[MOD] FOCW Corporations REVISED V.3.2
Moderators: Moderators for English X Forum, Scripting / Modding Moderators
Re: [WIP/MOD] FOCW Corporations REVISED V.2.3
Version 2.3
1) Fixed an issue with mining ships which were not assigned to stations sometimes not being able to ever find something to mine. Basically I changed the range to include the entire universe available (or it should be that way).
1) Fixed an issue with mining ships which were not assigned to stations sometimes not being able to ever find something to mine. Basically I changed the range to include the entire universe available (or it should be that way).
Re: [WIP/MOD] FOCW Corporations REVISED V.2.3
Version 2.4
1) Really fixed mining ships from corporations now. Last fix wasn't working, but I have now fixed the issue. All mining ships should work correctly. However, please keep in mind that existing mining ships in the game owned by corporations may not be working correctly. You could use the cheat mod to destroy these ships if you find them (you will see them just constantly flying around a wharf or shipyard). All newly built mining ships will work correctly.
1) Really fixed mining ships from corporations now. Last fix wasn't working, but I have now fixed the issue. All mining ships should work correctly. However, please keep in mind that existing mining ships in the game owned by corporations may not be working correctly. You could use the cheat mod to destroy these ships if you find them (you will see them just constantly flying around a wharf or shipyard). All newly built mining ships will work correctly.
Re: [WIP/MOD] FOCW Corporations REVISED V.2.4
I think as of this moment, the mod is basically complete. Everything should be fixed and working correctly and I have no plans to change the mod. Let me know if you find any issues. I may do another corporation mod which does more than this, but I am still just thinking about it. Let me know if you have any ideas or things you would think would be cool or interesting if I were to do something else with corporations.
Re: [WIP/MOD] FOCW Corporations REVISED V.2.4
Thank you. I lkie how the corps have to start from scratch, it really does make the universe feel mor alive and dynaimc instead of having them in your face from the beginning.BlackRain wrote: ↑Sat, 9. Jul 22, 02:26I think as of this moment, the mod is basically complete. Everything should be fixed and working correctly and I have no plans to change the mod. Let me know if you find any issues. I may do another corporation mod which does more than this, but I am still just thinking about it. Let me know if you have any ideas or things you would think would be cool or interesting if I were to do something else with corporations.
I don't know if game mechanics support this but here's a suggestion for another mod:
FOCW - Corporate Takeover - The player and npc corporations can use marines to take ownership of another station.
1. The number of marines required would be related to the station's defense rating (not sure how you'd figure this). The % chance for success would never be 100%.
2. Marines cannot be launched while the station's shields are above 0%
3. Reputation is obviously effected BUT there is a random "saving" roll to see if some of the corporations allied with the target DO NOT become hostile to you
4. The NPC stations can do all the above to the player even if they are not enemies. This might be triggered if you begin selling items the npc corporation already sells in a sector, or by military might.
Re: [WIP/MOD] FOCW Corporations REVISED V.2.4
It is of course possible, in CWIR Mod (my mod for Rebirth) we had station boarding. Both for the player and npc factions. However, it was a very difficult thing to implement and took a lot of time to do it (it was actually done by Rubini who made CWIR with me). Not sure if I will do it but it is something I could look into if I ever feel bored lol.user1679 wrote: ↑Sat, 9. Jul 22, 03:16Thank you. I lkie how the corps have to start from scratch, it really does make the universe feel mor alive and dynaimc instead of having them in your face from the beginning.BlackRain wrote: ↑Sat, 9. Jul 22, 02:26I think as of this moment, the mod is basically complete. Everything should be fixed and working correctly and I have no plans to change the mod. Let me know if you find any issues. I may do another corporation mod which does more than this, but I am still just thinking about it. Let me know if you have any ideas or things you would think would be cool or interesting if I were to do something else with corporations.
I don't know if game mechanics support this but here's a suggestion for another mod:
FOCW - Corporate Takeover - The player and npc corporations can use marines to take ownership of another station.
