[MOD] FOCW Corporations REVISED V.3.2

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BlackRain
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Re: [WIP/MOD] FOCW Corporations REVISED V.1.60

Post by BlackRain » Mon, 26. Apr 21, 14:25

Cedric_FP wrote:
Mon, 26. Apr 21, 09:48
BlackRain wrote:
Tue, 13. Apr 21, 01:50
Cedric_FP wrote:
Tue, 13. Apr 21, 00:17


Will do! Is there anything specific you are looking to hear on?
Anything and everything. How are the Corporations doing? Do you notice them trading/fighting? Is the economy doing okay? Things like this.

Of course I notice these things myself but also good to hear more feedback. It is pretty cool when I see the corporations mercenary fleets sometimes working with some of the government factions against their enemies. Or when they help patrol or help take on Xenon and of course fight each other as well as trading.
Sorry, this was a while ago. Anyway I've had some time to really get into my game since adding FOCW Corporations. I'll just list off a few thoughts in no particular order, not sure if they'll be helpful or of any value to you, but what the heck.

So first thing I enjoyed is the populating of corporations in my universe. Checking the faction relationships tab and seeing a whole bunch more was cool as hell, and made my universe immediately feel more alive. Since I am roleplaying as a Terran-Teladi-eff-everyone-else, it was nice seeing these new factions that I was neutral with and could decide how I wanted to act toward based on their names (inferring what factions they were related to or originated from).

I like the corporation news updates. While they are a little dryly written, it does make me feel like more is going on outside of what I'm immediately engaged with. This paired with galactic news network telling me about changes in demand of products is cool as hell and adds flavor. I find myself occasionally going to the logbook just to search corporation news to see who is doing what, even if at this stage of my playthrough, I still don't know who is exactly what or where.

Following on from that last sentence, I still don't know who is what or where. I don't have a sense of where these corporations exist yet, and can only infer based on name and my linking them to a race. In fairness I'm not sure if there is information on their specifics anywhere yet (like lore or home sector or what have you) and I haven't really looked as their existence hasn't yet impacted my playthrough in a way that compels me to search them out. I understand this may come across as me not putting in the effort or whatever, but it's more that I'm just reacting to the things I experience in my playthrough and I expect I'll want to learn more as I encounter them more soon.

I have come across a couple of corporations in my universal travels, but since I'm still basically locked to Terran space as I don't have the infrastructure to expand outward to commonwealth supply chains yet, my interaction has been few and far between. While this does have some realistic aspect to it (after all, the universe is a big place) I can't help but feel there are some missed opportunities for interaction here, though I expect that might be outside the scope of the mod. I think my feelings on this will probably change as I progress outward into the commonwealth and start to interact with the corporations more frequently.

As for trading, I can't say I've noticed much trading but I am quite secluded in my current save and haven't really expanded much yet. I have noticed some L miners quite often which I assume means their economies are working, which I like as they aid my piracy goals and I cap them whenever I see them. I guess this is hurting that specific corporation's growth and ultimately slowing the corporations' impact on the universe, but stuff it, I love me some free L miners. They often have quite low crew and no weapons in their turret spots which seems weird as I can just load up 30 marines and wait 20 minutes for a guaranteed cap. Not sure if you can adjust that? Mind you i'm also playing with VRO / FE all modules / XR Ships Pack / Ship Variety / Ossian Raider / Deadair AI and a whole bunch of other mods so not sure if that is interacting at all with FOCW Corporations.

Lastly, war. I haven't really noticed any factions fighting each other in part because I haven't really noticed them as I trundle through my section of the universe. I'm currently locked in a battle for savage spur 2 so I haven't even left the sector in a while. But at one point I did notice during a xenon invasion of Teladi space a corporation helping to fight them off (I think, anyway). That was cool, but I just flew past the whole thing as I didn't want to get blown up.

So, in conclusion during my limited testing, it's been a nice spice of life added to the universe, though it's tangible impact on my actual current playthrough has been, at least at this stage, relatively minor. As a detail in the universe I already like it a lot, but I presume as I continue onward and expand, I'll come into more contact with these corporations and they'll open up new trade opportunities so that I might "feel" their existence more.

Anyway, nice job! Appreciate the hard work, of yourself and all modders who take the time to build these things. It's extremely impressive.
Thanks for the feedback so far.

Maybe you missed it, but every time a corporation builds a factory it lets you know what sector they built the factory in. This gives you an idea of where they are. You will definitely begin to notice them more as they get larger. It takes time for that to happen though.

