Well first, what exactly are you trying to do? I wasn't very clear with your post here.macroman247 wrote: ↑Tue, 23. Jul 24, 16:47 I'm not sure what I am doing wrong. I have the mod activated and loading fine (I see the FOCW welcome message in the logbook just fine). It just doesn't seem like any changes I made have an impact. I keep bumping up the Xenon and they refuse to attack. So, as a test, I changed the diplomacy settings to see if I could tell if anything changed.
Nothing changed. I didn't even bother changing the default player faction settings because this was a test and I don't mind if it overwrote everything. It didn't overwrite anything though. What am I missing?Code: Select all
<set_value name="$diplomacyplayer" exact="1" /> <set_value name="$diplomacyallfactions" exact="1" /> <set_faction_relation faction="faction.terran" otherfaction="faction.argon" value="-1"/> <!-- Default faction relation is -0.011--> <set_faction_relation faction="faction.argon" otherfaction="faction.terran" value="-1"/>
[MOD] Foundation of Conquest and War V. 7.2
Moderators: Scripting / Modding Moderators, Moderators for English X Forum
-
BlackRain
- Moderator (Script&Mod)

- Posts: 7466
- Joined: Mon, 15. Dec 03, 18:53

Re: [MOD] Foundation of Conquest and War V. 7.2
-
macroman247
- Posts: 10
- Joined: Sat, 20. Jul 24, 17:24
Re: [MOD] Foundation of Conquest and War V. 7.2
To keep it simple, for now, I would just like to test to see if changes I make are working. In the code provided, I updated (or at least thought I have) the faction relationships between Terran and Argon. They should, by my understanding, be enemies with the -1 setting. Nothing changed though, they are still just basic hostiles to each other.
Having recently learned that the Beta fixes the Xenon not building properly, I am less worried about the changes I have made with the Xenon working or not...as I am likely just afflicted with the very common problem of Xenon not building/expanding properly.
Having recently learned that the Beta fixes the Xenon not building properly, I am less worried about the changes I have made with the Xenon working or not...as I am likely just afflicted with the very common problem of Xenon not building/expanding properly.
-
BlackRain
- Moderator (Script&Mod)

- Posts: 7466
- Joined: Mon, 15. Dec 03, 18:53

Re: [MOD] Foundation of Conquest and War V. 7.2
Well, did you change these settings first?macroman247 wrote: ↑Fri, 26. Jul 24, 06:08 To keep it simple, for now, I would just like to test to see if changes I make are working. In the code provided, I updated (or at least thought I have) the faction relationships between Terran and Argon. They should, by my understanding, be enemies with the -1 setting. Nothing changed though, they are still just basic hostiles to each other.
Having recently learned that the Beta fixes the Xenon not building properly, I am less worried about the changes I have made with the Xenon working or not...as I am likely just afflicted with the very common problem of Xenon not building/expanding properly.
<set_value name="$diplomacyplayer" exact="0" />
<set_value name="$diplomacyallfactions" exact="0" />
At the top of the file you need to edit these or one of these depending which one you are using. Change the 0 to a 1 for the one you want.
-
macroman247
- Posts: 10
- Joined: Sat, 20. Jul 24, 17:24
Re: [MOD] Foundation of Conquest and War V. 7.2
Did my original message not come through properly? This is what I put in the code box to show that I have adjusted these values.BlackRain wrote: ↑Fri, 26. Jul 24, 15:47Well, did you change these settings first?macroman247 wrote: ↑Fri, 26. Jul 24, 06:08 To keep it simple, for now, I would just like to test to see if changes I make are working. In the code provided, I updated (or at least thought I have) the faction relationships between Terran and Argon. They should, by my understanding, be enemies with the -1 setting. Nothing changed though, they are still just basic hostiles to each other.
Having recently learned that the Beta fixes the Xenon not building properly, I am less worried about the changes I have made with the Xenon working or not...as I am likely just afflicted with the very common problem of Xenon not building/expanding properly.
<set_value name="$diplomacyplayer" exact="0" />
<set_value name="$diplomacyallfactions" exact="0" />
At the top of the file you need to edit these or one of these depending which one you are using. Change the 0 to a 1 for the one you want.
<set_value name="$diplomacyplayer" exact="1" />
<set_value name="$diplomacyallfactions" exact="1" />
-
BlackRain
- Moderator (Script&Mod)

