[MOD] Foundation of Conquest and War V. 7.2
Posted: Sun, 2. Dec 18, 05:20
Foundations of Conquest and War
This mod allows you to add many more ships/fleets/flotillas to your game for every faction. Complete customization based on what you want! Make sure you follow INSTRUCTIONS in order for it to work. Every ship is built properly at a shipyard, no ships spawn. How many ships are built all depend on the health of your universe/factions. New names for each ship added by this mod.
Changes can be made at any time, start out with lower settings and later change them to add more ships depending on how your universe is going. Want one faction to be stronger than another? Give that faction some extra ships in the config. Want a much more difficult fight against Xenon? Activate all the highest Xenon settings (but be ready for pain if you add in lots of carriers...) Fully save game compatible and can be removed at any time! The only negative effect is that existing ships will remain until destroyed.
Once you download the folder and place it in the extensions folder of your X4 directory, make sure to go to the md folder. Open the md folder, look for a file named focwsetup. Open the file with notepad or notepad++ or similar programs. READ AND FOLLOW THE INSTRUCTIONS IN THE CONFIG FILE FOR THE MOD TO WORK PROPERLY. Everything is defaulted to OFF, so if you do not configure the file, you won't have any changes to your game.
IMPORTANT INFORMATION ABOUT THE XENON OPTIONS (Faction options would be similar to this in many ways)
Let me explain, and look at the following options.
<set_value name="$activateXencapital" exact="1" /> This one has a few options, depending which one you pick this will create a quota for one of the following : 2 Destroyers with just a couple of fighters on light, Medium will give you a quota of 4 destroyers with a few fighter escorts, and Heavy will give you a quota of 6 destroyers with several fighter escorts.
What that means is, the Xenon can build extra destroyers up to the specified choice and they will either have more or less fighters escorting them. Even on heavy, these choices are on the light side of ships so you might not want such sizes. You can leave this off or activate if you like (leaving this off and choosing a more heavy choice below may be better) THESE ARE INDIVIDUAL FLEETS BY THE WAY SO EACH OF THESE WOULD BE 1 XENON K AND A COUPLE TO SEVERAL FIGHTERS DEPENDING ON THE OPTION. YOU MAY NOT WANT THIS OPTION ACTIVE BECAUSE OF THAT. LARGER SIZE FLEETS ARE BELOW
<set_value name="$activateXencardefend" exact="1" /> This activates a quota for 2 Xenon I fleets which should only defend Xenon sectors. Basically what that means is, these would not be commandeerable and the Xenon won't use them in their factionlogic invasion stuff. You may or may not want to activate this, these may be a good choice since they will keep xenon sectors safer assuming they get built. This will allow the Xenon to build up to 2 Xenon I fleets with 1 Xenon I, 2 Xenon K's, 3 Xenon P's and a dozen or more fighters for each of the 2 Xenon I fleets.
<set_value name="$activateXencarattack" exact="1" /> This activates a quota for 1 Xenon I fleet which will attack other sectors. This fleet has no Xenon K's but it has several Xenon P's and a couple dozen fighters. This fleet is not commandeerable and will not be used in factionlogic invasion stuff for Xenon, but it will roam and attack other sectors. You may or may not want this, up to you.
<set_value name="$activateXencarattackpla" exact="1" /> This seems to be not working, seems I made a mistake with this and has to be fixed. However, the idea behind this one was that a Xenon I fleet like one of the ones mentioned above would actively seek out the player's assets. Of course, whether they get to your assets is a different matter because they would also fight everyone else and might not make it. It would depend where your assets were located and which it selected to attack.
<set_value name="$activatemoreXenonCaps" exact="1" /> This activates a quota of 6 Xenon K fleets. These fleets are Commandeerable and can be used by the Xenon factionlogic in invasions or defense, etc. These fleets have around 3 Xenon K's, a few Xenon P's and around 20 or so fighters.
<set_value name="$activateXenonApocalypse" exact="1" /> If you just really want a lot of Xenon k's flying around you probably only need to activate this one. Or if you also want more carriers, also activate the carrier options. If you activate this, you probably don't need to activate any other Xenon option (except the Carrier options). This gives a quota of 30 Xenon K fleets. These Xenon K fleets consist of 3 Xenon K's, 3 Xenon P's and around 20 or so fighters.
A quota is defined in the scripts for each cue to limit how many ships will be built for that particular job. This is a different way of doing things than the original jobs.xml way of doing it. The reason is, Jobs works like this: Ship is ordered, but shipyard can't handle it so cancel job. Even if they have the resources later, the job might not get built since it has already been canceled. Of course, it may get built in the future, but this is a slower build up. The amount of ships will definitely decrease in the long run. Instead, I force the shipyard to build the ship. Even if the shipyard can't handle it, it goes in the queue and remains. Once the shipyard can build it, it will build the ships in the queue. This will ensure that the same or more ships will be present (assuming the faction is doing well of course). In the previous example (vanilla jobs), even if the faction is doing well, ship amounts decrease over time.
The quotas can be edited in the FOCWsetup script if you know what you are doing. Just locate the cue with the job you want to change and then edit the following:
<set_value name="$ExistingDestroyerThreshold" exact="4"/>
The name of this value doesn't matter, the important thing is the number. You can change that number to whatever you want and that becomes the new quota amount. The number of jobs ordered for that job will not go over this quota.
If none of this makes sense to you or it sounds too confusing, just stick to the simple instructions at the top of the script and enable what you want.
