[MOD] Foundation of Conquest and War V. 7.2
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otto_deluxe
- Posts: 95
- Joined: Sat, 14. May 05, 10:29

Re: [WIP - MOD] Foundation of Conquest and War
Regardless of what it is titled, and some obvious similarities to CWIR (I know it is not CWIR for X4, I read the OP) I feel this could be a great starting point for something like Litcube's Universe for X3AP.
I don't know how familiar people still are with that mod (or should I say total conversion), but I feel it was what the X series needed after sinking in a lot of hours. It blew the whole game out of proportion. Vanilla, you had maybe one big ship, if it was a carrier, you might have bought 5-ish fighters and thought: Wow, what a fleet, I'm so gonna kick xeno ass now.
In LU, you'd question whether 4 carriers with 60 fighters each would do the job, or whether you should get another 3-4, just to make sure the OCV (xenon on SERIOUS steroids) won't wipe your fleet.
Instead of a complex with one power plant, one of each L food fab, and some shield fabs, you build complex hubs, which are more or less abstracted super complexes which produce one product completely self-sustaining and contained usually several hundred vanilla sations, with costs going into billions (which can be done with the new modular stations in a way more lore-friendly manner, you'd just need more powerful modules, with maybe 10x production compared to vanilla, such modules could be researched with the new research mechanic for example).
And finally, SO MANY quality of life features and automation scripts (which were essential in scaling up the game feasibly).
My point being:
I am sure this if out of the scope of this mod, and probably not even remotely intended by Blackrain, but if this could turn into a (part of) LU for X4, I couldn't be more hyped. More ships sound nice, more conflict sounds nice. An actual need for ships sounds nice. But the one thing that made LU so unique in my opinion, was that is was a "directed sandbox". You could do what you like, but the OCV would end the universe if you didn't pitch in (or rather won the fight single-handedly). With the comeback of the Khaak we do have another threat next to the xenon, but a mod could flesh them out so much more. Sandboxes are nice and all, but after some hundred hours in an X game, I usually look for a challenge, and a purpose to hoard all those credits and materials.
What would enrich X is an antagonist. One you have to take seriously. Maybe, just maybe, such an antagonist would be in the scope of this mod.
I don't know how familiar people still are with that mod (or should I say total conversion), but I feel it was what the X series needed after sinking in a lot of hours. It blew the whole game out of proportion. Vanilla, you had maybe one big ship, if it was a carrier, you might have bought 5-ish fighters and thought: Wow, what a fleet, I'm so gonna kick xeno ass now.
In LU, you'd question whether 4 carriers with 60 fighters each would do the job, or whether you should get another 3-4, just to make sure the OCV (xenon on SERIOUS steroids) won't wipe your fleet.
Instead of a complex with one power plant, one of each L food fab, and some shield fabs, you build complex hubs, which are more or less abstracted super complexes which produce one product completely self-sustaining and contained usually several hundred vanilla sations, with costs going into billions (which can be done with the new modular stations in a way more lore-friendly manner, you'd just need more powerful modules, with maybe 10x production compared to vanilla, such modules could be researched with the new research mechanic for example).
And finally, SO MANY quality of life features and automation scripts (which were essential in scaling up the game feasibly).
My point being:
I am sure this if out of the scope of this mod, and probably not even remotely intended by Blackrain, but if this could turn into a (part of) LU for X4, I couldn't be more hyped. More ships sound nice, more conflict sounds nice. An actual need for ships sounds nice. But the one thing that made LU so unique in my opinion, was that is was a "directed sandbox". You could do what you like, but the OCV would end the universe if you didn't pitch in (or rather won the fight single-handedly). With the comeback of the Khaak we do have another threat next to the xenon, but a mod could flesh them out so much more. Sandboxes are nice and all, but after some hundred hours in an X game, I usually look for a challenge, and a purpose to hoard all those credits and materials.
What would enrich X is an antagonist. One you have to take seriously. Maybe, just maybe, such an antagonist would be in the scope of this mod.
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Zippe
- Posts: 195
- Joined: Sat, 31. Jan 04, 16:25