- Posts: 7466
- Joined: Mon, 15. Dec 03, 18:53

Re: [MOD] Foundation of Conquest and War V. 7.2
Ah, sorry. I didn't see that for some reason. It should work. I mean, it should update whenever you start a new game or load a save game. How do you know it isn't working? You didn't delete anything or mess with the file in any other way right?macroman247 wrote: ↑Fri, 26. Jul 24, 18:38Did my original message not come through properly? This is what I put in the code box to show that I have adjusted these values.BlackRain wrote: ↑Fri, 26. Jul 24, 15:47Well, did you change these settings first?macroman247 wrote: ↑Fri, 26. Jul 24, 06:08 To keep it simple, for now, I would just like to test to see if changes I make are working. In the code provided, I updated (or at least thought I have) the faction relationships between Terran and Argon. They should, by my understanding, be enemies with the -1 setting. Nothing changed though, they are still just basic hostiles to each other.
Having recently learned that the Beta fixes the Xenon not building properly, I am less worried about the changes I have made with the Xenon working or not...as I am likely just afflicted with the very common problem of Xenon not building/expanding properly.
<set_value name="$diplomacyplayer" exact="0" />
<set_value name="$diplomacyallfactions" exact="0" />
At the top of the file you need to edit these or one of these depending which one you are using. Change the 0 to a 1 for the one you want.
<set_value name="$diplomacyplayer" exact="1" />
<set_value name="$diplomacyallfactions" exact="1" />
-
macroman247
- Posts: 10
- Joined: Sat, 20. Jul 24, 17:24
Re: [MOD] Foundation of Conquest and War V. 7.2
I just checked the encyclopedia and see that those 2 factions remained the same and are not at war. I would think that has to update if they were at war, but maybe not?
-
BlackRain
- Moderator (Script&Mod)

- Posts: 7466
- Joined: Mon, 15. Dec 03, 18:53

Re: [MOD] Foundation of Conquest and War V. 7.2
You can't see the NPC factions relations with each other that way. If you are also using my corporations mod, you can go to any faction representative and ask them about their relations with other factions and it should show you.macroman247 wrote: ↑Sat, 27. Jul 24, 06:07 I just checked the encyclopedia and see that those 2 factions remained the same and are not at war. I would think that has to update if they were at war, but maybe not?
-
macroman247
- Posts: 10
- Joined: Sat, 20. Jul 24, 17:24
Re: [MOD] Foundation of Conquest and War V. 7.2
I just used DeadAir's Dynamic Wars script to change Argon relations with Terrans down -5 points. The encyclopedia accurately changed/reflected that and lists them as hostiles now (instead of enemies). Seems you can see the relations that way. Not a numerical number, but it does show the updated relation. I have no idea why the:BlackRain wrote: ↑Sat, 27. Jul 24, 16:36You can't see the NPC factions relations with each other that way.macroman247 wrote: ↑Sat, 27. Jul 24, 06:07 I just checked the encyclopedia and see that those 2 factions remained the same and are not at war. I would think that has to update if they were at war, but maybe not?
<set_value name="$diplomacyplayer" exact="1" />
<set_value name="$diplomacyallfactions" exact="1" />
<set_faction_relation faction="faction.terran" otherfaction="faction.argon" value="-1"/>
<set_faction_relation faction="faction.argon" otherfaction="faction.terran" value="-1"/>
didn't work but I'll just use the DA stuff to make the changes.
The Xenon changes I made do seem to have worked though as the Xenon has 76 XL ships, 255 medium and 1047 small ships...which seems like more than default (although I honestly have no idea if that is true).
-
Baconnaise
- Posts: 766
- Joined: Sat, 23. Nov 13, 15:50

Re: [MOD] Foundation of Conquest and War V. 7.2
I've noticed faction relations aren't being set properly for me in custom starts on 7.0HF1. I have FOCW and FOCW Corps installed with Deadair scripts and eco. I don't use the FOCW relations in the setup. I have around 80 mods installed. I use cheat menu to fix my relations to avoid save editing. It could also be a relations issue due to mission progression with Terrans and Argon. It could also be a mod conflict or load order issue. Deadair script and eco seem to overlap with what FOCW does so there is that possibly.macroman247 wrote: ↑Sun, 28. Jul 24, 06:14I just used DeadAir's Dynamic Wars script to change Argon relations with Terrans down -5 points. The encyclopedia accurately changed/reflected that and lists them as hostiles now (instead of enemies). Seems you can see the relations that way. Not a numerical number, but it does show the updated relation. I have no idea why the:BlackRain wrote: ↑Sat, 27. Jul 24, 16:36You can't see the NPC factions relations with each other that way.macroman247 wrote: ↑Sat, 27. Jul 24, 06:07 I just checked the encyclopedia and see that those 2 factions remained the same and are not at war. I would think that has to update if they were at war, but maybe not?
<set_value name="$diplomacyplayer" exact="1" />
<set_value name="$diplomacyallfactions" exact="1" />
<set_faction_relation faction="faction.terran" otherfaction="faction.argon" value="-1"/>
<set_faction_relation faction="faction.argon" otherfaction="faction.terran" value="-1"/>
didn't work but I'll just use the DA stuff to make the changes.
The Xenon changes I made do seem to have worked though as the Xenon has 76 XL ships, 255 medium and 1047 small ships...which seems like more than default (although I honestly have no idea if that is true).
-
BlackRain
- Moderator (Script&Mod)

