[MOD] FOCW Corporations REVISED V.3.2
Moderators: Moderators for English X Forum, Scripting / Modding Moderators
Re: [WIP/MOD] FOCW Corporations REVISED V.1.50
I should add that for some factions it worked well but others not so much. For example, Antigone might have like 200 fighters and 30 destroyers flying around antigone memorial patrolling but seeing no action. Free families might have 7 raptors flying around but zyarch has no ships because they are low on resources. These observations are also with my corporations mod
Re: [WIP/MOD] FOCW Corporations REVISED V.1.50
Its work fine with FE ? And how its work with mods what added new faction like Ossian Raider?
Re: [WIP/MOD] FOCW Corporations REVISED V.1.50
It works fine with FE, as for Ossian raider, no idea. I mean the mod will work just fine as it doesn't do the same thing. Ossian raider adds a faction, but I am not sure what this faction does. Either way, it is compatible.
Re: [WIP/MOD] FOCW Corporations REVISED V.1.50
Not sure if it has been asked before, but how do I lower the faction relationship? I paid to improve the relationship of Antigone with HOP, but now I kind of regretted it.
Thanks
Thanks
Re: [WIP/MOD] FOCW Corporations REVISED V.1.50
Well, if you are allied with either Antigone or HOP (relation of 20 or higher) you can talk to the faction rep for one of the factions and click on discuss faction relations, then click on set diplomacy stance for faction, then select the faction you want and the relation you want.
Re: [WIP/MOD] FOCW Corporations REVISED V.1.50
I have translated the rest of this file into German.
https://www.dropbox.com/s/m434l5jq7mhhx ... 9.xml?dl=0
https://www.dropbox.com/s/m434l5jq7mhhx ... 9.xml?dl=0
Re: [WIP/MOD] FOCW Corporations REVISED V.1.50
Thanks, I will include it next time I put up an upload.Chapi22 wrote: ↑Sat, 3. Apr 21, 22:42I have translated the rest of this file into German.
https://www.dropbox.com/s/m434l5jq7mhhx ... 9.xml?dl=0
-
- Posts: 7
- Joined: Tue, 30. Mar 21, 01:45
Re: [WIP/MOD] FOCW Corporations REVISED V.1.50
If I delete the characters.xml file, will that cause a problem with other parts of the mod? I like the ideas behind this, but getting free, skilled recruits feels a little bit "cheat-y" to me.
Re: [WIP/MOD] FOCW Corporations REVISED V.1.50
The mod can be customized. Do not delete the characters.xml, it will mess up the mod. Just edit the characters.xml and change all the skill numbers. The range is from 0 to 15, every 3 is one star. So just set the min to 0 and the max to like 3 or something.Lechrenski wrote: ↑Sun, 4. Apr 21, 21:07If I delete the characters.xml file, will that cause a problem with other parts of the mod? I like the ideas behind this, but getting free, skilled recruits feels a little bit "cheat-y" to me.
-
- Posts: 142
- Joined: Fri, 29. Nov 13, 18:43
Re: [WIP/MOD] FOCW Corporations REVISED V.1.50
Hi
I am trying the mod thanks
I have seen some missions in my logs but where do I find them ? are thre a HQ i need to find ?(like in X3 ?)
Thanks.
I am trying the mod thanks
I have seen some missions in my logs but where do I find them ? are thre a HQ i need to find ?(like in X3 ?)
Thanks.
Re: [WIP/MOD] FOCW Corporations REVISED V.1.50
Hi, sorry I don't understand your question. What missions are you talking about?debstar2610 wrote: ↑Mon, 5. Apr 21, 15:58Hi
I am trying the mod thanks
I have seen some missions in my logs but where do I find them ? are thre a HQ i need to find ?(like in X3 ?)
Thanks.
