[WIP/MOD]FOCW Corporations! Version 3.3

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BlackRain
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Re: [WIP/MOD]FOCW Corporations! Version 3.1

Post by BlackRain » Sun, 26. Jul 20, 21:13

kyrah wrote:
Sun, 26. Jul 20, 21:07
May i ask, which mods do you use?
I don't use too many mods. Right now I am doing a playthrough with Faction enhancer war module, faction enhancer catchup module and faction enhancer econ balance module, sector explorer, getting paid, FOCW, FOCW corporations, create trade fleet, Kuertee NPC reactions, Kuertee station scanner, Kuertee signal leak hunter, no super highways, paint jobs for sale, my other mod human employee variety and rare mod parts for sale. That is all.

DeathBreath
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Re: [WIP/MOD]FOCW Corporations! Version 3.1

Post by DeathBreath » Sun, 26. Jul 20, 21:15

Ohh i see now what happened BlackRain.
In the content.xml file in the dropbox link that you give here the contents in it are as follows:

<?xml version="1.0" encoding="utf-8"?>
<content id="Corp" name="Immersive Corporations" description="Adds Corporations that own all trade ships and production stations. Corporations will fight their enemies, and you. Take on Corporate missions, help a corporation dominate a market, or dominate a market yourself!" author="BlackRain" version="3.0" date="2020-27-06" save="0" enabled="1">
<text language="44" name="Immersive Corporations" description="Adds Corporations that own all trade ships and production stations. Corporations will fight their enemies, and you. Take on Corporate missions, help a corporation dominate a market, or dominate a market yourself!" author="BlackRain" />

</content>

But in nexusmods link the contents are like this:

<?xml version="1.0" encoding="utf-8"?>
<content id="Corp" name="FOCW Corporations" description="Adds Corporations that build ships and stations and trade. Corporations will fight their enemies, and you. Take on Corporate missions, help a corporation dominate a market, or dominate a market yourself!" author="BlackRain" version="310" date="2020-24-07" save="0" enabled="1">
<text language="44" name="FOCW Corporations" description="Adds Corporations that build ships and stations and trade. Corporations will fight their enemies, and you. Take on Corporate missions, help a corporation dominate a market, or dominate a market yourself!" author="BlackRain" />
<dependency id="ego_dlc_split" optional="true" version="100" />
<dependency id="faction_fix_pack" optional="true" version="100" />
</content>

Long story short the mod version in the dropbox is 3.0, and the one on the nexus is 3.1, so stupid of me not to see that.

Soo yeaah maybe this is the problem, i just saw that so now i will test the files in the nexusmods link including its content.xml file.

Can you check that you have the same mishap with both links?

BlackRain
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Re: [WIP/MOD]FOCW Corporations! Version 3.1

Post by BlackRain » Mon, 27. Jul 20, 00:07

DeathBreath wrote:
Sun, 26. Jul 20, 21:15
Ohh i see now what happened BlackRain.
In the content.xml file in the dropbox link that you give here the contents in it are as follows:

<?xml version="1.0" encoding="utf-8"?>
<content id="Corp" name="Immersive Corporations" description="Adds Corporations that own all trade ships and production stations. Corporations will fight their enemies, and you. Take on Corporate missions, help a corporation dominate a market, or dominate a market yourself!" author="BlackRain" version="3.0" date="2020-27-06" save="0" enabled="1">
<text language="44" name="Immersive Corporations" description="Adds Corporations that own all trade ships and production stations. Corporations will fight their enemies, and you. Take on Corporate missions, help a corporation dominate a market, or dominate a market yourself!" author="BlackRain" />

</content>

But in nexusmods link the contents are like this:

<?xml version="1.0" encoding="utf-8"?>
<content id="Corp" name="FOCW Corporations" description="Adds Corporations that build ships and stations and trade. Corporations will fight their enemies, and you. Take on Corporate missions, help a corporation dominate a market, or dominate a market yourself!" author="BlackRain" version="310" date="2020-24-07" save="0" enabled="1">
<text language="44" name="FOCW Corporations" description="Adds Corporations that build ships and stations and trade. Corporations will fight their enemies, and you. Take on Corporate missions, help a corporation dominate a market, or dominate a market yourself!" author="BlackRain" />
<dependency id="ego_dlc_split" optional="true" version="100" />
<dependency id="faction_fix_pack" optional="true" version="100" />
</content>

Long story short the mod version in the dropbox is 3.0, and the one on the nexus is 3.1, so stupid of me not to see that.