- Posts: 7466
- Joined: Mon, 15. Dec 03, 18:53

Re: [MOD] Foundation of Conquest and War V. 7.2
That does not mean it isn't working. It works perfectly fine for me, I don't know what else to tell you.macroman247 wrote: ↑Sun, 28. Jul 24, 06:14I just used DeadAir's Dynamic Wars script to change Argon relations with Terrans down -5 points. The encyclopedia accurately changed/reflected that and lists them as hostiles now (instead of enemies). Seems you can see the relations that way. Not a numerical number, but it does show the updated relation. I have no idea why the:BlackRain wrote: ↑Sat, 27. Jul 24, 16:36You can't see the NPC factions relations with each other that way.macroman247 wrote: ↑Sat, 27. Jul 24, 06:07 I just checked the encyclopedia and see that those 2 factions remained the same and are not at war. I would think that has to update if they were at war, but maybe not?
<set_value name="$diplomacyplayer" exact="1" />
<set_value name="$diplomacyallfactions" exact="1" />
<set_faction_relation faction="faction.terran" otherfaction="faction.argon" value="-1"/>
<set_faction_relation faction="faction.argon" otherfaction="faction.terran" value="-1"/>
didn't work but I'll just use the DA stuff to make the changes.
The Xenon changes I made do seem to have worked though as the Xenon has 76 XL ships, 255 medium and 1047 small ships...which seems like more than default (although I honestly have no idea if that is true).
-
macroman247
- Posts: 10
- Joined: Sat, 20. Jul 24, 17:24
Re: [MOD] Foundation of Conquest and War V. 7.2
Likely one of 8000 possible different reasons that could be causing it to not work. Mod conflicts, custom start wonky bits, storyline triggers, who knows. Just mainly wanted to be sure that I had the code edit right, which seems to be the case.BlackRain wrote: ↑Mon, 29. Jul 24, 01:52That does not mean it isn't working. It works perfectly fine for me, I don't know what else to tell you.macroman247 wrote: ↑Sun, 28. Jul 24, 06:14I just used DeadAir's Dynamic Wars script to change Argon relations with Terrans down -5 points. The encyclopedia accurately changed/reflected that and lists them as hostiles now (instead of enemies). Seems you can see the relations that way. Not a numerical number, but it does show the updated relation. I have no idea why the:
<set_value name="$diplomacyplayer" exact="1" />
<set_value name="$diplomacyallfactions" exact="1" />
<set_faction_relation faction="faction.terran" otherfaction="faction.argon" value="-1"/>
<set_faction_relation faction="faction.argon" otherfaction="faction.terran" value="-1"/>
didn't work but I'll just use the DA stuff to make the changes.
The Xenon changes I made do seem to have worked though as the Xenon has 76 XL ships, 255 medium and 1047 small ships...which seems like more than default (although I honestly have no idea if that is true).
Thanks for responding and providing the mods! You and other mod authors help keep these games alive.
-
BlackRain
- Moderator (Script&Mod)