-
- Posts: 142
- Joined: Fri, 29. Nov 13, 18:43
Re: [WIP/MOD] FOCW Corporations REVISED V.1.50
In the Log : corporate news : "XXX is seeking to contract a squadron of merceneries" : is it a mission or only "news" from the corporation XXX ?BlackRain wrote: ↑Mon, 5. Apr 21, 16:33Hi, sorry I don't understand your question. What missions are you talking about?debstar2610 wrote: ↑Mon, 5. Apr 21, 15:58Hi
I am trying the mod thanks
I have seen some missions in my logs but where do I find them ? are thre a HQ i need to find ?(like in X3 ?)
Thanks.
Thanks
Re: [WIP/MOD] FOCW Corporations REVISED V.1.50
Oh, that is not a mission. It is just informing you that the corporation is ordering ships. That means they ordered a squadron of fighters. They also order small fleets.debstar2610 wrote: ↑Mon, 5. Apr 21, 16:43In the Log : corporate news : "XXX is seeking to contract a squadron of merceneries" : is it a mission or only "news" from the corporation XXX ?BlackRain wrote: ↑Mon, 5. Apr 21, 16:33Hi, sorry I don't understand your question. What missions are you talking about?debstar2610 wrote: ↑Mon, 5. Apr 21, 15:58Hi
I am trying the mod thanks
I have seen some missions in my logs but where do I find them ? are thre a HQ i need to find ?(like in X3 ?)
Thanks.
Thanks
Re: [WIP/MOD] FOCW Corporations REVISED V.1.60
Version 1.6
1) Many small fixes/changes to improve the scripts and fix some minor issues.
By the way, there are many ways to customize the mod if you know how. For example, currently the max number of stations which will be built by the corporations is 150. That is the total number that can be built by this mod as it is set right now, but you can higher or lower this depending on what you want.
Open the corplogic.xml in the md folder in this mod's folder.
Do a search for:
<set_value name="$ExistingTotalFactoryThreshold" exact="150"/>
There are ten entries of this. Just change the 150 to whatever number you want. If you know anything thing about editing scripts, you can even look through the cues and change the number of individual types of stations and such which will be built within the total of 150. A lot of different ways to fool around with it.
The corpstrength.xml is the script which handles what squadrons are ordered (these are fighters and scouts). Corpstrengthfleets.xml handles fleets led by a destroyer. corpstrengthtrade.xml is for freighters and miners. These are more complicated to edit but is highly customizable if you know what you are doing. Feel free to ask if you have any questions.
1) Many small fixes/changes to improve the scripts and fix some minor issues.
By the way, there are many ways to customize the mod if you know how. For example, currently the max number of stations which will be built by the corporations is 150. That is the total number that can be built by this mod as it is set right now, but you can higher or lower this depending on what you want.
Open the corplogic.xml in the md folder in this mod's folder.
Do a search for:
<set_value name="$ExistingTotalFactoryThreshold" exact="150"/>
There are ten entries of this. Just change the 150 to whatever number you want. If you know anything thing about editing scripts, you can even look through the cues and change the number of individual types of stations and such which will be built within the total of 150. A lot of different ways to fool around with it.
The corpstrength.xml is the script which handles what squadrons are ordered (these are fighters and scouts). Corpstrengthfleets.xml handles fleets led by a destroyer. corpstrengthtrade.xml is for freighters and miners. These are more complicated to edit but is highly customizable if you know what you are doing. Feel free to ask if you have any questions.
Re: [WIP/MOD] FOCW Corporations REVISED V.1.60
Thanks for your great work. Still nedeed replace t file in focw?
Re: [WIP/MOD] FOCW Corporations REVISED V.1.60
Currently, the corporations only buy trade ships/miners which freely trade but in the next version they will order some ships which will work under their stations. This will be once they get a little bigger than they can order some to work as subordinates to their stations.
Re: [WIP/MOD] FOCW Corporations REVISED V.1.60
I'm going to be adding this to a save that I'm about 60 hours into. Looking forward to seeing how it spices up the homogeneity of the faction sectors, as well as increasing the potential for conflict.
Re: [WIP/MOD] FOCW Corporations REVISED V.1.60
God this sounds epic. I'm so tempted to ditch my 200h save for this.
F signature