SunGod1
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Re: [WIP/MOD] FOCW Corporations REVISED V.1.60

Post by SunGod1 » Mon, 26. Apr 21, 23:15

I am running this mod right now.... and so far so good. I also have the reactive factions mod running so... lets see if things get dicey in the mid game.
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Gen.d.Pz.Tr.Seb
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Re: [WIP/MOD] FOCW Corporations REVISED V.1.60

Post by Gen.d.Pz.Tr.Seb » Wed, 5. May 21, 11:05

Corporations count as factions, or do they somehow work under their original governments? I.e. do they have that whole relationship/standing thing factions have? And if I am at war with one corporation it will not draw its parent government into the conflict? Guess that would also make them eligible for DeadAirs dynamic wars mod.

edit: ok, so it seems they are their own factions; but I'd still like to now if I can e.g. have a war with them and then somehow got back to peace without editing my savegame. And do they build in my sectors? I like to keep those 'clean'.
Last edited by Gen.d.Pz.Tr.Seb on Wed, 5. May 21, 14:20, edited 1 time in total.
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BlackRain
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Re: [WIP/MOD] FOCW Corporations REVISED V.1.60

Post by BlackRain » Wed, 5. May 21, 14:20

Gen.d.Pz.Tr.Seb wrote:
Wed, 5. May 21, 11:05
Corporations count as factions, or do they somehow work under their original governments? I.e. do they have that whole relationship/standing thing factions have? And if I am at war with one corporation it will not draw its parent government into the conflict? Guess that would also make them eligible for DeadAirs dynamic wars mod.
They are their own factions, however, they have different relations with the governments depending on the corporation. They will not be affected by DeadAirs dynamic wars by the way that is because they have a tag which is excluded by DeadAir's mod. I already have something which has them change relations with each other randomly.

Now, if you attack corporation ships or stations in a sector where there is law enforcement then it may hurt your relationship with whatever faction is the law there I guess. They will report you I guess. I don't know of any way to get around this.

Gen.d.Pz.Tr.Seb
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Re: [WIP/MOD] FOCW Corporations REVISED V.1.60

Post by Gen.d.Pz.Tr.Seb » Wed, 5. May 21, 18:07

Really? Would have thought that being in a separate faction would only decrease relationship with that faction. How does the ai get around this? Or does it just not care? Do the corporations build in player owned sectors? Because that is actually something I don't want, trying to keep them nice and orderly.
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Re: [WIP/MOD] FOCW Corporations REVISED V.1.60

Post by BlackRain » Thu, 6. May 21, 01:21

Gen.d.Pz.Tr.Seb wrote:
Wed, 5. May 21, 18:07
Really? Would have thought that being in a separate faction would only decrease relationship with that faction. How does the ai get around this? Or does it just not care? Do the corporations build in player owned sectors? Because that is actually something I don't want, trying to keep them nice and orderly.
If a corporation has a good relationship with the player, they can build in sectors you own. The chance of this increases the more sectors you own. I currently own 7 sectors spread out over 4 clusters. Meaning, 4 "gates", 3 of the clusters have 2 sectors in them and 1 cluster has just the 1 sector. My game is 6 and a half days long and so far 4 stations have been built in sectors I own by corporations. I could potentially make this optional, but it would be tedious and time consuming to implement lol. By the way, you can easily limit how many corporations there are by editing a short few lines of code (very easy to do). There are 21 corporations in total but you can remove whichever you want.

Just open mod folder, go to the MD folder and then open the corplogic.xml file with notepad++ or something like that. Right at the top you will see

Code: Select all

<cue name="activate_corps" instantiate="true" version="1">
          <conditions>
			<check_any>
			<event_cue_signalled cue="md.Setup.Start"/>
            <event_game_loaded/>	
			</check_any>
          </conditions>
          <actions>           
           <set_faction_active faction="faction.argonrefined" active="true"/>
			<set_faction_active faction="faction.teladirefined" active="true"/>
			<set_faction_active faction="faction.paranidrefined" active="true"/>
			<set_faction_active faction="faction.holyorderrefined" active="true"/>
			<set_faction_active faction="faction.antigonerefined" active="true"/>
			