- Posts: 7466
- Joined: Mon, 15. Dec 03, 18:53

Re: [MOD] Foundation of Conquest and War V. 7.2
There is another script in there that will allow you to change the relations immediately, but it is blocked out and needs to be edited as needed. I usually use it to edit relations on the fly and when I want to change things in an on going game, etc.macroman247 wrote: ↑Mon, 29. Jul 24, 21:26Likely one of 8000 possible different reasons that could be causing it to not work. Mod conflicts, custom start wonky bits, storyline triggers, who knows. Just mainly wanted to be sure that I had the code edit right, which seems to be the case.BlackRain wrote: ↑Mon, 29. Jul 24, 01:52That does not mean it isn't working. It works perfectly fine for me, I don't know what else to tell you.macroman247 wrote: ↑Sun, 28. Jul 24, 06:14
I just used DeadAir's Dynamic Wars script to change Argon relations with Terrans down -5 points. The encyclopedia accurately changed/reflected that and lists them as hostiles now (instead of enemies). Seems you can see the relations that way. Not a numerical number, but it does show the updated relation. I have no idea why the:
<set_value name="$diplomacyplayer" exact="1" />
<set_value name="$diplomacyallfactions" exact="1" />
<set_faction_relation faction="faction.terran" otherfaction="faction.argon" value="-1"/>
<set_faction_relation faction="faction.argon" otherfaction="faction.terran" value="-1"/>
didn't work but I'll just use the DA stuff to make the changes.
The Xenon changes I made do seem to have worked though as the Xenon has 76 XL ships, 255 medium and 1047 small ships...which seems like more than default (although I honestly have no idea if that is true).
Thanks for responding and providing the mods! You and other mod authors help keep these games alive.
-
user1679
- Posts: 1107
- Joined: Fri, 20. Jul 18, 23:20
Re: [MOD] Foundation of Conquest and War V. 6.7
If I read this correctly, the Kha'ak are also affected by activateallfactionsfight and activatemorefleets?BlackRain wrote: ↑Thu, 2. Sep 21, 19:03Hello, all of the factions have all the same options it is just that when I originally made the scripts I lumped them into fewer settings. All of the main and original factions are controlled by the same options. Maybe at some point I can come back to it and break them all up separately but I don't have enough time to really work on the mod much.Ashitaka-san wrote: ↑Wed, 1. Sep 21, 10:02 Furthermore, I want to really thank you for making such an excellent mod.
I do have a couple of questions / requests.
The newer factions (Split, Terran, Trinity) have more options than the original factions in terms of modifications. Do you intend to streamline this so that all factions have the same modifications available? That would be really nice.
Also, have you considered adding the Kha'ak in here? It would be really cool if we could make the Kha'ak spawn faster and increase their ability to build up.
I just started a new game to try the AbandonedShipExplorer mod and it jumped me into a sector (no spoilers) and as my captain approached the ship there were 75 Kha'ak fighters and 5 "queen's guards" swarming around a couple Xenon miners. They turned their sights on me and thanks to the "pew pew, no warp for you" logic, they shredded my Razorbill in no time. There were so many they were destroying my defense drones as they came up from storage, they never even got to take off (again because of bad "let's do everything slow" logic **)
** IMO drones should be launched out of a tube at full speed like the Vipers in BSG
-
Ashitaka-san
- Posts: 82
- Joined: Sun, 28. Aug 05, 01:36

Re: [MOD] Foundation of Conquest and War V. 6.6
Question: Is this file (aiscripts.rar), or something similar, still around? I had used this back around a year ago, slightly modified, and the invasion battles were much larger and more interesting. I'd like to revive those types of battles in my current game.BlackRain wrote: ↑Tue, 27. Apr 21, 01:13 If you would like to see larger battles and are not using FE mod, then download this and add this folder to the FOCW mod.
This is just a simple change but I feel it makes a huge difference. Basically it makes reconnaissance count double for all ships and it also increases count for stations. This means that they will gather more ships for attacks and such. Basically larger battles than in vanilla. Works pretty well from what I have seen so far.
-
BlackRain
- Moderator (Script&Mod)

- Posts: 7466
- Joined: Mon, 15. Dec 03, 18:53

Re: [MOD] Foundation of Conquest and War V. 6.7
No, I did not add any Khaak ships so that is just vanilla.user1679 wrote: ↑Wed, 14. Aug 24, 07:50If I read this correctly, the Kha'ak are also affected by activateallfactionsfight and activatemorefleets?BlackRain wrote: ↑Thu, 2. Sep 21, 19:03Hello, all of the factions have all the same options it is just that when I originally made the scripts I lumped them into fewer settings. All of the main and original factions are controlled by the same options. Maybe at some point I can come back to it and break them all up separately but I don't have enough time to really work on the mod much.Ashitaka-san wrote: ↑Wed, 1. Sep 21, 10:02 Furthermore, I want to really thank you for making such an excellent mod.
I do have a couple of questions / requests.
The newer factions (Split, Terran, Trinity) have more options than the original factions in terms of modifications. Do you intend to streamline this so that all factions have the same modifications available? That would be really nice.
Also, have you considered adding the Kha'ak in here? It would be really cool if we could make the Kha'ak spawn faster and increase their ability to build up.
I just started a new game to try the AbandonedShipExplorer mod and it jumped me into a sector (no spoilers) and as my captain approached the ship there were 75 Kha'ak fighters and 5 "queen's guards" swarming around a couple Xenon miners. They turned their sights on me and thanks to the "pew pew, no warp for you" logic, they shredded my Razorbill in no time. There were so many they were destroying my defense drones as they came up from storage, they never even got to take off (again because of bad "let's do everything slow" logic **)
** IMO drones should be launched out of a tube at full speed like the Vipers in BSG
-
BlackRain
- Moderator (Script&Mod)

