Midnitewolf wrote: ↑Mon, 19. Apr 21, 17:02Thinking about using this mod but for whatever reason, I can't seem to get a good understanding of what this mod does from the description.
1) What does it include? For example, I use the mod "RelationshipHaggling" which allows you to bribe factions through the pirate factions to improve your relations. Sounds like this might be incorporated or something similar added in FOCW so if I use FOCW, should I remove this mod due to conflicts/dupilcation?
2) I run the Faction Enhancer mods which appears to possibly do some of the same things as this mod, is FOCW compatible or do I need to choose one or the other?
3) The bulk of this mod just appears to allow you to make fleets bigger and I know there is a diplomacy feature as well but what else does this mod do because I get the impression it is much bigger than just bigger fleets?
4) This mod also mentioned adding new ships or renaming ships, but I am running VRO, XR ShipPack and Ship Variation Expansion all of which also add ships and change names. Does FOCW conflict with any of this?
5) Does this mod help with the declining amount of ships in the galaxy...all the factions in my game seem to be declining in terms of ship strenght and replacing losses at a very low rate if at all?
This mod does not conflict with anything as far as I know.
1) In FOCW Corporations mod, you can speak to a manager of any faction and you can do a variety of things. If you are an ally of the faction you are talking to, you can tell them to have a set relation with another faction (like go to war with). You can talk to a manager of a faction and also pay to improve their relations with another faction if they have lower than 0 relation. So you can pay to bring them to 0 relation. You can speak to one of your own managers on one of your stations and also pay to improve relations with another faction.
FOCW though just has some basic scripts you can edit in the config file to set whatever relations you want. There is no dynamic aspect to it in any way. You just edit the FOCWsetup file to set the number you want for the relation to be. So for example, if you were starting a new game and you wanted certain factions to start out at war, you could set it up in the file that way. You can change relations with the script at any time though. Just turn it on and edit the numbers to what you want. Make sure to follow the directions. This will not conflict with relationshiphaggling.
2) FE works fine with FOCW, but I do not use FE as I feel it rushes conflict. FOCW does not in any way alter the factionlogic. It uses the vanilla faction logic which is actually pretty good with 4.0 in my opinion. The problem with vanilla is that there tends to be less and less fleets/ships over time and that is why it seems like the "AI" is dying or that there is very little conflict going on. However, if a faction has enough ships, you will see plenty of action without any further things needed.
3) This mod adds in fleets and you can customize it in many ways, more so if you know how to edit scripts. However, there are basic options which are easy to change, just open the FOCWSetup file and read instructions. However, it is a bit more complicated than just that, but for how it affects your game it can be explained simply as adding more ships. Basically, I am forcing the ordering of ships. In vanilla, the jobs file has quotas for ships, etc. but these won't necessarily get built. If the shipyards are unable to build ships it can remove them from the queue. This isn't necessarily a problem if a faction is doing well or so the theory should be. However, as anyone can see, the game seems to start "dying" out over time. With this mod, that won't happen as long as the shipyards continue to get resources. If the economy is healthy, you will see just as much action several days into your save as you did right when you started. Maybe even more.
Taking an active role in helping weak economies will also help. In my game, Zyarch was dead but I have been feeding them resources (to the shipyard that is) and they have really come alive and expanded.
In this MOD jobs doesn't do much so if you try to edit jobs, that won't change much. The only thing you can do is if you wanted to add more subordinates or something. That is the only thing that can be changed by editing jobs.
4) FOCW doesn't conflict with anything really. I think the only thing with VRO is you will see every carrier fleet named Argon One, but that is all.
5) This is exactly what it helps with, however, this is still relying on the shipyards having resources. As long as resources are supplied to the faction shipyards, they will build more ships and you will not see a decrease in ships or activity. My universe is humming along and feels alive, but I also take an active role in providing resources. I support the factions I want to see grow and try to keep a good balance of power between the factions while watching them fight their petty wars and I profit lol. I also play one faction against another and such.
Please keep in mind that you are using a lot of heavy intensive scripted mods. VRO alone may see a decreased performance with more ships and also more player stations and such. I was doing a VRO playthrough which was 5 days in but there was noticeable performance decrease but that may be because I had so many large complex stations and you have to provide so many miners and such to run them. I am also running FOCW and FOCW corporations which adds lots of ships. Completely vanilla with FOCW and FOCW corporations does not see any performance decrease on my PC. I really like VRO though, I will need to play around more with it to see if it was just an issue of me fooling around too much with scripts.