			<set_faction_active faction="faction.paranidship" active="true"/>
			<set_faction_active faction="faction.holyordership" active="true"/>
			<set_faction_active faction="faction.paranidagric" active="true"/>
			<set_faction_active faction="faction.holyorderagric" active="true"/>
			<set_faction_active faction="faction.paranidhigh" active="true"/>
			<set_faction_active faction="faction.holyorderhigh" active="true"/>
			<set_faction_active faction="faction.argonenergy" active="true"/>
			<set_faction_active faction="faction.teladienergy" active="true"/>
			<set_faction_active faction="faction.paranidenergy" active="true"/>
			<set_faction_active faction="faction.holyorderenergy" active="true"/>
			<set_faction_active faction="faction.antigoneenergy" active="true"/>
			<set_faction_active faction="faction.argonmining" active="true"/>
			<set_faction_active faction="faction.antigonemining" active="true"/>
			<set_faction_active faction="faction.teladimining" active="true"/>
			<set_faction_active faction="faction.paranidmining" active="true"/>
			<set_faction_active faction="faction.holyordermining" active="true"/>
            
          </actions>         
        </cue>
Just comment out whatever factions you don't want like this <!--<set_faction_active faction="faction.holyordermining" active="true"/>--> and this will remove them from the game. Only do this before you put the mod in for the first time though. Once you activate the mod and the faction is present in your game, it will cause issues if you do this.

As for the other issue:
Depending on the faction, they have law enforcement in sectors, etc. So, attacking a ship from a faction they are not enemies with in their sector may affect relations. I am not entirely sure on this but I think I recall that does happen. The Ai doesn't have this problem because they never attack people who they are friends with (normally). Antigone/Teladi/Paranid/Argon are all friends so no issues here. Split is enemies with Argon but relatively fine with others, etc.

I would have to test this to be sure though.

ThePiercdPrnc
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Re: [WIP/MOD] FOCW Corporations REVISED V.1.60

Post by ThePiercdPrnc » Sat, 8. May 21, 08:24

First gotta say, love the mod. It's bringing a ton of new life to my game. I started fresh, HEAVILY modded. Some corps are at war with each other, or various factions. The thing that I need to point out that I noticed is that on the Corporate Report where it tells you how much they are worth. The budget report the first number seems to be correct. But the second number is just the first number but if its more than 8 digits it cuts off the last one. Like for example Mighty Monitors Corp is worth 165524318 now and the previous budget says they were worth 16552431. So either every single corp is increasing their budget EXACTLY 10x but a random last digit, or it's cutting off the last digit for some reason. And this is every single corp that is worth 9 figures. And I even found another example looking through right now, it's a 10 figure budget but the previous budget is 9 digits. So it's most definitely cutting off the last one for some unknown reason. Also, another HUGE QoL question in the same vein, is it anyway possible to add commas between the 3 sets of digits to make it more human readable. I find I have to use the mouse and count the groups to see how big the number is if I'm curious. Otherwise so far it's awesome, I'm also running pretty much all of Dead Air's stuff as well.

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Re: [WIP/MOD] FOCW Corporations REVISED V.1.60

Post by BlackRain » Sat, 8. May 21, 16:55

ThePiercdPrnc wrote:
Sat, 8. May 21, 08:24
First gotta say, love the mod. It's bringing a ton of new life to my game. I started fresh, HEAVILY modded. Some corps are at war with each other, or various factions. The thing that I need to point out that I noticed is that on the Corporate Report where it tells you how much they are worth. The budget report the first number seems to be correct. But the second number is just the first number but if its more than 8 digits it cuts off the last one. Like for example Mighty Monitors Corp is worth 165524318 now and the previous budget says they were worth 16552431. So either every single corp is increasing their budget EXACTLY 10x but a random last digit, or it's cutting off the last digit for some reason. And this is every single corp that is worth 9 figures. And I even found another example looking through right now, it's a 10 figure budget but the previous budget is 9 digits. So it's most definitely cutting off the last one for some unknown reason. Also, another HUGE QoL question in the same vein, is it anyway possible to add commas between the 3 sets of digits to make it more human readable. I find I have to use the mouse and count the groups to see how big the number is if I'm curious. Otherwise so far it's awesome, I'm also running pretty much all of Dead Air's stuff as well.
Hey, there are two numbers which are shown. One is the worth of the corporation and the other is their budget. Their budget is a percentage of their worth. The budget only goes up if their net worth goes up. So in your example above, Mighty Monitors Corp is worth 165,524,318 and their budget is 16,552,431. This is a way to balance all the different corporations and it is also how I determine what ships and such they will order, etc. I am not sure if that answers your question. Ultimately what this means is, the more stations they have (which is how I determine their net worth) the more powerful they are and the converse is also true.