- Posts: 7466
- Joined: Mon, 15. Dec 03, 18:53

Re: [MOD] Foundation of Conquest and War V. 6.6
Yeah, I still use it in my game. Is it not available in the link?Ashitaka-san wrote: ↑Wed, 14. Aug 24, 14:10Question: Is this file (aiscripts.rar), or something similar, still around? I had used this back around a year ago, slightly modified, and the invasion battles were much larger and more interesting. I'd like to revive those types of battles in my current game.BlackRain wrote: ↑Tue, 27. Apr 21, 01:13 If you would like to see larger battles and are not using FE mod, then download this and add this folder to the FOCW mod.
This is just a simple change but I feel it makes a huge difference. Basically it makes reconnaissance count double for all ships and it also increases count for stations. This means that they will gather more ships for attacks and such. Basically larger battles than in vanilla. Works pretty well from what I have seen so far.
-
Ashitaka-san
- Posts: 82
- Joined: Sun, 28. Aug 05, 01:36

Re: [MOD] Foundation of Conquest and War V. 6.6
I get an error with it: it says the file can not be opened as an archive. I tried opening it with Windows Explorer and it just shows as empty.BlackRain wrote: ↑Fri, 16. Aug 24, 23:59Yeah, I still use it in my game. Is it not available in the link?Ashitaka-san wrote: ↑Wed, 14. Aug 24, 14:10Question: Is this file (aiscripts.rar), or something similar, still around? I had used this back around a year ago, slightly modified, and the invasion battles were much larger and more interesting. I'd like to revive those types of battles in my current game.BlackRain wrote: ↑Tue, 27. Apr 21, 01:13 If you would like to see larger battles and are not using FE mod, then download this and add this folder to the FOCW mod.
This is just a simple change but I feel it makes a huge difference. Basically it makes reconnaissance count double for all ships and it also increases count for stations. This means that they will gather more ships for attacks and such. Basically larger battles than in vanilla. Works pretty well from what I have seen so far.
Would it be possible to post it up again?
-
BlackRain
- Moderator (Script&Mod)

- Posts: 7466
- Joined: Mon, 15. Dec 03, 18:53

Re: [MOD] Foundation of Conquest and War V. 6.6
https://www.dropbox.com/scl/fi/ydswg4rt ... clb0m&dl=0Ashitaka-san wrote: ↑Sat, 17. Aug 24, 04:40I get an error with it: it says the file can not be opened as an archive. I tried opening it with Windows Explorer and it just shows as empty.BlackRain wrote: ↑Fri, 16. Aug 24, 23:59Yeah, I still use it in my game. Is it not available in the link?Ashitaka-san wrote: ↑Wed, 14. Aug 24, 14:10
Question: Is this file (aiscripts.rar), or something similar, still around? I had used this back around a year ago, slightly modified, and the invasion battles were much larger and more interesting. I'd like to revive those types of battles in my current game.
Would it be possible to post it up again?
Download that, you need to open the rar with winzip or winrar or whatever. Extract the folder in there, put it into the FOCW folder.
-
Ashitaka-san
- Posts: 82
- Joined: Sun, 28. Aug 05, 01:36

Re: [MOD] Foundation of Conquest and War V. 6.6
Perfect! That one works. Thank you, sir!BlackRain wrote: ↑Sun, 18. Aug 24, 01:46https://www.dropbox.com/scl/fi/ydswg4rt ... clb0m&dl=0Ashitaka-san wrote: ↑Sat, 17. Aug 24, 04:40I get an error with it: it says the file can not be opened as an archive. I tried opening it with Windows Explorer and it just shows as empty.
Would it be possible to post it up again?
Download that, you need to open the rar with winzip or winrar or whatever. Extract the folder in there, put it into the FOCW folder.
-
alexalsp
- Posts: 1944
- Joined: Fri, 18. Jul 14, 05:28

Re: [MOD] Foundation of Conquest and War V. 7.2
Good day. Is the mod compatible with game version 7.10?