Re: [WIP - MOD] Foundation of Conquest and War
I can say one thing, my i7-4770k can't handle this one. 
It's very choppy right from the beginning and it doesn't get better.
On the bright side I can delete the jobs.xml and still have the better characters and experience gain.
It's very choppy right from the beginning and it doesn't get better.
On the bright side I can delete the jobs.xml and still have the better characters and experience gain.
Last edited by Zippe on Wed, 5. Dec 18, 17:28, edited 1 time in total.
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Lymark
- Posts: 39
- Joined: Thu, 10. May 18, 19:35

Re: [WIP - MOD] Foundation of Conquest and War
I'm currently playing the mod with my 10+hrs main save, I'm seeing a lot more Xenon ships enough to cause FPS drops, as well as high skill crew in stations. HOWEVER, I still haven't seen any production of ships nor new buildings yet. I visited Tharka's Cascade and saw a big Xenon vs Argon battle. Argon lost at least a destroyer, I expect that might open up a slot in the quota, though nothing is being built in Argon Prime yet.argon_emperor wrote: ↑Wed, 5. Dec 18, 16:57Usually editing jobs files should work on an existing save... But it may take some time for the changes to become apparent (even more so with a system like Foundations where rather than just spawning, ships have to be built)cyrusjackson wrote: ↑Wed, 5. Dec 18, 16:23 Small question. Does this mod require a new game for the new spawn etc or can I just slap it on my ongoing save. I almost have enough money to get my first Argon Destroyer and I would be sad to restart everything.
I would like to know how is it going for you guys?
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JakubCW
- Posts: 196
- Joined: Fri, 18. Aug 06, 06:59

Re: [WIP - MOD] Foundation of Conquest and War
It tanks on my i7 8700k as well, the game is very heavy on cpu just like the old games were... id expect modern CPU’s would fair better now especially with multi-threading, guess not.
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King Hammer
- Posts: 6
- Joined: Wed, 10. Mar 04, 16:52

Re: [WIP - MOD] Foundation of Conquest and War
IF X4 is supoorting Multithreading 
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otto_deluxe
- Posts: 95
- Joined: Sat, 14. May 05, 10:29

Re: [WIP - MOD] Foundation of Conquest and War
From what I have seen, when I run X4 all my CPU cores hover between 50% and 70% (i7 2600K), which implies it does indeed use multi-treading for *something*. The more or less even load suggests it actually can balance workloads pretty well, with no core ever maxing out for me. This, however, is no proof for anything, it just leads me to believe a fair bit is multi threaded.
How well that scales, especially with the number of ships, or the amount of combat that has to be processed, is a different thing entirely.
Edit: just to clarify, the figure of 50%-70% load refers to vanilla X4 1.21
Last edited by otto_deluxe on Wed, 5. Dec 18, 18:13, edited 1 time in total.
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PandaCore
- Posts: 2
- Joined: Fri, 30. Nov 18, 15:58
Re: [WIP - MOD] Foundation of Conquest and War
for me the game does not start as soon as I put the mod in the folder
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argon_emperor
- Posts: 1225
- Joined: Mon, 12. Dec 05, 07:41

Re: [WIP - MOD] Foundation of Conquest and War
My god, started a new game (just Young Gun start, given I have yet to finish the PHQ missions >.> ), and holy crap, the EQ dock in Black Hole Sun IV has been turned into a warzone. Constant ships flying around shooting, I'm not even entirely sure who's attacking who. But damn there's just so much... MORE of everything XD Already loving this... Now if only I can figure out who to shoot back at, might even have a chance at getting a ship to bail XD
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mcal9909
- Posts: 71
- Joined: Thu, 22. Jul 10, 05:50

Re: [WIP - MOD] Foundation of Conquest and War
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JakubCW
- Posts: 196
- Joined: Fri, 18. Aug 06, 06:59

Re: [WIP - MOD] Foundation of Conquest and War
Just watched a battle of a Xenon I and its fighters vs the paraid gate campers in the holy order sector, it went under 30fps which i consider 'Tanking'
8700K
16gb
1080 gtx ftw (2025mhz)
anyways its promising, however the enemy incursions rapidly get out of control as does the performance, there doesnt seem to be any end to the ever increasing xenon coming through the gates...
maybe a lighter version of this mod? various performance versions etc?
for ex, there is literally over 130 xenon in holy vision now, and they seem to multiply in waves of 10 every minute or so..
::edit:: over 200 now... oh dear!!!
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DogyAUT
- Posts: 44
- Joined: Sat, 19. Jan 13, 19:29

