[MOD] Foundation of Conquest and War V. 7.2
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x3fan5322
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Re: [WIP] Foundation of Conquest and War
Honestly would love if you just cranked up the ship numbers, I need me some action haha, and thank you for your work, this game feels really stale for us combat lovers!
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bugkill
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Re: [WIP] Foundation of Conquest and War
I like the idea of having a variety of NPC's with various skill levels at stations and adding more ships (add as many as you can, brother). I think the training time should vary based on the job. I believe that marines should train faster than other jobs since they are strictly focused on assaulting ships and are subject to more deaths. Marines should be the most varied skill ranked random NPC in the game (basically, more available 4-5 star level marines at stations or random ships). Captains should take the longest to get to train given their position and the service positions should have a steady training cycle. Adding more jobs is a great idea and I hope there is an increase in boarding jobs to get good money.BlackRain wrote: ↑Tue, 4. Dec 18, 17:17 I tested that my changes to training work so it is just a matter of time of finding the right balance. Anyone have good ideas on how long they feel it should take to train? This will use the games already existing training methods, just change how long it takes for it to happen.
Still testing Jobs but I want to release something soon. How many ships do you guys want to see in the game?
Anyway, soon will have something to download which does the following:
1) Find NPC's on stations with more variety in their skill levels (from 0 to 5 stars). This will not increase how many npcs on stations, it uses the regular games already existing scripts. Just changes their level of experience to random.
2) Edited jobs, more ships all around!
3) Faster training than original but still using the same logic.
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BlackRain
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Re: [WIP] Foundation of Conquest and War
I am thinking of tripling the number of ships in the quota for absolute enemies like XENON and Khaak, while doubling the ships for pirates and main factions. What do you think?
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Raven78
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Re: [WIP] Foundation of Conquest and War
Yes please, more Enemies to fight.
Xenon are a small Force in X4 wouldnt hurt to give them abit higher shiprate then the main Factions i guess.
Xenon are a small Force in X4 wouldnt hurt to give them abit higher shiprate then the main Factions i guess.
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x3fan5322
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Re: [WIP] Foundation of Conquest and War
Absolutely sounds good, might make xenon and khaak feel more threatening, might I suggest tripling pirates as well? Since I see next to none, even next to their shipyards. Once you upload the files I can test them for you and run the game on seta over night and tell you how it goes!
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Chris0132
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Re: [WIP] Foundation of Conquest and War
Is it really a matter of factions just not building ships?
It's true there seem to be comparatively few armed craft knocking around but at the same time there are destroyer groups pootling around argon prime not doing anything. Larger quotas would be nice but I feel like they need a kick up the pants to make them actually do things.
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BlackRain
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Re: [WIP] Foundation of Conquest and War
There is definitely code in there for factions to expand (and contract). I think the issue is that there just isn't enough enemy ships so they can't ever expand well. I mean, I could be wrong of course but that is why we test and experiment hehe. If there are just so many more enemy ships than main faction ships then maybe there will be some change. Only way to know is to try. If this leads to more action, it may also lead to more ships being built and more goods being movedChris0132 wrote: ↑Tue, 4. Dec 18, 19:44Is it really a matter of factions just not building ships?
It's true there seem to be comparatively few armed craft knocking around but at the same time there are destroyer groups pootling around argon prime not doing anything. Larger quotas would be nice but I feel like they need a kick up the pants to make them actually do things.
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Chris0132
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Re: [WIP] Foundation of Conquest and War
True, I don't suppose you can exactly hurt things by upping the combat ship counts. I guess I just wonder if there isn't some way to influence their decisionmaking on when to attack things or build things, if that's a thing they can do. I've not really seen any of either in my game so far.
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BlackRain
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Re: [WIP] Foundation of Conquest and War
There is supposed to be logic already for this which I think can be tweaked. There is a whole slew of faction scripts in the MD folder which most likely controls all of that.Chris0132 wrote: ↑Tue, 4. Dec 18, 20:57 True, I don't suppose you can exactly hurt things by upping the combat ship counts. I guess I just wonder if there isn't some way to influence their decisionmaking on when to attack things or build things, if that's a thing they can do. I've not really seen any of either in my game so far.
