
torguemania
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Re: [WIP - MOD] Foundation of Conquest and War

Post by torguemania »

Hi everybody, I'd be down to help with testing. Anywhere I can find more files? Only found the dropbox so far...
BlackRain
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Re: [WIP - MOD] Foundation of Conquest and War

Post by BlackRain »

torguemania wrote: Sat, 8. Dec 18, 15:04 Hi everybody, I'd be down to help with testing. Anywhere I can find more files? Only found the dropbox so far...
That is it for now. I haven't done anything else because they are still fixing stuff and implementing things.
proXy1987
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Re: [WIP - MOD] Foundation of Conquest and War

Post by proXy1987 »

Hello Blackrain

Thanks alot for making the mod first off, I played the mod and it seems to do what you said but i did notice a few things you might want to know.
It seems that mining lasers are no longer possible to equip at a warf i checked all factions and its the same.
The only way i work around this is due to having a old saved preset for the ship.
Also i noticed the Ka'ak are idle i don,t see them making new ships.
FutileSine
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Re: [WIP - MOD] Foundation of Conquest and War

Post by FutileSine »

Might I recommend as one of your next tests a tweak to Xenon K turret damage? I know there's some separate problems related to OOS encounter balancing (so many frigate losses to solo fighters...), but I just whooped up in-system on two Xenon K's with 3 basic outfitted Cerberus's, it took a while, but both the one I was piloting and the two NPC ones took more damage from the Xenon N's involved than the main turret batteries on the K's - they were definitely hitting, just didn't *do* much of anything.
torguemania
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Re: [WIP - MOD] Foundation of Conquest and War

Post by torguemania »

BlackRain wrote: Sat, 8. Dec 18, 15:59
torguemania wrote: Sat, 8. Dec 18, 15:04 Hi everybody, I'd be down to help with testing. Anywhere I can find more files? Only found the dropbox so far...
That is it for now. I haven't done anything else because they are still fixing stuff and implementing things.
Thx. Will test. For now I'm fighting lag since I installed the mod...
Diggz
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Re: [WIP - MOD] Foundation of Conquest and War

Post by Diggz »

I have been playing around with editing my jobs file to x10.


So the immediate issue, is if you start a new game with x10 job counts, it will never start. It hangs at 92/93% forever.

However, if you start a new game, then install a x10 job limit, it works perfectly fine. Everyone builds a ton of ships, and life is good.
I'm running x10 jobs and sometimes shipyards are just filled with constructing ships.


So basically, if we want to remove the job limit, i think the best way to do it would be to use a script which multiplies all job counts once the game begins.
I have yet to figure out the non-terran equivalent of a Point Singularity Projector...
BlackRain
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Re: [WIP - MOD] Foundation of Conquest and War

Post by BlackRain »

proXy1987 wrote: Sat, 8. Dec 18, 16:55 Hello Blackrain

Thanks alot for making the mod first off, I played the mod and it seems to do what you said but i did notice a few things you might want to know.
It seems that mining lasers are no longer possible to equip at a warf i checked all factions and its the same.
The only way i work around this is due to having a old saved preset for the ship.
Also i noticed the Ka'ak are idle i don,t see them making new ships.
I didn't touch anything with mining lasers. Can't be this. As for the Khaak, well they don't build ships, they just spawn them
BlackRain
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Re: [WIP - MOD] Foundation of Conquest and War

Post by BlackRain »

Diggz wrote: Sat, 8. Dec 18, 18:54 I have been playing around with editing my jobs file to x10.


So the immediate issue, is if you start a new game with x10 job counts, it will never start. It hangs at 92/93% forever.

However, if you start a new game, then install a x10 job limit, it works perfectly fine. Everyone builds a ton of ships, and life is good.
I'm running x10 jobs and sometimes shipyards are just filled with constructing ships.


So basically, if we want to remove the job limit, i think the best way to do it would be to use a script which multiplies all job counts once the game begins.
Not really sure what you mean here?
draugar77
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Re: [WIP - MOD] Foundation of Conquest and War

Post by draugar77 »

Hi BlackRain,
really enjoyed CWIR. 1500hrs Rebirth!!!!!

Are we save to use your mod alongside current patches from Egosoft. I don't really know what are their plans in terms of quotas and to boost up war activities?? Will you just adjust the mod due coming gameplay patches?
Diggz
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Re: [WIP - MOD] Foundation of Conquest and War

Post by Diggz »

BlackRain wrote: Sat, 8. Dec 18, 19:59
Not really sure what you mean here?
Earlier on in the thread, you asked for people to experiment with an edited jobs file, so that was my results.


I set all quotas in my jobs file to x10 their original values, and I had trouble starting a new game, so I think the best result would be if the jobs file is altered after the game is already started. I tried x5 too, with the same result.
I have yet to figure out the non-terran equivalent of a Point Singularity Projector...
BlackRain
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Re: [WIP - MOD] Foundation of Conquest and War

Post by BlackRain »

Diggz wrote: Sat, 8. Dec 18, 23:19
BlackRain wrote: Sat, 8. Dec 18, 19:59
Not really sure what you mean here?
Earlier on in the thread, you asked for people to experiment with an edited jobs file, so that was my results.


I set all quotas in my jobs file to x10 their original values, and I had trouble starting a new game, so I think the best result would be if the jobs file is altered after the game is already started. I tried x5 too, with the same result.
Yeah but I never said to edit the quotas to x10 haha. That is WAY too much. You are adding 1000's of ships of course the game wont start well. Unless I am misunderstanding you. The reason is, all of the initial ships spawn during a new game (so thousands of ships spawning at the same time)
BlackRain
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Re: [WIP - MOD] Foundation of Conquest and War

Post by BlackRain »

draugar77 wrote: Sat, 8. Dec 18, 21:09 Hi BlackRain,
really enjoyed CWIR. 1500hrs Rebirth!!!!!

Are we save to use your mod alongside current patches from Egosoft. I don't really know what are their plans in terms of quotas and to boost up war activities?? Will you just adjust the mod due coming gameplay patches?
Yeah, just take a look at what it does. It really isn't much yet. Just some edited files.
Misunderstood Wookie
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Re: [WIP - MOD] Foundation of Conquest and War

Post by Misunderstood Wookie »

Please don't mess with weapons, if possible.
These will likely conflict with dedicated weapon balancing mods
Two such good mods atm are https://www.nexusmods.com/x4foundations/mods/49 & https://www.nexusmods.com/x4foundations/mods/46
*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.
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