This mod will always work, you never have to worry about it not working (except for maybe some strange super rare circumstances if any?)
Search found 6838 matches
- Thu, 18. Apr 24, 03:52
- Forum: X4: Foundations - Scripts and Modding
- Topic: [MOD] Foundation of Conquest and War V. 7.2
- Replies: 2512
- Views: 274618
Re: [MOD] Foundation of Conquest and War V. 7.2
- Sat, 13. Apr 24, 15:15
- Forum: X4: Foundations - Public Beta Feedback
- Topic: [DUP][#1963][7.0 Beta] Lights are OUT some random places
- Replies: 3
- Views: 87
Re: [7.0 Beta] Lights are OUT some random places
I have also noticed this particular issue on many Capital ships I teleport to in my fleet.
- Tue, 9. Apr 24, 17:10
- Forum: X4: Foundations - Public Beta Feedback
- Topic: [Feedback][7.00 b1] Scrap deliveries are still horribly inefficient
- Replies: 15
- Views: 851
Re: [Feedback][7.00 b1] Scrap deliveries are still horribly inefficient
I don't think the fact that anyone considers scrapping a "cheat" should matter. This is a single player game, I would much rather the Manticores deliver scrap properly than worry about whether it is cheating if it works the way it should. If I have 8 processing spots, then the manticores should be g...
- Sun, 7. Apr 24, 17:24
- Forum: X4: Foundations - Scripts and Modding
- Topic: [MOD] Foundation of Conquest and War V. 7.2
- Replies: 2512
- Views: 274618
Re: [MOD] Foundation of Conquest and War V. 7.2
Having a bit of trouble getting the right balance. I've restarted a few games and each time XEN and TEL are almost instantly at war within 30 minutes. In a recent game, the XEN just steamrolled TEL in Ianaums Zura and were already building defense platforms in Hatikvah's Choice III before the first...
- Wed, 3. Apr 24, 00:30
- Forum: X4: Foundations - Scripts and Modding
- Topic: [MOD] Foundation of Conquest and War V. 7.2
- Replies: 2512
- Views: 274618
Re: [MOD] Foundation of Conquest and War V. 7.2
Hey, im new to x4 modding and hope you could explain me some stuff in your mod <cue name="job_activate_XenonApocalypse" instantiate="true" checktime="player.age + 300s" checkinterval="10min"> <conditions> <check_value value="md.FOCWsetup.Settings.$activateXenonApocalypse == 1"/> </conditions> <acti...
- Sat, 23. Mar 24, 14:50
- Forum: X4: Foundations - Scripts and Modding
- Topic: [MOD] Foundation of Conquest and War V. 7.2
- Replies: 2512
- Views: 274618
Re: [MOD] Foundation of Conquest and War V. 7.2
Hello, folks I have a question. Which settings should I change if I want the Xenon to expand more aggressively? I've wiped out the Terrans and the Xenon have taken over the Asteroid Belt, but they are taking their sweet time populating the rest of the Sol System. Thank you. Increase the amount of s...
- Thu, 21. Mar 24, 23:33
- Forum: X4: Foundations - Scripts and Modding
- Topic: [MOD] Foundation of Conquest and War V. 7.2
- Replies: 2512
- Views: 274618
Re: [MOD] Foundation of Conquest and War V. 7.2
After activating the spawn option for YAKI ships, it does spawn a lot of ships for them. Just not sure at what frequencies, but they went for 15 M ships to over 150 as soon as I loaded the save. Then I can't remember what the respawn time might be or maybe it is whatever the default is. Haven't loo...
- Wed, 20. Mar 24, 23:42
- Forum: X4: Foundations - Scripts and Modding
- Topic: [MOD] Foundation of Conquest and War V. 7.2
- Replies: 2512
- Views: 274618
Re: [MOD] Foundation of Conquest and War V. 7.2
Hello BlackRain, Been using your mod for the last 3 years so thank you for that, just one question though, if I activate Yaki ships that spawn, is there a timer for the ships to spawn ? or do they spawn as soon as they get smashed ? Thank you and thank you for the fantastic mod. I don't remember ho...
- Sun, 10. Mar 24, 13:48
- Forum: X4: Foundations - Scripts and Modding
- Topic: [MOD] Foundation of Conquest and War V. 7.2
- Replies: 2512
- Views: 274618
Re: [MOD] Foundation of Conquest and War V. 7.2
Do these settings work? I'm not noticing anything different and I found older posts here talking about spawned stuff not working despite being in the mod: <!-- Do you want to activate XENON SPAWNED SHIPS. Choose the options below, put a 0 to turn off and a 1 to turn on. --> <set_value name="$activa...
- Sun, 3. Mar 24, 04:30
- Forum: X4: Foundations - Scripts and Modding
- Topic: [MOD] FOCW Corporations REVISED V.3.2
- Replies: 388
- Views: 66388
Re: [MOD] FOCW Corporations REVISED V.3.2
So, to make them more threat i should increase their size of fleet, good i understand? You mean max size or actual size, and how to do that? I just want do something like Phanon corporation from Litcube Universe mod for X3 AP maybye you know that, it is possible? I know Phanon corporation, but that...