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Osbot
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Re: [WIP] Foundation of Conquest and War
I think there are a number of ways to go about this. For me, two approaches pop out. Do you want to immediately create a test scenario, that will reflect your end goals. Or, do you want to create a test scenario, to see what impact your changes might have. I think the latter might be overall more expedient.
I think in this case, the best approach might be to focus on the Xenon and Kha'ak. If you increase their strength, we might get to see the full simulation a little bit better, and more quickly. Essentially, you'd be unbalancing the system to see if the static nature of the galaxy is because of balance. Are the main factions not fighting/expanding because they are calculating each others strengths and not liking their chances?
If you pump the Xenon and Khaak up, one thing should happen. The economy should start turning over lost ships. We might also see the Xenon start winning, and possibly expanding. If the Xenon weaken a faction enough, we might also see inter faction conflict. If we see any or all of that, you can start to hone in on the kind of balancing you'd like to see over the entire system.
Just my 2c anyways.
I think in this case, the best approach might be to focus on the Xenon and Kha'ak. If you increase their strength, we might get to see the full simulation a little bit better, and more quickly. Essentially, you'd be unbalancing the system to see if the static nature of the galaxy is because of balance. Are the main factions not fighting/expanding because they are calculating each others strengths and not liking their chances?
If you pump the Xenon and Khaak up, one thing should happen. The economy should start turning over lost ships. We might also see the Xenon start winning, and possibly expanding. If the Xenon weaken a faction enough, we might also see inter faction conflict. If we see any or all of that, you can start to hone in on the kind of balancing you'd like to see over the entire system.
Just my 2c anyways.
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Chris0132
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Re: [WIP] Foundation of Conquest and War
Just as I post that I've got the HOP building a new big solar array in true sight and the ANT sending out cerberus squadrons to raid them.
So yeah looks like they actually can expand and presumably fight each other. Perhaps another good change would be if we got informed of stuff? Like, there seems to be some kind of war update thing because I got a ping for that early on, but if the game actually sent out messages about fighting that would help us to track down conflict and know if it's happening or not.
So yeah looks like they actually can expand and presumably fight each other. Perhaps another good change would be if we got informed of stuff? Like, there seems to be some kind of war update thing because I got a ping for that early on, but if the game actually sent out messages about fighting that would help us to track down conflict and know if it's happening or not.
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BlackRain
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Re: [WIP - MOD] Foundation of Conquest and War
I uploaded files. Feel free to try them out and give feedback. Especially on ACTIVITY in the game and TRAINING SPEED. Maybe best to start with new game?
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Iosevus
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Re: [WIP - MOD] Foundation of Conquest and War
How about targets being chosen by the amount of resources? ie. A stations has maxed hull parts and the Xenon go, yum and prioritize attacking there? Would be cool if it were possible for them to actually steal the supplies for more Xenon.
Granted, I have no idea what is capable to do but that sounded like something that would increase the number of enemy as well as kicking the economy a bit.
Granted, I have no idea what is capable to do but that sounded like something that would increase the number of enemy as well as kicking the economy a bit.
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BlackRain
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Re: [WIP - MOD] Foundation of Conquest and War
I haven't yet looked into the scripts handling the actions of factions but this is most likely possible.Iosevus wrote: ↑Wed, 5. Dec 18, 02:14 How about targets being chosen by the amount of resources? ie. A stations has maxed hull parts and the Xenon go, yum and prioritize attacking there? Would be cool if it were possible for them to actually steal the supplies for more Xenon.
Granted, I have no idea what is capable to do but that sounded like something that would increase the number of enemy as well as kicking the economy a bit.
