[MOD] FOCW Corporations REVISED V.3.2

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Tassekaffe
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Re: [MOD] FOCW Corporations REVISED V.3.2

Post by Tassekaffe » Thu, 3. Aug 23, 22:39

well,thanks...don´t have the money for fancy stuff.the "new" is also just a gtx1650 4gb,wich is fine for running the game ,but the resolution with my weird monitor makes even the forum barely readable without headache,so your mod has to suffer deeinstallation for now :doh: can´t win every battle :lol:

BlackRain
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Re: [MOD] FOCW Corporations REVISED V.3.2

Post by BlackRain » Fri, 4. Aug 23, 00:07

Tassekaffe wrote:
Thu, 3. Aug 23, 22:39
well,thanks...don´t have the money for fancy stuff.the "new" is also just a gtx1650 4gb,wich is fine for running the game ,but the resolution with my weird monitor makes even the forum barely readable without headache,so your mod has to suffer deeinstallation for now :doh: can´t win every battle :lol:
Indeed.

nomad1984
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Re: [MOD] FOCW Corporations REVISED V.3.2

Post by nomad1984 » Mon, 14. Aug 23, 20:53

I was just reading how this mod interacts with DA's Dynamic wars, I see that the corporations that get spawned are excluded from DA's standings logic and system, but you have implemented your own mechanism so that 'corps' can get into conflict. All the corps show up in Dynamic wars lists, can you still use Dynamic Wars to increase / decrease standings for the corps? (as in the exemption of the corps is JUST for the random event changes?) also it seems to show all the possible corps, not just the 6 that spawn on new game start, making the list very large and just showing empty stats when viewing military/economic strength, etc.

Enjoying the mod so far, thanks for the great work!

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Re: [MOD] FOCW Corporations REVISED V.3.2

Post by BlackRain » Mon, 14. Aug 23, 22:02

nomad1984 wrote:
Mon, 14. Aug 23, 20:53
I was just reading how this mod interacts with DA's Dynamic wars, I see that the corporations that get spawned are excluded from DA's standings logic and system, but you have implemented your own mechanism so that 'corps' can get into conflict. All the corps show up in Dynamic wars lists, can you still use Dynamic Wars to increase / decrease standings for the corps? (as in the exemption of the corps is JUST for the random event changes?) also it seems to show all the possible corps, not just the 6 that spawn on new game start, making the list very large and just showing empty stats when viewing military/economic strength, etc.

Enjoying the mod so far, thanks for the great work!
Yeah, it just exempts it from the dynamic wars mechanism for making factions fight. This mod has its own way of making the factions fight/make peace etc. As for the list in Dynamic wars, well that is a problem with that mod. Well, it isn't really a problem so much as it is just the way it works I guess. The corporations all "exist" it is just that they may or may not be active.

nomad1984
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Re: [MOD] FOCW Corporations REVISED V.3.2

Post by nomad1984 » Tue, 15. Aug 23, 00:14

wrote: The corporations all "exist" it is just that they may or may not be active.
Perfect, thanks for clarifying. I just made it to Haktivah's choice and see as per your feature notes for 3.0 that HAT have been VERY busy, the entire system is fully built-up with HAT stations, etc. Including a Shipyard. However under the Buy Ships option, you cannot select anything, there is no dropdown choice for selecting ship size or model, but you can open the Buy Ships screen. Just wondering if that by design? or something is broken or if I missed something (I do have positive standings with HAT)

Cheers,

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Re: [MOD] FOCW Corporations REVISED V.3.2

Post by BlackRain » Tue, 15. Aug 23, 20:12

nomad1984 wrote:
Tue, 15. Aug 23, 00:14
wrote: The corporations all "exist" it is just that they may or may not be active.
Perfect, thanks for clarifying. I just made it to Haktivah's choice and see as per your feature notes for 3.0 that HAT have been VERY busy, the entire system is fully built-up with HAT stations, etc. Including a Shipyard. However under the Buy Ships option, you cannot select anything, there is no dropdown choice for selecting ship size or model, but you can open the Buy Ships screen. Just wondering if that by design? or something is broken or if I missed something (I do have positive standings with HAT)

