[WIP/MOD]FOCW Corporations! Version 3.3

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BlackRain
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Re: [WIP/MOD]FOCW Corporations! Version 3.3

Post by BlackRain » Fri, 25. Dec 20, 15:57

Max Bain wrote:
Fri, 25. Dec 20, 15:39
I have got two questions:

1. Will the corporations be added to the normal races? So there will be several additional stations or will the standard factions like Arg, Ant have less stations now? If not, wont this lower performance a lot?

2. Does it support other mods like my Ship Pack? So will the corporations build battleships or destroyers and XL traders?
Hello, this is all things which would need to be considered in the planning stages of course. The Corporations would definitely have to be their own entities though, and I suppose the stations would be in addition to the existing stations. I could remove some of the existing stations, but I wonder how much it would in fact affect performance. The game can handle a lot of stations and the calculations for new stations could take into account the stations owned by corporations. I am still considering how it will function,

BlackRain
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Re: [WIP/MOD]FOCW Corporations! Version 3.3

Post by BlackRain » Fri, 25. Dec 20, 16:00

x4player wrote:
Tue, 22. Dec 20, 23:30
Well, I'll make a small concept and it's up to you to use it or not.
What do we have in diplomacy. She is dead in the base game.
At 4 0 we have the function to declare war. But factions have no way of asking for peace. Solution path - a faction can submit a request to restore relations to 0 if it suffers a lot of losses from the player. (The player can decline this request) This solves the problem of lack of feedback specifically with the player. To start.
The impossibility of ending the war is an important problem.
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We have 2 diplomacy mods.
1. Reactive factions - factions worsen the attitude towards the player if he works with their enemies.
2. Dead Air dynamic war - Main diplomacy between factions.
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You can simply include them on the highly recommended list, or use their principle of work.
Reactive factions or a similar version is necessary because I think we want to put the player in a real competitive environment and make them make decisions and not be in a diplomatic vacuum.

Dead air is random. Of course, it would not hurt to add any patterns based on military strength, the volume of inter-faction trade and the factor of territorial conflict (the desire to own a sector with resources). But it may not be easy. (I don't know how difficult something is to implement)
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This is enough for the relationship main faction-main faction and player-mainfaction
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Now let's move on to the corps AI ​​relationship.

To understand how to make them "alive", let's return to the principles of reactive factions. Let's simulate the situation. For example, we have the newly born Paranid corporation somewhere in their possession. She is very young and starts looking for ways to earn money. The Teladi and Paranid sectors are nearby and the corporation begins to trade with them. Unfortunately, the Paranids are at war with the sacred order and the Order-Our new corporation relationship begins to deteriorate in proportion to the number of transactions. Soon, this will lead to the fact that the corporation will never seek deals with the Order, and the Order, in turn, will want to destroy the supplier of its enemies. This is a simple game situation that we get thanks to the reactive factions mechanic.


Let's simulate a more non-standard situation that will allow our game to not be static and boring.
Our new split corporation was born in the decrepit skies sector. At first, she begins to carry goods both for splits and in argon. The relationship of our small corporation dynamically changes based on the number of transactions and here we have as many as 3 options !!
1. Split deals prevail (more profitable) and the corporation completely loses the favor of the Argon federation.
2. Our corporation is very smart and manages to balance the deterioration and improvement of relations on an average level and trades on two sides. Begins to develop production both in argon and in splits. Brilliant! I think she has a great future!
3. Our corporation is in big trouble with splits bcz they trade with argon! The Splits are trying to destroy her stations. It will be good if she has time to build 1-2 stations in argon ... Thus, a unique phenomenon appears. Split refugee on the argon side.
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Here we have no possibility of making peace by corporations. Solution - the corporation's relationship with the enemy is improved by a small amount when a deal is made with the enemy's ally.
Example - if a corporation is at war with antigone, then it can improve relations if it trades with argon (an ally of antigone)
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This system of diplomacy can be periodically updated with new input accounted data making it incredibly deep. It all depends on what kind of data you can get from the game. Production volumes, theoretical earnings from transactions, distances between stations, cross-diplomacy, and so on. By adding them little by little, cutting off unsuccessful options over time, you get an amazing live system that will give hundreds of hours of gameplay to all X fans.