1. The number of marines required would be related to the station's defense rating (not sure how you'd figure this). The % chance for success would never be 100%.
2. Marines cannot be launched while the station's shields are above 0%
3. Reputation is obviously effected BUT there is a random "saving" roll to see if some of the corporations allied with the target DO NOT become hostile to you
4. The NPC stations can do all the above to the player even if they are not enemies. This might be triggered if you begin selling items the npc corporation already sells in a sector, or by military might.
Re: [MOD] FOCW Corporations REVISED V.2.4
CWIR (and CWIR NF) is a great mod. For example the salvage gameplay (still quite interesting even compared to X4's mechanic). The main problem for me was that it took so long to build even one station in XR. Overall great "proto-X4" experience.
- IratusAvis
- Posts: 29
- Joined: Wed, 13. Sep 17, 19:27
Re: [MOD] FOCW Corporations REVISED V.2.4
The corporation freighters in my new gamestart are only patrolling. No freighter is trading.
I'm using your mod with some personal adjustments, but I don't think it should effect the trading.
Do you have an idea where the problem could be?
I'm using your mod with some personal adjustments, but I don't think it should effect the trading.
Do you have an idea where the problem could be?
CPU: Ryzen 7 5800X3D - GPU: Radeon RX 6800 XT 16 GB - RAM: 32 GB DDR4-3600 Kit
Re: [MOD] FOCW Corporations REVISED V.2.4
Well that would depend on what you adjusted. I need more information. I know for a fact it works so something you did must be causing the issue I guess.IratusAvis wrote: ↑Sun, 10. Jul 22, 11:45The corporation freighters in my new gamestart are only patrolling. No freighter is trading.
I'm using your mod with some personal adjustments, but I don't think it should effect the trading.
Do you have an idea where the problem could be?
- IratusAvis
- Posts: 29
- Joined: Wed, 13. Sep 17, 19:27
Re: [MOD] FOCW Corporations REVISED V.2.4
Thanks for your reply!
I found it! My changes in factions.xml caused this. If an argon corporation has a relation value of "1" to ARG, its freighters do not trade. If I change it to something like "0.67" it works again. Same for the other corporations and their main factions.
CPU: Ryzen 7 5800X3D - GPU: Radeon RX 6800 XT 16 GB - RAM: 32 GB DDR4-3600 Kit
Re: [MOD] FOCW Corporations REVISED V.2.4
Hey I saw an poll for enhance X4 universe, it is in connection with your mod, it proposes to improve the economy as well as to create several company or corporation which make an economic war besides,
THIS IS : X4: Foundations – Corporations Expansion
viewtopic.php?f=146&t=449602&p=5143872#p5143872
THIS IS : X4: Foundations – Corporations Expansion
viewtopic.php?f=146&t=449602&p=5143872#p5143872
- Baconnaise
- Posts: 619
- Joined: Sat, 23. Nov 13, 15:50
Re: [MOD] FOCW Corporations REVISED V.2.4
Should be a core feature in X4 IMO. Is it X without corps? Nay...
Re: [MOD] FOCW Corporations REVISED V.2.4
Will you update this mod ? I would love to see corps added for Boron and maybe Terrans ?
thank you for your work
thank you for your work
Re: [MOD] FOCW Corporations REVISED V.2.4
When you do decide to update, could you look at the use of Dynamicwarconversations script by DeadAir? It is interfering with Extended Conversations mod which then conflicts with any mod using the Extended Conversations mod. I love your mod, but I find Extended Conversations mod is a necessity.
In any case, whatever you decide, thanks for your time.
In any case, whatever you decide, thanks for your time.
Re: [MOD] FOCW Corporations REVISED V.2.4
I have never used Extended conversations mod and I don't know what it is either. What exactly is the issue? Can you explain with details please. I will then look into making them compatible.Gallows wrote: ↑Fri, 5. May 23, 22:15When you do decide to update, could you look at the use of Dynamicwarconversations script by DeadAir? It is interfering with Extended Conversations mod which then conflicts with any mod using the Extended Conversations mod. I love your mod, but I find Extended Conversations mod is a necessity.