Cheers,
Works for me, maybe they didn't finish the shipyard yet or something?

shovelmonkey
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Re: [MOD] FOCW Corporations REVISED V.3.2

Post by shovelmonkey » Wed, 16. Aug 23, 08:34

BlackRain wrote:
Tue, 15. Aug 23, 20:12
nomad1984 wrote:
Tue, 15. Aug 23, 00:14
wrote: The corporations all "exist" it is just that they may or may not be active.
Perfect, thanks for clarifying. I just made it to Haktivah's choice and see as per your feature notes for 3.0 that HAT have been VERY busy, the entire system is fully built-up with HAT stations, etc. Including a Shipyard. However under the Buy Ships option, you cannot select anything, there is no dropdown choice for selecting ship size or model, but you can open the Buy Ships screen. Just wondering if that by design? or something is broken or if I missed something (I do have positive standings with HAT)

Cheers,
Works for me, maybe they didn't finish the shipyard yet or something?

Works for me as well, my theory also would be that the build modules aren't yet complete or somesuch.
“Not even once has life or the weather complained about a human being.”
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Aranov
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Re: [MOD] FOCW Corporations REVISED V.3.2

Post by Aranov » Thu, 17. Aug 23, 19:38

Hi,

I've encountered an UI issue with this mod, it seems the "Fire Authorization Override" menu can't support as many factions as this mod adds.

Hard to explain, but here's an image:
https://drive.google.com/file/d/1awwquV ... sp=sharing

In short, it sort of cuts off at a point. Faction below the cut off can't have overrides applied.
To be fair I only need this menu to get my ai ships to shoot at SCA, which is not below the cut off, but still..

I don't expect there is anything you can do, but thought I'd bring this to attention.

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Re: [MOD] FOCW Corporations REVISED V.3.2

Post by BlackRain » Fri, 18. Aug 23, 15:23

Aranov wrote:
Thu, 17. Aug 23, 19:38
Hi,

I've encountered an UI issue with this mod, it seems the "Fire Authorization Override" menu can't support as many factions as this mod adds.

Hard to explain, but here's an image:
https://drive.google.com/file/d/1awwquV ... sp=sharing

In short, it sort of cuts off at a point. Faction below the cut off can't have overrides applied.
To be fair I only need this menu to get my ai ships to shoot at SCA, which is not below the cut off, but still..

I don't expect there is anything you can do, but thought I'd bring this to attention.
That is a weird issue, not sure what I can do about it. I never noticed that but maybe if I have time I will look into it but again, no guarantee anything can be done.

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Dj_FRedy
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Re: [MOD] FOCW Corporations REVISED V.3.2

Post by Dj_FRedy » Tue, 29. Aug 23, 01:02

Yep, Aranov ran into a limitation: Your mod has exceeded the limit for this section of the menu.
The system is configured to display a maximum of 40 dropdowns at the same time.
A quick solution for mod users could be to scale the UI to a higher value, where necessary, so that fewer rows and thus fewer dropdowns are displayed.
Alternatively, the corresponding section of the Lua function can be modified so that only a maximum number of rows/dropdowns are displayed.
"All my contributions to the Technical Support and Public Beta Feedback sections will be concise and to the point, no diatribes, that's what the other sections are for".
Thank you for your efforts.

Eldahmyr
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Re: [MOD] FOCW Corporations REVISED V.3.2

Post by Eldahmyr » Thu, 9. Nov 23, 19:06

I discovered this mod and I want to install it in the new part that I am going to start.

However, I have a few questions.

1/ Is there a way to talk to the faction leaders? If so, will the messages be in French? (possibility of making peace, missions etc...)

2/ Is it possible to completely destroy them?

3/ I play with a lot of ships imported from other mods, will they have access to them? Maybe by buying from other factions?

4/ With DeadAir's dynamic wars mod, is there a risk that factions will declare war on their sovereign empire?

5/ Are they independent of their sovereign in politics?

6/ Are they subject to the same fluctuations as other empires with the dynamic wars mod?

7/ I have mods that modify the number of jobs for a more responsive economy and I don't want to be the savior of the galaxy. What is the risk with these mods and your mod?

8/ Can we uninstall it during the game?