Soo yeaah maybe this is the problem, i just saw that so now i will test the files in the nexusmods link including its content.xml file.

Can you check that you have the same mishap with both links?
That is the OLD mod. Immersive Corporations version 3.0 is not the same as FOCW Corporations 3.0. Completely different. The dropbox link should be the link to the same version as is on the Nexus, which is FOCW Corporations version 3.1.

Waterpls
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Re: [WIP/MOD]FOCW Corporations! Version 3.1

Post by Waterpls » Tue, 28. Jul 20, 01:55

I have read the first post two times. I still do not understand what this mod for. What is the difference between your corporations and base game factions (HOP, ANT, etc)? Is it compatible with story missions / plots? What about performance / PC load compared to vanilla?

BlackRain
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Re: [WIP/MOD]FOCW Corporations! Version 3.1

Post by BlackRain » Tue, 28. Jul 20, 03:11

Waterpls wrote:
Tue, 28. Jul 20, 01:55
I have read the first post two times. I still do not understand what this mod for. What is the difference between your corporations and base game factions (HOP, ANT, etc)? Is it compatible with story missions / plots? What about performance / PC load compared to vanilla?
I should put a better explanation i guess. This mod adds Corporations to the game. The main factions are still in the game, but now most economic activities are handled by the corporations. All factories and most trade/mining ships are owned by the corporations. These corporations have their own mercenary fleets (will order more, etc.) and they will fight each other or you the player. You can trade with them, fight them, help them grow and prosper, etc. up to you. The more stations a corporation has, the stronger it will be (more mercenary and trade ships). Or you can try to destroy them or try to corner a market, etc. Performance is entirely dependent on your pc. I run quite a bit of intensive mods and it runs fine for me, but no guarantee how it will run for you. Depends on what mods you are using. If you are not using any intensive mods, there should be little impact on pc. It adds more ships and stations.

AtilaElari
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Re: [WIP/MOD]FOCW Corporations! Version 3.1

Post by AtilaElari » Fri, 7. Aug 20, 12:05

BlackRain wrote:
Tue, 28. Jul 20, 03:11
Waterpls wrote:
Tue, 28. Jul 20, 01:55
I have read the first post two times. I still do not understand what this mod for. What is the difference between your corporations and base game factions (HOP, ANT, etc)? Is it compatible with story missions / plots? What about performance / PC load compared to vanilla?
I should put a better explanation i guess. This mod adds Corporations to the game. The main factions are still in the game, but now most economic activities are handled by the corporations. All factories and most trade/mining ships are owned by the corporations. These corporations have their own mercenary fleets (will order more, etc.) and they will fight each other or you the player. You can trade with them, fight them, help them grow and prosper, etc. up to you. The more stations a corporation has, the stronger it will be (more mercenary and trade ships). Or you can try to destroy them or try to corner a market, etc. Performance is entirely dependent on your pc. I run quite a bit of intensive mods and it runs fine for me, but no guarantee how it will run for you. Depends on what mods you are using. If you are not using any intensive mods, there should be little impact on pc. It adds more ships and stations.
You say that Corporations should own most of the stations? Huh. In my game they are still mostly under control of normal factions. Can it be due to a mod conflict? DeadAir Gates mod, perhaps, as it changes the universe generation?


Edit: Yes, that is indeed the case. This mod is not compatible with Gate Overhaul. And other mods that affect universe generation, I presume.

rawardy
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Re: [WIP/MOD]FOCW Corporations! Version 3.1

Post by rawardy » Tue, 11. Aug 20, 13:08

AtilaElari wrote:
Fri, 7. Aug 20, 12:05
BlackRain wrote:
Tue, 28. Jul 20, 03:11
Waterpls wrote:
Tue, 28. Jul 20, 01:55
I have read the first post two times. I still do not understand what this mod for. What is the difference between your corporations and base game factions (HOP, ANT, etc)? Is it compatible with story missions / plots? What about performance / PC load compared to vanilla?
I should put a better explanation i guess. This mod adds Corporations to the game. The main factions are still in the game, but now most economic activities are handled by the corporations. All factories and most trade/mining ships are owned by the corporations. These corporations have their own mercenary fleets (will order more, etc.) and they will fight each other or you the player. You can trade with them, fight them, help them grow and prosper, etc. up to you. The more stations a corporation has, the stronger it will be (more mercenary and trade ships). Or you can try to destroy them or try to corner a market, etc. Performance is entirely dependent on your pc. I run quite a bit of intensive mods and it runs fine for me, but no guarantee how it will run for you. Depends on what mods you are using. If you are not using any intensive mods, there should be little impact on pc. It adds more ships and stations.
You say that Corporations should own most of the stations? Huh. In my game they are still mostly under control of normal factions. Can it be due to a mod conflict? DeadAir Gates mod, perhaps, as it changes the universe generation?