- Sat, 2. Mar 24, 13:27
- Forum: X4: Foundations - Scripts and Modding
- Topic: [MOD] FOCW Corporations REVISED V.3.2
- Replies: 388
- Views: 66388
Re: [MOD] FOCW Corporations REVISED V.3.2
Hmm OK, but will they attack sometimes or fight me regularly as an enemy? Thx for quick answer btw :) Well, that depends. It isn't like they were specifically designed to do a lot of fighting as they are corporations. However, they should try to order some fleets to attack you if they are strong en...
- Sat, 2. Mar 24, 01:53
- Forum: X4: Foundations - Scripts and Modding
- Topic: [MOD] FOCW Corporations REVISED V.3.2
- Replies: 388
- Views: 66388
Re: [MOD] FOCW Corporations REVISED V.3.2
Hello BlackRain, I have a question, how to make one of corporation added with this mod aggresive against player? I want that the start attacking me, i declarete war and destroy one station of corproration from your mod, and i want to know that they start fight with me? You can just declare war on t...
- Tue, 27. Feb 24, 00:46
- Forum: X4: Foundations - Scripts and Modding
- Topic: [MOD] FOCW Corporations REVISED V.3.2
- Replies: 388
- Views: 66388
Re: [MOD] FOCW Corporations REVISED V.3.2
Question re: FOCW Corporations Revised and corporation strength: If we decrease the number of stations (from 200 to 100, for example) do we have to reduce the corp strength values so ships are spawned properly? I was looking at corpstrength.xml and I see a buch of tests to determine the overall str...
- Thu, 22. Feb 24, 01:48
- Forum: X4: Foundations - Scripts and Modding
- Topic: [MOD] FOCW Corporations REVISED V.3.2
- Replies: 388
- Views: 66388
Re: [MOD] FOCW Corporations REVISED V.3.2
Additional DebugLog info: So today I tried a new method, I installed KUDA and all the DLC except ego_dlc_boron because KUDA doesn't require Kingdom End and I wanted to see if adding it to an existing save was the problem. I started a new game, found the old PHQ mission and saved. Then I added ego_d...
- Mon, 19. Feb 24, 14:24
- Forum: X4: Foundations - Scripts and Modding
- Topic: [MOD] FOCW Corporations REVISED V.3.2
- Replies: 388
- Views: 66388
Re: [MOD] FOCW Corporations REVISED V.3.2
I am using KUDA AI and FOCW Corporations without any issues. I have a game that is over 100 hours long with the latest KUDA AI version and there has been no slow downs, crashes, or anything. The problem is not with FOCW or KUDA, it could be somewhere else. Can you list all the mods you are using ple...
- Wed, 14. Feb 24, 13:49
- Forum: X4: Foundations - Scripts and Modding
- Topic: [MOD] FOCW Corporations REVISED V.3.2
- Replies: 388
- Views: 66388
- Sun, 11. Feb 24, 16:01
- Forum: X4: Foundations - Scripts and Modding
- Topic: [MOD] FOCW Corporations REVISED V.3.2
- Replies: 388
- Views: 66388
Re: [MOD] FOCW Corporations REVISED V.3.2
The OP says this doesn't require a new game but when I try to add it to an existing game, it hangs as soon as the dock appears. I removed this mod and ego_dlc_boron because I wanted a new game with the old PHQ mission. Once I found the mission and saved, I restored this mod and the DLC folder but t...
- Sat, 10. Feb 24, 16:00
- Forum: X4: Foundations
- Topic: Please just disallow boosting for capital ships
- Replies: 38
- Views: 1231
Re: Please just disallow boosting for capital ships
I don't want to assume here, but you may be the only person who thinks this is a useful feature. Boosting for Capital ships is just inane, especially for the AI. The boosting does very little to any noticeable movement speed for a capital ship and the drain to shields is quick. I think you are just...
- Sat, 10. Feb 24, 00:40
- Forum: X4: Foundations
- Topic: Please just disallow boosting for capital ships
- Replies: 38
- Views: 1231
Re: Please just disallow boosting for capital ships
I really like the idea of separating boost energy from shields, with boost energy slowly recharging. I don't. Prefer the current system where I have to assess, for example, whether I'll take less shield damage overall if I boost towards an enemy, compared to making a slower approach which exposes m...
- Sun, 21. Jan 24, 18:33
- Forum: X4: Foundations - Scripts and Modding
- Topic: [MOD] Foundation of Conquest and War V. 7.2
- Replies: 2512
- Views: 274618
Re: [WIP - MOD] Foundation of Conquest and War V. 0.1
There is code in place that has factions canceling invasions. This is dependent on the 'mood' of the faction but every faction has a point where they won't invade if they are just so much more powerful than the one they are invading. This of course can be changed. Been going through this old thread...