9/ Finally, can I easily modify files to change the name of the corporations and write them in French? If so, can you tell me how to do it. => I found the translation file, did a test and it works. I am in the process of translating it into French. I will share it with you soon, if you want to integrate it into your mod.


Thanks for your work, I came across this while looking to have more factions and a more vibrant galaxy, I think I'll be happy!

Eldahmyr
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Re: [MOD] FOCW Corporations REVISED V.3.2

Post by Eldahmyr » Fri, 10. Nov 23, 00:15

Here is the French translation, it seems to work for me. I hope I was helpful to the community. Don't hesitate to integrate it into your mod.

You must name the file : 0001-L033.xml
Spoiler
Show
<page id="40000" title="Whatever names" descr="Textsssss" voice="no">
<t id="1">Pilote</t>
<t id="2">Pilotes</t>
<t id="3">Gestionnaires</t>
<t id="4">Escadron de Mercenaires</t>
<t id="5">Escorte Mercenaire</t>
<t id="6">Escadron de Drones Terraformateurs</t>
<t id="7">Flotte de surveillants Terraformateurs</t>
<t id="8">Escorte de drones Terraformateurs</t>
<t id="9">Flotte de Superviseurs de Terraformateurs</t>
<t id="10">Escorte de Superviseur de Terraformateur</t>
<t id="11">Escadron d'Excavateurs de Terraformateur</t>
<t id="12">Escorte d'Excavatrice Terraformateur</t>
<t id="13">Flotte de Gendarmes</t>
<t id="14">Force de Sécurité</t>
<t id="15">Escorte de Sécurité</t>
<t id="16">Escadron de Shérif</t>
<t id="17">Argon Un</t>
<t id="18">Argon Escorte Une </t>
<t id="19">Argon Escorte Une </t>
<t id="20">Argon Escorte Une </t>
<t id="21">Escadron de Milice</t>
<t id="22">Escorte de Milice</t>
<t id="23">Escadron de Corsaires</t>
<t id="24">Escorte Corsaire</t>
<t id="25">Escadron d'Inquisiteurs</t>
<t id="26">Escorte d'Inquisiteur</t>
<t id="27">Escadron Zélote</t>
<t id="28">Escorte Zélote</t>
<t id="29">Flotte Expéditionnaire</t>
<t id="30">Escorte Expéditionnaire</t>
<t id="31">Flotte de Test</t>
<t id="32">Destructeur d'Expédition</t>
<t id="33">Flotte de l'Inquisition</t>
<t id="34">Destructeur de l'Inquisition</t>
<t id="35">Corvette de l'Inquisition</t>
<t id="36">Escorte Inquisition</t>
<t id="37">Destructeur de la Réforme</t>
<t id="38">Flotte de la Réforme</t>
<t id="39">Escorte de Réforme</t>
<t id="40">Frégate de la Réforme</t>
<t id="41">Sécurité de l'Entreprise</t>
<t id="42">Garde Républicaine</t>
<t id="43">Escorte</t>
<t id="44">Zélote</t>
<t id="45">Inquisiteur</t>
<t id="46">Escorte de la Garde Républicaine</t>
<t id="47">Flotte Corsaire</t>
<t id="48">Corsaire</t>
<t id="49">Test d'Apparition</t>
<t id="50">Debug</t>
<t id="51">Escorte</t>
<t id="52">Navires d'Essai</t>
<t id="53">Escadron de l'Inquisition</t>
<t id="54">Escadron d'Oppression</t>
<t id="55">Flotte d'Oppression</t>
<t id="56">Escorte d'Oppression</t>
<t id="57">Escadron d'Adjudicateurs</t>
<t id="58">Flotte d'Adjudicateurs</t>
<t id="59">Escorte Adjudicateur</t>
<t id="60">Escadron Révolutionnaire</t>
<t id="61">Flotte Révolutionnaire</t>
<t id="62">Escorte Révolutionnaire</t>
<t id="63">Escorte Adjointe</t>
<t id="64">Mercenaire</t>
<t id="65">Actualités de l'Entreprise:</t>
<t id="66">Espion d'Entreprise</t>
<t id="67">Garde Trinitaire</t>
<t id="68">Escorte de Garde Trinitaire</t>