Edit: Yes, that is indeed the case. This mod is not compatible with Gate Overhaul. And other mods that affect universe generation, I presume.
I noticed this too on my game, came here and saw this post. On a hunch, I added the following lines to the content.xml, started a new game and the corp owned stations have spawned in. DA Gate and ROR appear to be working...

<dependency id="ws_2082610651" optional="true" name="DeadAir Gate Overhaul"/>
<dependency id="ws_1705279348" optional="true" name="Rise of the Ossian Raider"/>
<dependency id="DeadAirGateOverhaulVROPatch" optional="true" version="100" />
<dependency id="deadairgateoverhaulror" optional="true" version="071" />

Seems you have to force this mod to be an (optional) dependency of Uni Gen mods, so it loads last. (At least I think that's how it works..)

Note that I have not tested this properly. I hope the mod works as intended now the corp ships and stations can load in properly on a new game. I'lll start a new game and report back.

Edit: Yes it seems that you have to make any mod that changes universe generation a dependency in this mod's config file to get Corp owned stations to spawn. Using ROR and DAGate before adding the above lines stopped any corp owned stations existing in my game. Maybe not all of these mods need to be added from my particular mod setup, (maybe it's just DAGate conflicting for example), but I don't think it hurts to add them all.

After a few hours game time it appears all economic stations and most eco and some military ships are corp controlled and new stations are being built. I should add that I have never run this mod without these other mods so I am not a good authority on whether the mod is fully functioning as intended.

BlackRain
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Re: [WIP/MOD]FOCW Corporations! Version 3.1

Post by BlackRain » Sun, 16. Aug 20, 18:08

FOCW Corporations Version 3.2

1) I made balance changes to the amount of ships which will be constructed by the Corporations
2) I made balance changes to the amount of stations which will be constructed by the Corporations

Some tips:

1) Plan for the long game. If you are starting a new game or had started a new game with corporations active, you need to consider that there may be shortages in the future of all goods related to station and ship construction. So, make sure to plan ahead for this. Make sure to aid in getting corporation stations build (especially ones related to station and ship construction). Also, make sure to start the foundation early for building your own stations that will be able to supply factory and ship construction.

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Re: [WIP/MOD]FOCW Corporations! Version 3.2

Post by Gen.d.Pz.Tr.Seb » Sun, 16. Aug 20, 21:44

@BlackRain

I know this is probably a question that is hard to answer, but do you foresee changes to your mod that would require a restart in the next few months? I'm planning a new game and I'd really like to use your mod(s), but I don't want to restart once I've begun a new game. Especially if this mod is slower/longer (which I really like).
Iucundi acti labores

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Re: [WIP/MOD]FOCW Corporations! Version 3.2

Post by BlackRain » Sun, 16. Aug 20, 23:07

Gen.d.Pz.Tr.Seb wrote:
Sun, 16. Aug 20, 21:44
@BlackRain

I know this is probably a question that is hard to answer, but do you foresee changes to your mod that would require a restart in the next few months? I'm planning a new game and I'd really like to use your mod(s), but I don't want to restart once I've begun a new game. Especially if this mod is slower/longer (which I really like).
I will not be updating for the foreseeable future unless there is a major issue. I don’t think there will be and the mod can be mostly considered complete.

BlackRain
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Re: [WIP/MOD]FOCW Corporations! Version 3.2

Post by BlackRain » Mon, 17. Aug 20, 04:47

If you already downloaded 3.2, please redownload. The relations for xenon wasn't updated so that they would be enemies with Corporations. I fixed it. No need for restart or anything, just pop it in and play

AtilaElari
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Re: [WIP/MOD]FOCW Corporations! Version 3.2

Post by AtilaElari » Tue, 18. Aug 20, 20:31

All of a sudden had Argon become enemies with Magnite Corporation, resulting in the Federation blowing up half of its heavy industry.
Peculiar.