As for your second point, I am not sure how to add in the commas honestly since I get the numbers through calculating the worth of their stations. Maybe there is a way to do it, but I just don't know.

user1679
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Re: [WIP/MOD] FOCW Corporations REVISED V.1.60

Post by user1679 » Mon, 17. May 21, 04:34

On the first page you mention that you use one of DeaAir's scripts. Does this mean we can ignore this error:
Skipping MD file extensions\DeadAirDynamicWars\md\dynamicwarconversations.xml: Script name 'DynamicWarConversations' already found in file extensions\FOCWCorporationsRevised\md\dynamicwarconversations.xml

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Re: [WIP/MOD] FOCW Corporations REVISED V.1.60

Post by DeadAirRT » Mon, 17. May 21, 14:57

user1679 wrote:
Mon, 17. May 21, 04:34
On the first page you mention that you use one of DeaAir's scripts. Does this mean we can ignore this error:
Skipping MD file extensions\DeadAirDynamicWars\md\dynamicwarconversations.xml: Script name 'DynamicWarConversations' already found in file extensions\FOCWCorporationsRevised\md\dynamicwarconversations.xml
You can ignore it. If you are using the non steam version of mine you can delete that file from dynamic wars if you want.

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Re: [WIP/MOD] FOCW Corporations REVISED V.1.60

Post by user1679 » Mon, 17. May 21, 17:57

DeadAirRT wrote:
Mon, 17. May 21, 14:57
user1679 wrote:
Mon, 17. May 21, 04:34
On the first page you mention that you use one of DeaAir's scripts. Does this mean we can ignore this error:
Skipping MD file extensions\DeadAirDynamicWars\md\dynamicwarconversations.xml: Script name 'DynamicWarConversations' already found in file extensions\FOCWCorporationsRevised\md\dynamicwarconversations.xml
You can ignore it. If you are using the non steam version of mine you can delete that file from dynamic wars if you want.
Thanks, I am using the non steam version.

user1679
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Re: [WIP/MOD] FOCW Corporations REVISED V.1.60

Post by user1679 » Sat, 22. May 21, 10:08

Some more errors in the debug log, I think this is preventing new corps. from spawning:
[=ERROR=] 0.00 Unknown node 'character' in XML patch file 'extensions\FOCWCorporationsRevised\libraries\characters'. Skipping node.
[=ERROR=] 0.00 Unknown node 'character' in XML patch file 'extensions\FOCWCorporationsRevised\libraries\characters'. Skipping node.
[=ERROR=] 0.00 CharacterDB::Import(): Duplicate definition of 'pilot_argon_random_rookie' in file 'libraries\characters'
[=ERROR=] 0.00 CharacterDB::Import(): Duplicate definition of 'pilot_teladi_random_rookie' in file 'libraries\characters'
[=ERROR=] 0.00 CharacterDB::Import(): Duplicate definition of 'pilot_paranid_random_rookie' in file 'libraries\characters'
[=ERROR=] 0.00 CharacterDB::Import(): Duplicate definition of 'pilot_split_random_rookie' in file 'libraries\characters'
[=ERROR=] 0.00 CharacterDB::Import(): Duplicate definition of 'manager_argon_random_rookie' in file 'libraries\characters'
[=ERROR=] 0.00 CharacterDB::Import(): Duplicate definition of 'manager_teladi_random_rookie' in file 'libraries\characters'
[=ERROR=] 0.00 CharacterDB::Import(): Duplicate definition of 'manager_paranid_random_rookie' in file 'libraries\characters'
[=ERROR=] 0.00 CharacterDB::Import(): Duplicate definition of 'manager_split_random_rookie' in file 'libraries\characters'
I don't know why it says "unknown node" because the original 'characters.xml' has a node called 'character'.