<!-- Factions -->
<t id="100">Corporation Orion</t>
<t id="1000">Orion Corporation est un énorme conglomérat dont les activités sont principalement actives dans les secteurs de l'énergie et de l'agriculture, mais qui s'est également étendu à d'autres secteurs.</t>
<t id="10000">CO</t>
<t id="101">Corporation Magnite</t>
<t id="1010">La Magnite Corporation est un énorme conglomérat qui s'est concentré dans le passé sur l'exploitation minière, la collecte de gaz et les produits raffinés, mais qui s'est récemment étendu à d'autres secteurs.</t>
<t id="10100">CM</t>
<t id="102">Industries Générales Incorporées</t>
<t id="1020">Industries Générales Incorporées a tendance à vendre des produits haut de gamme ainsi qu'une variété de technologies de navires et d'armes, mais elle n'est pas limitée à ces seules industries.</t>
<t id="10200">IGI</t>
<t id="103">Technologies Insaisissables Incorporées</t>
<t id="1030">Technologies Insaisissables Incorporées produit entre autres des biens de haute technologie.</t>
<t id="10300">TII</t>
<t id="104">Corporation Dépendante</t>
<t id="1040">Corporation Dépendante produit des technologies navales ainsi qu'une grande variété de produits.</t>
<t id="10400">CD</t>
<t id="105">Armes Dominantes Incorporées</t>
<t id="1050">Armes Dominantes Incorporées a fait ses débuts dans la technologie des armes, mais s'est rapidement tourné vers d'autres industries.</t>
<t id="10500">ADI</t>
<t id="106">Corporation Juste Ce Qu'Il Faut</t>
<t id="1060">Corporation Juste Ce Qu'Il Faut produit toutes sortes de biens dans de nombreuses industries.</t>
<t id="10600">CJF</t>

<t id="107">Entreprises Libres Incorporées</t>
<t id="1070">Entreprises Libres Incorporées est bien connue pour ses produits agricoles de qualité et sa production d’énergie stable, mais elle ne se limite pas à cela.</t>
<t id="10700">ELI</t>
<t id="108">Corporation Lberté Unie</t>
<t id="1080">La Corporation Lberté Unie jouit d'une excellente réputation pour ses minerais, gaz et produits raffinés exceptionnels. Quoi qu’ils traitent, vous savez que c’est le meilleur !</t>
<t id="10800">CLU</t>
<t id="109">Technologies Suprêmes</t>
<t id="1090">Technologies Suprêmes est une entreprise fondée sur son expertise scientifique et technologique, spécialisée dans les produits haut de gamme et les technologies liées aux navires. Cependant, ils se sont récemment étendus de manière agressive à d’autres secteurs.</t>
<t id="10900">TS</t>
<t id="110">Technologies Lucratives</t>
<t id="1100">Technologies Lucratives produit des biens de haute technologie.</t>
<t id="11000">TL</t>
<t id="111">Corporation Technologies Fantômes</t>
<t id="1110">Corporation Technologies Fantômes produit de la technologie navale.</t>
<t id="11100">CTF</t>
<t id="112">Armes Evidentes Incorporées</t>
<t id="1120">rmes Evidentes Incorporées produit de la technologie d'armement.</t>
<t id="11200">AEI</t>
<t id="113">Il Suffit de Manger des Aliments</t>
<t id="1130">Il Suffit de Manger des Aliments Produit de la nourriture et des médicaments.</t>
<t id="11300">ISMA</t>

