[MOD] Foundation of Conquest and War V. 7.2
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Re: [WIP - MOD] Foundation of Conquest and War V. 2.4Alpha
Version 2.4 FOCW Alpha
1) Decrease in shield regen for all shields
2) Increase in damage for most weapons/turrets
3) Increase in Xenon ships in Xenon sectors
4) Increase in Teladi defense fleets/ships
5) Slight increase in Argon and Antigone defense fleets/ships
6) Slight increase in Paranid and HOP defense fleets/ships
7) New basket for only engine parts and smart chips with new trade ships for each faction focused on only these two resources
8 ) Increased how many engine parts and smart chips factories get built per faction
9) Capital ships won't boost (doesn't work with aggressive ai though)
1) Decrease in shield regen for all shields
2) Increase in damage for most weapons/turrets
3) Increase in Xenon ships in Xenon sectors
4) Increase in Teladi defense fleets/ships
5) Slight increase in Argon and Antigone defense fleets/ships
6) Slight increase in Paranid and HOP defense fleets/ships
7) New basket for only engine parts and smart chips with new trade ships for each faction focused on only these two resources
8 ) Increased how many engine parts and smart chips factories get built per faction
9) Capital ships won't boost (doesn't work with aggressive ai though)
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Re: [WIP - MOD] Foundation of Conquest and War V. 2.4Alpha
...might it be better to let the player supply those smart chips and engine parts with their own stations for profit?BlackRain wrote: ↑Sat, 26. Jan 19, 22:24Version 2.4 FOCW Alpha
1) Decrease in shield regen for all shields
2) Increase in damage for most weapons/turrets
3) Increase in Xenon ships in Xenon sectors
4) Increase in Teladi defense fleets/ships
5) Slight increase in Argon and Antigone defense fleets/ships
6) Slight increase in Paranid and HOP defense fleets/ships
7) New basket for only engine parts and smart chips with new trade ships for each faction focused on only these two resources
8 ) Increased how many engine parts and smart chips factories get built per faction
9) Capital ships won't boost (doesn't work with aggressive ai though)
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Re: [WIP - MOD] Foundation of Conquest and War V. 2.4Alpha
The demand is too high, we want the factions to be able to build whatever ships they need so they can continue to fight. Give me feedback on how it goes though.Dreamtide wrote: ↑Sun, 27. Jan 19, 14:29...might it be better to let the player supply those smart chips and engine parts with their own stations for profit?BlackRain wrote: ↑Sat, 26. Jan 19, 22:24Version 2.4 FOCW Alpha
1) Decrease in shield regen for all shields
2) Increase in damage for most weapons/turrets
3) Increase in Xenon ships in Xenon sectors
4) Increase in Teladi defense fleets/ships
5) Slight increase in Argon and Antigone defense fleets/ships
6) Slight increase in Paranid and HOP defense fleets/ships
7) New basket for only engine parts and smart chips with new trade ships for each faction focused on only these two resources
8 ) Increased how many engine parts and smart chips factories get built per faction
9) Capital ships won't boost (doesn't work with aggressive ai though)
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Re: [WIP - MOD] Foundation of Conquest and War V. 2.4Alpha
Hey, just wondering if factions get assigned a new HQ when their original one gets destroyed ? Haven't been able to find the new Teladi HQ.
I like the shield changes though I do think shield OOS is the real problem. Ships barely damage each other right now. I would be careful when tweaking OOS, though, as it can get extremely frustrating really fast. I still have nightmares from your I MK3 Drone carrier. Not that you were at fault but the game seemed to think all drones were launched at the same time and since you're a cheeky ones, they were obviously missile drones. That usually meant instant death for whatever was in its path.
I like the shield changes though I do think shield OOS is the real problem. Ships barely damage each other right now. I would be careful when tweaking OOS, though, as it can get extremely frustrating really fast. I still have nightmares from your I MK3 Drone carrier. Not that you were at fault but the game seemed to think all drones were launched at the same time and since you're a cheeky ones, they were obviously missile drones. That usually meant instant death for whatever was in its path.
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Re: [WIP - MOD] Foundation of Conquest and War V. 2.4Alpha
Hi, there is no way to tweak oos combat that I know of anyway. As for shields, they should be better OOS now but they just don't handle shield regen delay at 0 well. As for Drones, I think you are confusing me with someone else since I never did anything to drones lol.Bubonosaure wrote: ↑Sun, 27. Jan 19, 14:58Hey, just wondering if factions get assigned a new HQ when their original one gets destroyed ? Haven't been able to find the new Teladi HQ.