BlackRain
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Re: [WIP/MOD] FOCW Corporations REVISED V.1.60

Post by BlackRain » Sat, 22. May 21, 15:09

user1679 wrote:
Sat, 22. May 21, 10:08
Some more errors in the debug log, I think this is preventing new corps. from spawning:
[=ERROR=] 0.00 Unknown node 'character' in XML patch file 'extensions\FOCWCorporationsRevised\libraries\characters'. Skipping node.
[=ERROR=] 0.00 Unknown node 'character' in XML patch file 'extensions\FOCWCorporationsRevised\libraries\characters'. Skipping node.
[=ERROR=] 0.00 CharacterDB::Import(): Duplicate definition of 'pilot_argon_random_rookie' in file 'libraries\characters'
[=ERROR=] 0.00 CharacterDB::Import(): Duplicate definition of 'pilot_teladi_random_rookie' in file 'libraries\characters'
[=ERROR=] 0.00 CharacterDB::Import(): Duplicate definition of 'pilot_paranid_random_rookie' in file 'libraries\characters'
[=ERROR=] 0.00 CharacterDB::Import(): Duplicate definition of 'pilot_split_random_rookie' in file 'libraries\characters'
[=ERROR=] 0.00 CharacterDB::Import(): Duplicate definition of 'manager_argon_random_rookie' in file 'libraries\characters'
[=ERROR=] 0.00 CharacterDB::Import(): Duplicate definition of 'manager_teladi_random_rookie' in file 'libraries\characters'
[=ERROR=] 0.00 CharacterDB::Import(): Duplicate definition of 'manager_paranid_random_rookie' in file 'libraries\characters'
[=ERROR=] 0.00 CharacterDB::Import(): Duplicate definition of 'manager_split_random_rookie' in file 'libraries\characters'
I don't know why it says "unknown node" because the original 'characters.xml' has a node called 'character'.
I am not sure what you did or what other mods you are using but something is either conflicting with the mod or you messed something up. It is hard for me to say which it is. The mod works fine for me.

user1679
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Re: [WIP/MOD] FOCW Corporations REVISED V.1.60

Post by user1679 » Sat, 22. May 21, 23:48

BlackRain wrote:
Sat, 22. May 21, 15:09
I am not sure what you did or what other mods you are using but something is either conflicting with the mod or you messed something up. It is hard for me to say which it is. The mod works fine for me.
I think there's a typo in your 'characters.xml' file, the definitions for pilot_terran_random_rookie and manager_terran_random_rookie are outside the ADD block. I just downloaded the 1.60 version
from the OP in this thread and this is what it has (same as mine):

** NOTE: Moving those inside the ADD block removes the error

Code: Select all

<character id="manager_argon_random_rookie" group="argon.manager">
    <category tags="[crew, officer, manager, regular, rookie, recruitable]" faction="[argon, antigone, scaleplate, hatikvah, alliance, faction.player, argonenergy, argonmining, argonrefined, antigoneenergy, antigonemining, antigonerefined, buccaneers]" race="argon"/>
    <skills>
	  <skill type="management" min="3" max="12"/>
	  <skill type="morale" min="3" max="12"/>
      <skill type="boarding" min="0" max="6"/>
	  <skill type="engineering" min="0" max="9"/>
      <skill type="piloting" min="0" max="6"/>
    </skills>
	<owner list="[argon, antigone]"/>
  </character>
</add>

<character id="pilot_terran_random_rookie" group="terran.pilot">
      <category tags="[crew, officer, pilot, aipilot, fighterpilot, commander, masstraffic, watchdog, rookie, recruitable]" faction="[terran, faction.player]" race="terran"/>
      <skills>
        <skill type="piloting" min="3" max="12"/>
        <skill type="morale" min="3" max="12"/>

        <skill type="engineering" exact=""/>
        <skill type="management" min="0" max="6"/>
        <skill type="boarding" min="2" max="6"/>
      </skills>
      <owner list="[terran]"/>
    </character>
	
    <character id="manager_terran_random_rookie" group="terran.manager">
      <category tags="[crew, officer, manager, rookie, regular, recruitable]" faction="[terran, faction.player]" race="terran"/>
      <skills>
        <skill type="management" min="3" max="12"/>
        <skill type="morale" min="3" max="12"/>

        <skill type="piloting" max="3"/>
        <skill type="engineering" min="2" max="9"/>
        <skill type="boarding" exact="0"/>
      </skills>
      <owner list="[terran]"/>
    </character>

<!--<replace sel="//characters/character[@id='factionrepresentative_argon']">


BlackRain
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Re: [WIP/MOD] FOCW Corporations REVISED V.1.60

Post by BlackRain » Sun, 23. May 21, 19:45

user1679 wrote:
Sat, 22. May 21, 23:48
BlackRain wrote:
Sat, 22. May 21, 15:09
I am not sure what you did or what other mods you are using but something is either conflicting with the mod or you messed something up. It is hard for me to say which it is. The mod works fine for me.
I think there's a typo in your 'characters.xml' file, the definitions for pilot_terran_random_rookie and manager_terran_random_rookie are outside the ADD block. I just downloaded the 1.60 version
from the OP in this thread and this is what it has (same as mine):