<t id="114">Corporation Bénéfices des Geckos</t>
<t id="1140">Corporation Bénéfices des Geckos recherche des profits absolus où qu’ils se trouvent. Traditionnellement actives dans les domaines de l’agriculture et de la médecine, elles se sont déjà diversifiées dans d’autres secteurs.</t>
<t id="11400">CBG</t>
<t id="115">Plaques d'Ecailles Incorporées</t>
<t id="1150">Plaques d'Ecailles Incorporées est une grande entreprise Teladi à la recherche de profits.</t>
<t id="11500">PEI</t>
<t id="116">Corporation de Puissants Moniteurs</t>
<t id="1160">Corporation de Puissants Moniteurs produit une pléthore de produits haut de gamme.</t>
<t id="11600">CPM</t>
<t id="117">Produits Caméléon</t>
<t id="1170">Produits Caméléon produit toutes sortes de produits de haute technologie.</t>
<t id="11700">PC</t>
<t id="118">Technologies Salamandre</t>
<t id="1180">Technologies Salamandre produit les meilleurs produits Teladi de l'univers !</t>
<t id="11800">TS</t>
<t id="119">Flammes de Dragon Incorporées</t>
<t id="1190">Flammes de Dragon Incorporées Produit de la technologie d'armement.</t>
<t id="11900">FDI</t>
<t id="120">Croquants de Komodo</t>
<t id="1200">Croquants de Komodo produit de la nourriture et des médicaments.</t>
<t id="12000">CK</t>

<t id="121">Corporation Eclat</t>
<t id="1210">Corporation Eclat produit de l'énergie ainsi que des produits agricoles, mais ils n'hésitent pas à élargir leur répertoire de produits.</t>
<t id="12100">CE</t>
<t id="122">Les Bibelots du Vrai</t>
<t id="1220">Les Bibelots du Vrai produit toutes sortes de biens et de matériaux raffinés !</t>
<t id="12200">LBV</t>
<t id="123">Biens Seigneuriaux</t>
<t id="1230">Biens Seigneuriaux ne produit que le meilleur ! Si vous voulez les dernières merveilles technologiques, ne cherchez plus !</t>
<t id="12300">BS</t>
<t id="124">Famille Kayn</t> <!-- Freesplit -->
<t id="1240">Famille Kayn est l'une des familles libres et prospères qui ont bâti leur fortune familiale grâce à l'exploitation minière et au raffinage. Ce n’est que récemment qu’ils se sont étendus à d’autres secteurs.</t>
<t id="12400">Kayn</t>
<t id="125">Famille Lorne</t> <!-- Freesplit -->
<t id="1250">Famille Lorne est l'une des familles libres les plus riches et était autrefois réputée pour ses produits de luxe et sa technologie haut de gamme, mais elle commercialise désormais une grande variété de produits.</t>
<t id="12500">Lorne</t>
<t id="126">Colère du Juge</t>
<t id="1260">Colère du Juge produit de la technologie d'armement.</t>
<t id="12600">CJ</t>
<t id="127">Famille Okar</t> <!-- Freesplit -->
<t id="1270">Famille Okar est l'une des nombreuses familles libres qui se concentraient autrefois principalement sur le commerce de l'énergie et des produits agricoles, mais qui se sont depuis longtemps diversifiées dans de nombreuses industries.</t>
<t id="12700">Okar</t>

<t id="128">Le Souffle du Pontifex</t>
<t id="1280">Le Souffle du Pontifex alimente l'ambition du seul vrai Pontifex dans sa quête de suprématie, alimentant et nourrissant la nation entière et plus encore !</t>
<t id="12800">LSP</t>
<t id="129">Poigne du Pontifex</t>
<t id="1290">Poigne du Pontifex, qui fut autrefois visitée par le Pontifex lui-même, fournit à la théocratie naissante du véritable empire paranide les éléments constitutifs de l'industrie !</t>
<t id="12900">PP</t>
<t id="130">Artisan Sacré</t>
<t id="1300">Artisan Sacré ce n'est pas n'importe quelle autre corporation, mais de vrais artistes au sens le plus pur du terme. Leurs produits de luxe et leur technologie spectaculaire sont admirés même par le Pontifex!</t>
<t id="13000">AS</t>
<t id="131">Famille Dal</t> <!-- Split -->
<t id="1310">Famille Dal a longtemps soutenu le véritable patriarche de Split et a grandement prospéré grâce à son exploitation minière et à sa production de produits raffinés entre deux chasses aux mouches spatiales !</t>
<t id="13100">Dal</t>
<t id="132">Famille Uril</t> <!-- Split -->
<t id="1320">La grande famille Uril est une famille riche et puissante avec de nombreuses alliances matrimoniales avec d'autres familles puissantes et qui a fait fortune grâce à la vente de produits haut de gamme et à l'approvisionnement des flottes de Split dans le passé.</t>
<t id="13200">Uril</t>
<t id="133">Les Secrets du Pontifex</t>
<t id="1330">Les secrets du Pontifex produit de la technologie d'armement.</t>
<t id="13300">LSDP</t>
<t id="134">Famille Mantu</t> <!-- Split -->
<t id="1340">Famille Mantu est une ancienne famille qui a ses racines dans l'agriculture et la médecine, elle a depuis lors grandement profité de nombreuses industries et est devenue une famille puissante.</t>
<t id="13400">Mantu</t>