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bicheichane
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Re: [WIP] Foundation of Conquest and War
I am really interested in testing out what happens to the economy and the universe in general when upping the enemy count like that, but assuming that triple the enemies won't roflstomp the universe into xen's hands, then I think it will result in a simple delay of what already happens. Can you somehow aid them in getting a bigger steady stream of resources throughout the game so they can keep building raiding fleets after 50h+?BlackRain wrote: ↑Tue, 4. Dec 18, 21:14There is supposed to be logic already for this which I think can be tweaked. There is a whole slew of faction scripts in the MD folder which most likely controls all of that.Chris0132 wrote: ↑Tue, 4. Dec 18, 20:57 True, I don't suppose you can exactly hurt things by upping the combat ship counts. I guess I just wonder if there isn't some way to influence their decisionmaking on when to attack things or build things, if that's a thing they can do. I've not really seen any of either in my game so far.
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BlackRain
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Re: [WIP] Foundation of Conquest and War
Well, I didn't just increase enemy activity. I increased ALL ships throughout the game. This includes miners and traders. This is a first test, it will be tweaked over time.bicheichane wrote: ↑Wed, 5. Dec 18, 02:21I am really interested in testing out what happens to the economy and the universe in general when upping the enemy count like that, but assuming that triple the enemies won't roflstomp the universe into xen's hands, then I think it will result in a simple delay of what already happens. Can you somehow aid them in getting a bigger steady stream of resources throughout the game so they can keep building raiding fleets after 50h+?BlackRain wrote: ↑Tue, 4. Dec 18, 21:14There is supposed to be logic already for this which I think can be tweaked. There is a whole slew of faction scripts in the MD folder which most likely controls all of that.Chris0132 wrote: ↑Tue, 4. Dec 18, 20:57 True, I don't suppose you can exactly hurt things by upping the combat ship counts. I guess I just wonder if there isn't some way to influence their decisionmaking on when to attack things or build things, if that's a thing they can do. I've not really seen any of either in my game so far.
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Shazbot01
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Re: [WIP - MOD] Foundation of Conquest and War
Started a new game on X4 1.20, Teladi trader start. Plenty of Xenon spawned doing what Xenon do, and my framerate went from normally buttery smooth to HOLY CRAP MAKE THE LAG STOP! I think we may have a problem with mass swarms of ships in X4's engine as of 1.20... maybe just have shipyards build ships faster and cheaper? I don't mind small numbers of bad guys for performance, so... could Xenon,Pirates, and Khaak build shipyards outside of their sectors faster + faster ship building?
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BlackRain
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Re: [WIP - MOD] Foundation of Conquest and War
I did warn you that it could have a huge impact, but as ships get destroyed and more fights happen, things should improve. Anyway, right now I am only testing jobs. I haven't started looking at other things and by the way, ship building is already fast. Also, faster and cheaper ships won't alleviate the issues people are having because that would make the sink worse hehShazbot01 wrote: ↑Wed, 5. Dec 18, 02:38 Started a new game on X4 1.20, Teladi trader start. Plenty of Xenon spawned doing what Xenon do, and my framerate went from normally buttery smooth to HOLY CRAP MAKE THE LAG STOP! I think we may have a problem with mass swarms of ships in X4's engine as of 1.20... maybe just have shipyards build ships faster and cheaper? I don't mind small numbers of bad guys for performance, so... could Xenon,Pirates, and Khaak build shipyards outside of their sectors faster + faster ship building?
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BlackRain
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Re: [WIP - MOD] Foundation of Conquest and War
I started a new save and there is definitely an impact on FPS, but not on an existing game (because all the ships aren't there yet heh).
I will play around with lowering all the numbers of ships and see what happens. Maybe I will only increase Xenon, Khaak and pirates for now.
I will play around with lowering all the numbers of ships and see what happens. Maybe I will only increase Xenon, Khaak and pirates for now.
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StoneLegionYT
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Re: [WIP - MOD] Foundation of Conquest and War
Looking forward to this a lot... We need it badly in X4... Game is so dead and stale.