In any case, whatever you decide, thanks for your time.
Re: [MOD] FOCW Corporations REVISED V.2.4
BlackRain wrote: ↑Sat, 6. May 23, 01:16I have never used Extended conversations mod and I don't know what it is either. What exactly is the issue? Can you explain with details please. I will then look into making them compatible.Gallows wrote: ↑Fri, 5. May 23, 22:15When you do decide to update, could you look at the use of Dynamicwarconversations script by DeadAir? It is interfering with Extended Conversations mod which then conflicts with any mod using the Extended Conversations mod. I love your mod, but I find Extended Conversations mod is a necessity.
In any case, whatever you decide, thanks for your time.
I don't use the EC mod but it seems like it wants to allow multiple mods to use the same conversation tree...
https://www.nexusmods.com/x4foundations/mods/382
Allows all mods using it to join their starting conversations in a browsable section, so technically infinite mods can be added by only taking up 1 conversation slot for any npc. (Feel free to add support to ur own mods aswell)
1. A conversation starts
2. All mods check their conditions of their default conversation, and if those are met, register a table entry with a cue path to the ECM's conversation Table, instead of just adding a <player_conversation_choice_sub/>, which will be handled later.
3. The ECM (Extended Conversation Menu) now checks if mods have registered in the table. If so, the combined ECM is displayed. If only 1 mod registered, then the conversation option for the mod is being called directly to avoid extra nesting. If no mods have registered, the ECM option won't be displayed.
4. Now the ECM builds a browsable section and lets all mods add their conversation options themselfs by signaling the previously provided cue in their table entry.
5. The user selects an entry, which was previously added by calling your mod's own cue and the now called section is back in your mod, so the ball is passed back to your mod and it continues as usual.
Re: [MOD] FOCW Corporations REVISED V.2.4
Hey any news on the compatibility with extended conversations mod? someone also has posted on my mod (viewtopic.php?f=181&t=453425) about it:
https://steamcommunity.com/sharedfiles/ ... 2961007180
https://steamcommunity.com/sharedfiles/ ... 2961007180
Spoiler
Show
Blackglass Sand Vor
Yes I have an updated version of the mod. More precisely it is FOCW Corp revised. The reason is (I'm guessing) it intigrates Dynamicwarconversations script by DeadAir which I think is interfering with ExtendedConversation mod.
Yes I have an updated version of the mod. More precisely it is FOCW Corp revised. The reason is (I'm guessing) it intigrates Dynamicwarconversations script by DeadAir which I think is interfering with ExtendedConversation mod.
Re: [MOD] FOCW Corporations REVISED V.2.4
You can just delete the dynamicwarconversations.xml in the md folder of the FOCWCorporations mod for now I guess. This will fix the compatibility issues by removing the dialogue stuff. I will look into the extended conversation menulanguage wrote: ↑Sat, 6. May 23, 06:58Hey any news on the compatibility with extended conversations mod? someone also has posted on my mod (viewtopic.php?f=181&t=453425) about it:
https://steamcommunity.com/sharedfiles/ ... 2961007180SpoilerShowBlackglass Sand Vor
Yes I have an updated version of the mod. More precisely it is FOCW Corp revised. The reason is (I'm guessing) it intigrates Dynamicwarconversations script by DeadAir which I think is interfering with ExtendedConversation mod.
Re: [MOD] FOCW Corporations REVISED V.2.4
I am working on the compatibility now with the extended conversation menu, just doing some testing make sure everything works.
Re: [MOD] FOCW Corporations REVISED V.2.5
Version 2.5
1) Compatibility of Extended Conversation Menu mod.
Just redownload the mod, it should work fine now. Please let me know if there are any issues.
1) Compatibility of Extended Conversation Menu mod.
Just redownload the mod, it should work fine now. Please let me know if there are any issues.