I like the shield changes though I do think shield OOS is the real problem. Ships barely damage each other right now. I would be careful when tweaking OOS, though, as it can get extremely frustrating really fast. I still have nightmares from your I MK3 Drone carrier. Not that you were at fault but the game seemed to think all drones were launched at the same time and since you're a cheeky ones, they were obviously missile drones. That usually meant instant death for whatever was in its path.
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Re: [WIP - MOD] Foundation of Conquest and War V. 2.4Alpha
The I incident happened in X:Rebirth [The New Frontier] but I used it to illustrate how OOS can be sometimes terrifying. You didn't tweak the drones or OOS but X:Rebirth OOS calculations would assume drones would be launched and ready to fire in a pinch, which never hapenned when actually fighting it. This thing would litteraly down my Arawns in a seconds if I didn't pay attention and save often. That probably should have been my first point.
Also, I managed to track the new faction representatives. Those Xenon scums do pack a punch now. Ianamus Zura was infested with I and K, I had to bring dozens of destroyers and some carriers to take care of all that mess !
Also, I managed to track the new faction representatives. Those Xenon scums do pack a punch now. Ianamus Zura was infested with I and K, I had to bring dozens of destroyers and some carriers to take care of all that mess !
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Re: [WIP - MOD] Foundation of Conquest and War V. 2.4Alpha
Will do; did ALL factions get more of both stations? Which factions are the heaviest consumers?BlackRain wrote: ↑Sun, 27. Jan 19, 14:42The demand is too high, we want the factions to be able to build whatever ships they need so they can continue to fight. Give me feedback on how it goes though.Dreamtide wrote: ↑Sun, 27. Jan 19, 14:29...might it be better to let the player supply those smart chips and engine parts with their own stations for profit?BlackRain wrote: ↑Sat, 26. Jan 19, 22:24Version 2.4 FOCW Alpha
1) Decrease in shield regen for all shields
2) Increase in damage for most weapons/turrets
3) Increase in Xenon ships in Xenon sectors
4) Increase in Teladi defense fleets/ships
5) Slight increase in Argon and Antigone defense fleets/ships
6) Slight increase in Paranid and HOP defense fleets/ships
7) New basket for only engine parts and smart chips with new trade ships for each faction focused on only these two resources
8 ) Increased how many engine parts and smart chips factories get built per faction
9) Capital ships won't boost (doesn't work with aggressive ai though)
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Re: [WIP - MOD] Foundation of Conquest and War V. 2.4Alpha
So I have a question about faction rep levels in the XML file itself.
I've noticed that if you make two factions "at war" (-1 rep), traffic screams to a halt at the jump gates.
So as I understand it, this project is making fleets that "go get in trouble with each other". How does that relate to the faction rep ratings in the XML file?
If I decided to play a "galaxy at war scenario", would the galaxy lock up since nobody would go through jump gates to attack each other?
I think it'd be fun to play a game where I'm basically saving the factions from embargo-isolation, and then watching them absolutely tar each other with battle fleets.
Is that even possible?
I've noticed that if you make two factions "at war" (-1 rep), traffic screams to a halt at the jump gates.
So as I understand it, this project is making fleets that "go get in trouble with each other". How does that relate to the faction rep ratings in the XML file?
If I decided to play a "galaxy at war scenario", would the galaxy lock up since nobody would go through jump gates to attack each other?
I think it'd be fun to play a game where I'm basically saving the factions from embargo-isolation, and then watching them absolutely tar each other with battle fleets.
Is that even possible?
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Re: [WIP - MOD] Foundation of Conquest and War V. 2.4Alpha
Can we keep playing, with 1.6 being released? Or do we need to wait for an update?
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Re: [WIP - MOD] Foundation of Conquest and War V. 2.4Alpha
I gave every faction more but not the same amount. Hop for example got more. HOP and PAR seem to be the biggest consumers, followed by TEL and ANT. Argon seem the leastDreamtide wrote: ↑Mon, 28. Jan 19, 14:54Will do; did ALL factions get more of both stations? Which factions are the heaviest consumers?
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Re: [WIP - MOD] Foundation of Conquest and War V. 2.4Alpha
I dont think ships stop going through gates just because they are at warDreamtide wrote: ↑Mon, 28. Jan 19, 15:10So I have a question about faction rep levels in the XML file itself.
I've noticed that if you make two factions "at war" (-1 rep), traffic screams to a halt at the jump gates.
So as I understand it, this project is making fleets that "go get in trouble with each other". How does that relate to the faction rep ratings in the XML file?
If I decided to play a "galaxy at war scenario", would the galaxy lock up since nobody would go through jump gates to attack each other?