It is based on a simple deal-reputation relationship. But it can be infinitely deep with the addition of new inputs. And even in its initial form, it generates non-standard situations.
Here's my little concept. I can think in more detail about a specific balance in numbers, but unfortunately I will hardly help with scripts. This is not my specialty.
A lot of great ideas here and I have thought of some of these myself too. However, it is a lot of work to do all of these things. When I have time, I will try to look into it and see what kind of features could be added. I definitely want there to be more diplomacy, even with the existing government factions (only declare war is silly). I would like to be able to have the player able to negotiate peace settlements (through spending a lot of credits) and such. I would also like to add the ability to gift stations and ships to factions.

jah
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Re: [WIP/MOD]FOCW Corporations! Version 3.3

Post by jah » Tue, 16. Feb 21, 07:56

so, after some testing (I don't know if it was mentioned here), I like the overall more livliness your mod offers. But there's a major problem right at the beginning of the gamestart. Hatikvahs League is under constant attack of multiple enemies (most of them some of the introduced companies), but Hatikvah itself has no enemies besides the xenons. Thats a problem, because at least in my save a nearby station of one new company whiped out their trading post together with fighters and corvettes of several other companies. And at the beginning no player is able to do something against it. at least the plot would be difficult to play under these circumstances

DeadAirRT
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Re: [WIP/MOD]FOCW Corporations! Version 3.3

Post by DeadAirRT » Tue, 16. Feb 21, 17:23

x4player wrote:
Tue, 22. Dec 20, 23:30
Of course, it would not hurt to add any patterns based on military strength, the volume of inter-faction trade and the factor of territorial conflict (the desire to own a sector with resources). But it may not be easy. (I don't know how difficult something is to implement)
Dynamic war already factors in military strength, amount of space, race, current relations, common friends/enemies, and other stuff. It has rng to prevent everything from being deterministic. It gives the option to declare war, ask for peace, and ask factions with greater than 20 rep to do the same.

Iirc, black rain and I discussed using the tag on faction of peaceful to prevent them from being affected by my mod.

BlackRain
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Re: [WIP/MOD]FOCW Corporations! Version 3.3

Post by BlackRain » Tue, 16. Feb 21, 19:43

jah wrote:
Tue, 16. Feb 21, 07:56
so, after some testing (I don't know if it was mentioned here), I like the overall more livliness your mod offers. But there's a major problem right at the beginning of the gamestart. Hatikvahs League is under constant attack of multiple enemies (most of them some of the introduced companies), but Hatikvah itself has no enemies besides the xenons. Thats a problem, because at least in my save a nearby station of one new company whiped out their trading post together with fighters and corvettes of several other companies. And at the beginning no player is able to do something against it. at least the plot would be difficult to play under these circumstances
No corporation should be enemies with Hatikvah. I even have a script which constantly makes them friends if anything were to happen. Seems strange to me.

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Re: [WIP/MOD]FOCW Corporations! Version 3.3

Post by jah » Tue, 16. Feb 21, 21:28

I'll send you an image of the encyclopedia tomorrow. But hatikvah was definitely attacked by several organizations

BlackRain
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Re: [WIP/MOD]FOCW Corporations! Version 3.3

Post by BlackRain » Mon, 22. Feb 21, 01:39

I just realized i forgot to put in Hatikvah and corporations to return to normal relations so that means if they do become enemies, they would remain so. Whoops.

I am adding an XML file, just drop it in the md folder in the mod folder and replace existing
Attachments
corpjobactivate.xml
(98.41 KiB) Downloaded 5 times

jah
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Re: [WIP/MOD]FOCW Corporations! Version 3.3

Post by jah » Tue, 23. Feb 21, 08:47

Ah sorry, forgot to send you the image, but you found out yourself anyway :) thanks for the patch

BlackRain
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Re: [WIP/MOD]FOCW Corporations! Version 3.3

Post by BlackRain » Tue, 23. Feb 21, 14:46

I will soon be releasing a REVISED version of this mod. It will be different then this version. Instead of all the stations and trade ships belonging to corporations like in this version, it will instead add in the corporations from start ups. So, the government factions will own all stations and trade ships at beginning of game like normal vanilla and they will continue to build their own stations and trade ships like normal.

Instead, the corporations will start out as fledgling businesses and build new stations and trade ships as well as their own mercenary fleets and squadrons. I am just testing it now to make sure things work, been working on it for a bit. There are 21 companies, and the max amount of stations which can be built in total is 100 right now (I may increase this). What companies build, expand, grow or fail will all depend on the circumstances and be different every game. You can support companies by destroying other companies and only allowing specific companies to continue to grow, etc. I will explain more once I release it.

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