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Re: [WIP/MOD]FOCW Corporations! Version 3.2

Post by BlackRain » Tue, 18. Aug 20, 20:36

AtilaElari wrote:
Tue, 18. Aug 20, 20:31
All of a sudden had Argon become enemies with Magnite Corporation, resulting in the Federation blowing up half of its heavy industry.
Peculiar.
This could happen if Magnite Corporation is attacking ships of another corporation in Argon space. However, it will reset relations every 10 minutes. This is an unfortunate side effect of having corporations fight because of the police aspect of the game. Ships attacking in a sector where a faction is police causes them to call for help from police, so in your case Argon are the police there so they will become enemies but only for a short time.

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Re: [WIP/MOD]FOCW Corporations! Version 3.2

Post by BlackRain » Tue, 18. Aug 20, 21:37

Version 3.3 FOCW Corporations

1) More balance changes, longer time between ordering ships and stations.
2) Corporation factions will only build in sectors with factions they are friends with (So Argon corporations in Argon space, etc.)
3) Argon and Antigone Corporations won't go to war anymore.

Doesn't require a new start but stations already built/ordered in sectors will remain.

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

Post by AtilaElari » Wed, 19. Aug 20, 08:36

Yay, updates!

Say, would you consider a system of corporations being agressive to player when they become a competitor? With a script lile - /every X minutes count player station production modules in faction sectors/if PlayerModuleCount > 0,5 CorporationModuleCount of faction's corporation/then X chance to worsen relations with corporation/

So if player has a lot of Refined Metals and Hull Parts production in Argon space, Magnite Corp would have a chance to become agressive to player.

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

Post by BlackRain » Wed, 19. Aug 20, 16:09

AtilaElari wrote:
Wed, 19. Aug 20, 08:36
Yay, updates!

Say, would you consider a system of corporations being agressive to player when they become a competitor? With a script lile - /every X minutes count player station production modules in faction sectors/if PlayerModuleCount > 0,5 CorporationModuleCount of faction's corporation/then X chance to worsen relations with corporation/

So if player has a lot of Refined Metals and Hull Parts production in Argon space, Magnite Corp would have a chance to become agressive to player.
I don't know, it is possible but not sure if I will do it or not. You can already become hostile to a corporation if you want. I will think about it but my time for modding is running out.

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

Post by AtilaElari » Thu, 20. Aug 20, 13:49

I prefer to be on the defending side... to keep a moral high ground:D It would also add a need to be prepared for the unexpected agression, rather than start a fight after being sure you can win.

But I can see this script being quite a bother, so no pressure.

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

Post by BlackRain » Thu, 20. Aug 20, 21:44

If you start a new game with this, you should see a different experience. Corporations won't just build anywhere (only sectors where they are friends with the government faction). This includes the player. Any corporation you become friends with will build stations in a sector you control. I am considering whether to make some government factions enemies with some corporations or not. Any thoughts on that? Not all Corporations will fight each other by the way. Only some Corporations go to war with some corporations, etc. Argon and Antigone Corporations will never go to war with each other.

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

Post by Gen.d.Pz.Tr.Seb » Fri, 21. Aug 20, 10:40

In what kind of conflict would that result? Just some border raids on neighboring sectors? Or more of a total war? And would it be independent of the diplomatic status with the corps parent faction (i.e. nation)?
Iucundi acti labores

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

Post by AtilaElari » Fri, 21. Aug 20, 11:47

BlackRain wrote:
Thu, 20. Aug 20, 21:44
I am considering whether to make some government factions enemies with some corporations or not. Any thoughts on that?
I think that would be a good way to flesh out some factions! Make Split and HoP agressive to Argon corporations, Argon outlawing more shady Teladi corps, and have HoP and Godrealm try to undermine each others' economies by raiding the opponent's corporations. And Teladi workig in an open market and welcoming everyone who pays taxes.


Speaking of taxes, unrelated question - do you think it would be possible, code-wise, to make a script that would take a cut of the profits each time a player withdraws cash from station accounts? To create a profit tax on stations operating in a faction's sector. As of now I see pretty much no point in fighting to take control of a sector, but getting rid of a government tax (and the ability to impose taxes on stations in sector) that would be a rather lucrative investment.

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