I think it'd be fun to play a game where I'm basically saving the factions from embargo-isolation, and then watching them absolutely tar each other with battle fleets.
Is that even possible?
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Re: [WIP - MOD] Foundation of Conquest and War V. 2.4Alpha
is it ok to use your mod alongside this one viewtopic.php?f=181&t=413122&start=15 ?
it seems to fix wars better then faction wars one
it seems to fix wars better then faction wars one
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Re: [WIP - MOD] Foundation of Conquest and War V. 2.4Alpha
According to the author of Faction Fix Pack - yes.Mr.Freud wrote: ↑Tue, 29. Jan 19, 08:28is it ok to use your mod alongside this one viewtopic.php?f=181&t=413122&start=15 ?
it seems to fix wars better then faction wars one
viewtopic.php?p=4836230#p4836230
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Re: [WIP - MOD] Foundation of Conquest and War V. 2.4Alpha
Yeah, the wars being fixed works fine with this and will complement it well. This not only affects the wars (by adding more ships) but it also adds fleets/ships which are not controlled by the factionlogic so that at least some action is always going on.
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Re: [WIP - MOD] Foundation of Conquest and War V. 2.4Alpha
I know it's a little out of scope for this project, but would it be possible to beef up the "random encounter" enemies?
Occasionally have that random Xenon ship not be just an M or N?
And I'd sure like to get hassled by pirates that are flying nastier ships than those kestrels. It'd just make a lot more sense for pirates to possibly be any non-Xenon non-Khaak ship in the game. One or two pirate destroyers consistently in-game somewhere could really spice things up too.
Just a suggestion
Occasionally have that random Xenon ship not be just an M or N?
And I'd sure like to get hassled by pirates that are flying nastier ships than those kestrels. It'd just make a lot more sense for pirates to possibly be any non-Xenon non-Khaak ship in the game. One or two pirate destroyers consistently in-game somewhere could really spice things up too.
Just a suggestion
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Re: [WIP - MOD] Foundation of Conquest and War V. 2.4Alpha
is there any possibility for shiled-penetration?`i remember x3 had shield penetrating weapons which could come in handy in destroying surface targets.
i.e. a specialised ship with shield penetrating weapons, Engine and crucial surface elements of capitals being integrated into the main-shield, but vulnerable by penetration. This could lead to specialised wings for fleets only to destroy surface elements of capital targets
i.e. a specialised ship with shield penetrating weapons, Engine and crucial surface elements of capitals being integrated into the main-shield, but vulnerable by penetration. This could lead to specialised wings for fleets only to destroy surface elements of capital targets
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Re: [WIP - MOD] Foundation of Conquest and War V. 2.4Alpha
I can look into it.SMoOoVEeR wrote: ↑Sat, 2. Feb 19, 14:04is there any possibility for shiled-penetration?`i remember x3 had shield penetrating weapons which could come in handy in destroying surface targets.
i.e. a specialised ship with shield penetrating weapons, Engine and crucial surface elements of capitals being integrated into the main-shield, but vulnerable by penetration. This could lead to specialised wings for fleets only to destroy surface elements of capital targets
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Re: [WIP - MOD] Foundation of Conquest and War V. 2.4Alpha
you mean the encounters in deep space? It would be easy to add encounters and such.Dreamtide wrote: ↑Sat, 2. Feb 19, 12:35I know it's a little out of scope for this project, but would it be possible to beef up the "random encounter" enemies?
Occasionally have that random Xenon ship not be just an M or N?
And I'd sure like to get hassled by pirates that are flying nastier ships than those kestrels. It'd just make a lot more sense for pirates to possibly be any non-Xenon non-Khaak ship in the game. One or two pirate destroyers consistently in-game somewhere could really spice things up too.
Just a suggestion
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Re: [WIP - MOD] Foundation of Conquest and War V. 2.4Alpha
Yeah, especially the pirates. Seems like every time I get "hand over your cargo!" it's some guy flying a cardboard box with a water pistol glued to the side of it.BlackRain wrote: ↑Sat, 2. Feb 19, 14:30you mean the encounters in deep space? It would be easy to add encounters and such.Dreamtide wrote: ↑Sat, 2. Feb 19, 12:35I know it's a little out of scope for this project, but would it be possible to beef up the "random encounter" enemies?
Occasionally have that random Xenon ship not be just an M or N?
And I'd sure like to get hassled by pirates that are flying nastier ships than those kestrels. It'd just make a lot more sense for pirates to possibly be any non-Xenon non-Khaak ship in the game. One or two pirate destroyers consistently in-game somewhere could really spice things up too.
Just a suggestion