<t id="135">Cargo d'Etreprise</t>
<t id="136">Mineur d'Entreprise</t>
<t id="137">Cargo Familial</t>
<t id="138">Mineur Familial</t>

<t id="140">Aqua Durable</t>
<t id="1400">Aqua Durable! Le meilleur des biens et services agricoles. De Kingdom End directement à votre aquarium local... euh, combinaison aquatique !</t>
<t id="14000">AD</t>
<t id="141">Paradis Bleu</t>
<t id="1410">Vous recherchez les dernières nouveautés en matière de technologie du bore ? Cherchez pas plus loin! Paradis Bleu offre le meilleur du savoir-faire et de l'ingéniosité du Boron. Vous pouvez toujours faire confiance à Paradis Bleu !</t>
<t id="14100">PB</t>
<t id="142">Récif Doré</t>
<t id="1420">Chaque fois que vous parcourez cette étendue vide, pensez aux merveilleux récifs du monde natal des Borons, pensez à Récif Doré !</t>
<t id="14200">RD</t>

<!-- <t id="150">Corporation Terrienne</t>
<t id="1500">Rien ne vaut les produits terriens de la meilleure qualité et vous ne pouvez les trouver qu'à Corporation Terrienne!</t>
<t id="15000">CT</t>
<t id="151">Jupiter Flux</t>
<t id="1510">Chez Jupiter Flux, nous sommes fiers de nos méthodes de production avancées et de nos produits de qualité. N'oubliez pas que chaque fois que vous avez besoin des meilleurs produits, pensez à Jupiter Flux !</t>
<t id="15100">JF</t>
<t id="152">Marchandises Martiennes</t>
<t id="1520">Marchandises Martiennes, comme à la maison! Apportez votre suprémité terrienne avec vous partout où vous allez !</t>
<t id="15200">MM</t>-->



</page>

BlackRain
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Re: [MOD] FOCW Corporations REVISED V.3.2

Post by BlackRain » Tue, 14. Nov 23, 00:57

Eldahmyr wrote:
Thu, 9. Nov 23, 19:06
I discovered this mod and I want to install it in the new part that I am going to start.

However, I have a few questions.

1/ Is there a way to talk to the faction leaders? If so, will the messages be in French? (possibility of making peace, missions etc...)

2/ Is it possible to completely destroy them?

3/ I play with a lot of ships imported from other mods, will they have access to them? Maybe by buying from other factions?

4/ With DeadAir's dynamic wars mod, is there a risk that factions will declare war on their sovereign empire?

5/ Are they independent of their sovereign in politics?

6/ Are they subject to the same fluctuations as other empires with the dynamic wars mod?

7/ I have mods that modify the number of jobs for a more responsive economy and I don't want to be the savior of the galaxy. What is the risk with these mods and your mod?

8/ Can we uninstall it during the game?

9/ Finally, can I easily modify files to change the name of the corporations and write them in French? If so, can you tell me how to do it. => I found the translation file, did a test and it works. I am in the process of translating it into French. I will share it with you soon, if you want to integrate it into your mod.


Thanks for your work, I came across this while looking to have more factions and a more vibrant galaxy, I think I'll be happy!
I think this mod has an exception already set in dynamic wars mod so that dynamic wars mod will not affect any of the corporations in this mod so no problems there and that means the corporations won't ever have issues with their sovereign. I already have code that makes the Corporations fight each other and make peace with each other, it is random. They will use whatever ships they can buy from the faction, should use additional ships if everything is set up correctly. You can completely destroy them sort of, but they are corporations so they can rebuild their stations, etc. However, they could potentially be completely wiped out if their sovereign has been destroyed and you destroy all their stuff because they can only build new stations with factions they have positive relations with. They can't order new ships if they have no stations. There shouldn't really be any issues with this mod and any other mods as far as I know. I mean,this mod will add stations obviously and more ships will be built but it should technically be good for the economy.