What you can do with this script is quite powerful and you can customize each faction any way you want if you know what you are doing
Version 7.2 for X4 6.0 and all dlcs
This mod allows you to add many more ships/fleets/flotillas to your game for every faction. Complete customization based on what you want! Make sure you follow INSTRUCTIONS in order for it to work. Every ship is built properly at a shipyard, no ships spawn. How many ships are built all depend on the health of your universe/factions. New names for each ship added by this mod.
Changes can be made at any time, start out with lower settings and later change them to add more ships depending on how your universe is going. Want one faction to be stronger than another? Give that faction some extra ships in the config. Want a much more difficult fight against Xenon? Activate all the highest Xenon settings (but be ready for pain if you add in lots of carriers...) Fully save game compatible and can be removed at any time! The only negative effect is that existing ships will remain until destroyed.
Once you download the folder and place it in the extensions folder of your X4 directory, make sure to go to the md folder. Open the md folder, look for a file named focwsetup. Open the file with notepad or notepad++ or similar programs. READ AND FOLLOW THE INSTRUCTIONS IN THE CONFIG FILE FOR THE MOD TO WORK PROPERLY. Everything is defaulted to OFF, so if you do not configure the file, you won't have any changes to your game.
IMPORTANT INFORMATION ABOUT THE XENON OPTIONS (Faction options would be similar to this in many ways)
Let me explain, and look at the following options.
<set_value name="$activateXencapital" exact="1" /> This one has a few options, depending which one you pick this will create a quota for one of the following : 2 Destroyers with just a couple of fighters on light, Medium will give you a quota of 4 destroyers with a few fighter escorts, and Heavy will give you a quota of 6 destroyers with several fighter escorts.
What that means is, the Xenon can build extra destroyers up to the specified choice and they will either have more or less fighters escorting them. Even on heavy, these choices are on the light side of ships so you might not want such sizes. You can leave this off or activate if you like (leaving this off and choosing a more heavy choice below may be better) THESE ARE INDIVIDUAL FLEETS BY THE WAY SO EACH OF THESE WOULD BE 1 XENON K AND A COUPLE TO SEVERAL FIGHTERS DEPENDING ON THE OPTION. YOU MAY NOT WANT THIS OPTION ACTIVE BECAUSE OF THAT. LARGER SIZE FLEETS ARE BELOW
<set_value name="$activateXencardefend" exact="1" /> This activates a quota for 2 Xenon I fleets which should only defend Xenon sectors. Basically what that means is, these would not be commandeerable and the Xenon won't use them in their factionlogic invasion stuff. You may or may not want to activate this, these may be a good choice since they will keep xenon sectors safer assuming they get built. This will allow the Xenon to build up to 2 Xenon I fleets with 1 Xenon I, 2 Xenon K's, 3 Xenon P's and a dozen or more fighters for each of the 2 Xenon I fleets.
<set_value name="$activateXencarattack" exact="1" /> This activates a quota for 1 Xenon I fleet which will attack other sectors. This fleet has no Xenon K's but it has several Xenon P's and a couple dozen fighters. This fleet is not commandeerable and will not be used in factionlogic invasion stuff for Xenon, but it will roam and attack other sectors. You may or may not want this, up to you.
<set_value name="$activateXencarattackpla" exact="1" /> This seems to be not working, seems I made a mistake with this and has to be fixed. However, the idea behind this one was that a Xenon I fleet like one of the ones mentioned above would actively seek out the player's assets. Of course, whether they get to your assets is a different matter because they would also fight everyone else and might not make it. It would depend where your assets were located and which it selected to attack.
<set_value name="$activatemoreXenonCaps" exact="1" /> This activates a quota of 6 Xenon K fleets. These fleets are Commandeerable and can be used by the Xenon factionlogic in invasions or defense, etc. These fleets have around 3 Xenon K's, a few Xenon P's and around 20 or so fighters.
<set_value name="$activateXenonApocalypse" exact="1" /> If you just really want a lot of Xenon k's flying around you probably only need to activate this one. Or if you also want more carriers, also activate the carrier options. If you activate this, you probably don't need to activate any other Xenon option (except the Carrier options). This gives a quota of 30 Xenon K fleets. These Xenon K fleets consist of 3 Xenon K's, 3 Xenon P's and around 20 or so fighters.
A quota is defined in the scripts for each cue to limit how many ships will be built for that particular job. This is a different way of doing things than the original jobs.xml way of doing it. The reason is, Jobs works like this: Ship is ordered, but shipyard can't handle it so cancel job. Even if they have the resources later, the job might not get built since it has already been canceled. Of course, it may get built in the future, but this is a slower build up. The amount of ships will definitely decrease in the long run. Instead, I force the shipyard to build the ship. Even if the shipyard can't handle it, it goes in the queue and remains. Once the shipyard can build it, it will build the ships in the queue. This will ensure that the same or more ships will be present (assuming the faction is doing well of course). In the previous example (vanilla jobs), even if the faction is doing well, ship amounts decrease over time.
The quotas can be edited in the FOCWsetup script if you know what you are doing. Just locate the cue with the job you want to change and then edit the following:
<set_value name="$ExistingDestroyerThreshold" exact="4"/>
The name of this value doesn't matter, the important thing is the number. You can change that number to whatever you want and that becomes the new quota amount. The number of jobs ordered for that job will not go over this quota.
If none of this makes sense to you or it sounds too confusing, just stick to the simple instructions at the top of the script and enable what you want.
What you can do with this script is quite powerful and you can customize each faction any way you want if you know what you are doing
Version 7.2 for X4 6.0 and all dlcs