Re: [WIP - MOD] Foundation of Conquest and War
My 6850K @4,2Ghz has an avg usage of 60-80% on all 12 threads (FPS in range of 70-140 in 1440p with a 2080 Ti) . The engine runs on Vulkan which is a low level API, this should allow way better sheduling options compared to DX11 in theory.
Well going to tryout this mod now and see how it affects performance - need some action in my universe
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Ecka
- Posts: 6
- Joined: Sat, 22. Apr 17, 22:36

Re: [WIP - MOD] Foundation of Conquest and War
So added this mod to give some pulse to my 50h Save
Just before the mod i put like 30 sattelite inside the faulty logics sector
After 2h i can tell this is working great
A lot of xenon are produced but don't have enough firepower right now to wype the Holy order fleet (Who got like 30 destroyer)
But i can see the better shape for my Save
Good job you in the right way
Just before the mod i put like 30 sattelite inside the faulty logics sector
After 2h i can tell this is working great
A lot of xenon are produced but don't have enough firepower right now to wype the Holy order fleet (Who got like 30 destroyer)
But i can see the better shape for my Save
Good job you in the right way
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Lifeforce87
- Posts: 118
- Joined: Sat, 15. Aug 09, 00:42

Re: [WIP - MOD] Foundation of Conquest and War
Started a new game.
It works like a charm!
No performance issues so far
i7/5820k
RX 570
8gb Ram
It works like a charm!
No performance issues so far
i7/5820k
RX 570
8gb Ram
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JakubCW
- Posts: 196
- Joined: Fri, 18. Aug 06, 06:59

Re: [WIP - MOD] Foundation of Conquest and War
go to holy vision sector gate with the xenon sector... that will change dramaticallyLifeforce87 wrote: ↑Wed, 5. Dec 18, 20:58 Started a new game.
It works like a charm!
No performance issues so far
i7/5820k
RX 570
8gb Ram
i counted well over 300 ships just now in my game.. its crawling xD
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Lifeforce87
- Posts: 118
- Joined: Sat, 15. Aug 09, 00:42

Re: [WIP - MOD] Foundation of Conquest and War
Mother of god
Now I know why my warft is always out of parts.
It still runs kinda okayish tho
Now I know why my warft is always out of parts.
It still runs kinda okayish tho
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theonefrancis
- Posts: 5
- Joined: Wed, 5. Dec 18, 21:06
Re: [WIP - MOD] Foundation of Conquest and War
Started new game: 15 xenon ships around.
GOOD. JOB. SIR.
GOOD. JOB. SIR.
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Reaperxvii
- Posts: 357
- Joined: Thu, 29. May 14, 19:03

Re: [WIP - MOD] Foundation of Conquest and War
Will try this evening as well blackrain, look forward to your mod! Played over 300 hours of the x-rebirth variant!
Ryzen 1800x O.C to 4.0 ghz.
16g of ram at 3200mhz
EVGA 1070ti
Ryzen 1800x O.C to 4.0 ghz.
16g of ram at 3200mhz
EVGA 1070ti
"We are the middle children of History. Born too late to explore the earth, born to early to explore the stars."
"Time is the fire in which we burn"
Reaper's Mod Index
"Time is the fire in which we burn"
Reaper's Mod Index
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JESS 246
- Posts: 574
- Joined: Mon, 3. Jul 06, 03:24

Re: [WIP - MOD] Foundation of Conquest and War
Hi Blackrain.
Nice mod in X3R, should be even better in the game, will use it when you're perfected it a little more.
Nice mod in X3R, should be even better in the game, will use it when you're perfected it a little more.
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d-one
- Posts: 32
- Joined: Tue, 30. Dec 08, 18:49

Re: [WIP - MOD] Foundation of Conquest and War
I enabled this mod on an existing game, and after a few hours I visited a xenon sector. There was a handful of M5's fighting near the gate, and the two stations just seemed to be cranking out endless streams of civilian ships. Is that normal?
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BlackRain
- Moderator (Script&Mod)

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

Re: [WIP - MOD] Foundation of Conquest and War
What do you mean by civilian ships?
Also, everyone needs to keep in mind that if you use this on an existing game it wont have immediate results. It takea time for things to move