You can't uninstall this once you put it in because it adds new stations and ships which won't disappear if you remove the mod.

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IratusAvis
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Re: [MOD] FOCW Corporations REVISED V.3.2

Post by IratusAvis » Tue, 28. Nov 23, 16:33

Is it intended that corp stations always start with a pier for L/XL ships and don't have a dockarea for S/M ships? I also have corp stations with no storage modules.

I'm using the V3.2. Maybe there are other mods causing this? I'm using a lot of mods in my new playthrough.

Thanks for your work! I really like this mod!
CPU: Ryzen 7 5800X3D - GPU: Radeon RX 6800 XT 16 GB - RAM: 32 GB DDR4-3600 Kit

BlackRain
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Re: [MOD] FOCW Corporations REVISED V.3.2

Post by BlackRain » Sun, 3. Dec 23, 16:22

IratusAvis wrote:
Tue, 28. Nov 23, 16:33
Is it intended that corp stations always start with a pier for L/XL ships and don't have a dockarea for S/M ships? I also have corp stations with no storage modules.

I'm using the V3.2. Maybe there are other mods causing this? I'm using a lot of mods in my new playthrough.

Thanks for your work! I really like this mod!
It is not normal, they should have all the necessary docks and storage modules, etc. I have never seen this issue, could be something interfering somehow. What other mods are you using?

TKCaesar
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Re: [MOD] FOCW Corporations REVISED V.3.2

Post by TKCaesar » Fri, 22. Dec 23, 22:16

Is there an easy way to limit the number of corporations that spawn and stop them from respawning?

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Re: [MOD] FOCW Corporations REVISED V.3.2

Post by BlackRain » Sun, 24. Dec 23, 15:58

TKCaesar wrote:
Fri, 22. Dec 23, 22:16
Is there an easy way to limit the number of corporations that spawn and stop them from respawning?
Yes, what exactly are you trying to do? You just want less stations and ships being built? If so you just need to change the following:

<set_value name="$ExistingTotalFactoryThreshold" exact="200"/>

If you go into corplogic.xml with a notepad editor just search the above line. There are 11 exact lines like this. Just change the 200 to a lower number. This is the Total number of stations which can be built. So no matter how many corporations there are, only 200 stations could potentially be built. You can lower this to whatever number. Once the total number of stations are built, no more will be built. Of course, if stations were to be destroyed, more could be built later. A faction could essentially be wiped out, but it could also make a comeback, you can just search it out if it does though and wipe it out.

TKCaesar
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Re: [MOD] FOCW Corporations REVISED V.3.2

Post by TKCaesar » Wed, 27. Dec 23, 15:06

Thank you that is exactly what I was looking for!

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Re: [MOD] FOCW Corporations REVISED V.3.2

Post by user1679 » Sun, 11. Feb 24, 05:58

The OP says this doesn't require a new game but when I try to add it to an existing game, it hangs as soon as the dock appears.

I removed this mod and ego_dlc_boron because I wanted a new game with the old PHQ mission. Once I found the mission and saved, I restored this mod and the DLC folder but the save hangs as mentioned.

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Re: [MOD] FOCW Corporations REVISED V.3.2

Post by BlackRain » Sun, 11. Feb 24, 16:01

user1679 wrote:
Sun, 11. Feb 24, 05:58
The OP says this doesn't require a new game but when I try to add it to an existing game, it hangs as soon as the dock appears.

I removed this mod and ego_dlc_boron because I wanted a new game with the old PHQ mission. Once I found the mission and saved, I restored this mod and the DLC folder but the save hangs as mentioned.
This does not require a new game. I am not sure what is going on exactly for you. Did you have it active when you started the new game and then removed it and then added it again? I am just trying to think what the issue could be, there shouldn't be any hangs or crashes as long as you have all the dlc's active when you activate this mod. Or maybe something with the DLC is not active, I am not sure.

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