** NOTE: Moving those inside the ADD block removes the error

Code: Select all

<character id="manager_argon_random_rookie" group="argon.manager">
    <category tags="[crew, officer, manager, regular, rookie, recruitable]" faction="[argon, antigone, scaleplate, hatikvah, alliance, faction.player, argonenergy, argonmining, argonrefined, antigoneenergy, antigonemining, antigonerefined, buccaneers]" race="argon"/>
    <skills>
	  <skill type="management" min="3" max="12"/>
	  <skill type="morale" min="3" max="12"/>
      <skill type="boarding" min="0" max="6"/>
	  <skill type="engineering" min="0" max="9"/>
      <skill type="piloting" min="0" max="6"/>
    </skills>
	<owner list="[argon, antigone]"/>
  </character>
</add>

<character id="pilot_terran_random_rookie" group="terran.pilot">
      <category tags="[crew, officer, pilot, aipilot, fighterpilot, commander, masstraffic, watchdog, rookie, recruitable]" faction="[terran, faction.player]" race="terran"/>
      <skills>
        <skill type="piloting" min="3" max="12"/>
        <skill type="morale" min="3" max="12"/>

        <skill type="engineering" exact=""/>
        <skill type="management" min="0" max="6"/>
        <skill type="boarding" min="2" max="6"/>
      </skills>
      <owner list="[terran]"/>
    </character>
	
    <character id="manager_terran_random_rookie" group="terran.manager">
      <category tags="[crew, officer, manager, rookie, regular, recruitable]" faction="[terran, faction.player]" race="terran"/>
      <skills>
        <skill type="management" min="3" max="12"/>
        <skill type="morale" min="3" max="12"/>

        <skill type="piloting" max="3"/>
        <skill type="engineering" min="2" max="9"/>
        <skill type="boarding" exact="0"/>
      </skills>
      <owner list="[terran]"/>
    </character>

<!--<replace sel="//characters/character[@id='factionrepresentative_argon']">

yeah, that is weird. My version doesn't have that mistake in it so I didn't notice. Not sure how that happened. But yes, open up characters.xml and cut and paste those lines before the </add>

cbtendo
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Re: [WIP/MOD] FOCW Corporations REVISED V.1.60

Post by cbtendo » Wed, 28. Jul 21, 14:38

Hi, I'm interested in trying out this mod. but, nobody have mentioned it yet, does this mod requires the FOCW mod?
I probably don't want to use FOCW due to me not understanding FOCW mod purposes/impact and the need for it in my current/future game

cdeeks
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Re: [WIP/MOD] FOCW Corporations REVISED V.1.60

Post by cdeeks » Thu, 29. Jul 21, 13:12

Does this conflict with the other FOCW mod that makes universe more packed? i think that chganges jobs also.

BlackRain
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Re: [WIP/MOD] FOCW Corporations REVISED V.1.60

Post by BlackRain » Thu, 29. Jul 21, 16:10

cbtendo wrote:
Wed, 28. Jul 21, 14:38
Hi, I'm interested in trying out this mod. but, nobody have mentioned it yet, does this mod requires the FOCW mod?
I probably don't want to use FOCW due to me not understanding FOCW mod purposes/impact and the need for it in my current/future game
This does not require the other FOCW mod. Also, the other FOCW mod adds fleets of ships to make the game more active without making it too chaotic. Basically it just adds more ships which are built normally like every other ship and it also makes sure that all of these ships get built eventually. So, essentially, the universe will always seem filled rather than in vanilla where over time it becomes more dead.

BlackRain
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Re: [WIP/MOD] FOCW Corporations REVISED V.1.60

Post by BlackRain » Thu, 29. Jul 21, 16:11

cdeeks wrote:
Thu, 29. Jul 21, 13:12
Does this conflict with the other FOCW mod that makes universe more packed? i think that chganges jobs also.
Nope, they both work perfectly together

shovelmonkey
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Re: [WIP/MOD] FOCW Corporations REVISED V.1.60

Post by shovelmonkey » Sun, 19. Sep 21, 18:22

Is this compatible with 4.10?
“Not even once has life or the weather complained about a human being.”
― Mokokoma Mokhonoana

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