[MOD] FOCW Corporations REVISED V.3.2

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Re: [WIP/MOD] FOCW Corporations REVISED V.1.60

Post by BlackRain » Thu, 28. Oct 21, 19:33

scuderica8492 wrote:
Thu, 28. Oct 21, 12:08
Hi, I enjoy your mod, thank you for your work.
I got a question. Is there any way to increase factory module number per station for corporations?
I'm using DeadAir's ware, and government's station has much more modules per station.
but Corporation station has only 1 factory module per station, so they can't be a big role in economy.
Do you mean like adding more modules to the station itself? I mean, it is possible but the issue is that the game itself has some pretty complicated calculations when doing so for vanilla stations (like checking how much resources are produced in an area and where shortages are, etc.) Anyway, it is pretty complicated so I never really thought of an easy way to do it. Instead, it is made up by how many stations get built. Over time, corporations will build a lot of small stations which will definitely have an impact but it takes a long time. I will think more about it when I have time to fool around with stuff.

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Re: [WIP/MOD] FOCW Corporations REVISED V.1.60

Post by scuderica8492 » Fri, 29. Oct 21, 04:33

BlackRain wrote:
Thu, 28. Oct 21, 19:33
Do you mean like adding more modules to the station itself? I mean, it is possible but the issue is that the game itself has some pretty complicated calculations when doing so for vanilla stations (like checking how much resources are produced in an area and where shortages are, etc.) Anyway, it is pretty complicated so I never really thought of an easy way to do it. Instead, it is made up by how many stations get built. Over time, corporations will build a lot of small stations which will definitely have an impact but it takes a long time. I will think more about it when I have time to fool around with stuff.
Yes, that's what I meant to say, and didn't know its so complicated. I see, thank you!

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Re: [WIP/MOD] FOCW Corporations REVISED V.1.60

Post by BlackRain » Mon, 13. Dec 21, 00:35

scuderica8492 wrote:
Fri, 29. Oct 21, 04:33
BlackRain wrote:
Thu, 28. Oct 21, 19:33
Do you mean like adding more modules to the station itself? I mean, it is possible but the issue is that the game itself has some pretty complicated calculations when doing so for vanilla stations (like checking how much resources are produced in an area and where shortages are, etc.) Anyway, it is pretty complicated so I never really thought of an easy way to do it. Instead, it is made up by how many stations get built. Over time, corporations will build a lot of small stations which will definitely have an impact but it takes a long time. I will think more about it when I have time to fool around with stuff.
Yes, that's what I meant to say, and didn't know its so complicated. I see, thank you!
I tried looking into it a bit, but it is a pain. I might try to see if I could have them just build larger stations to start off with (like with a few different factory modules, rather than the one). So it would just build a larger factory with more modules right from the get go. I am considering it.

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Re: [WIP/MOD] FOCW Corporations REVISED V.1.60

Post by DragonEye501 » Wed, 15. Dec 21, 22:33

Does dynamicwarconversaions include the ability for factions to change relations with each other dynamically like the base Dynamicwars mod? Or does it just change relations between corporations? :gruebel:

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Re: [WIP/MOD] FOCW Corporations REVISED V.1.60

Post by BlackRain » Fri, 17. Dec 21, 16:34

DragonEye501 wrote:
Wed, 15. Dec 21, 22:33
Does dynamicwarconversaions include the ability for factions to change relations with each other dynamically like the base Dynamicwars mod? Or does it just change relations between corporations? :gruebel:
This already has something which changes relations between the corporations, but it doesn't follow the same logic as dynamic wars. We set it up so that dynamic wars wouldn't affect the corporations at all. Dynamic wars can be used alongside this just fine, it just won't have any impact on corporations. The corporations will randomly gain or lose reputation with each other and fight each other every now and then if they have manpower to do so.

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Re: [WIP/MOD] FOCW Corporations REVISED V.1.60

Post by BlackRain » Mon, 27. Dec 21, 18:07

So I am doing some work on this now and wanted to see what people prefer.

Currently, in my latest version (not released yet), a station will be built by a corporation with a random number of modules from 3 to 6 of one specific trade good. So a corporation might build a Claytronics factory with 3 to 6 claytronics modules. I might need to change these numbers depending on the trade good (like claytronics should probably have a lower number of modules since they are so expensive to build). However, the station will only be focused on the one trade good. This is the easiest way to do it. Another way would be to have it build a random number of modules of a few different related trade goods. Like I could set it up so each factory would build modules that support a final good (like for hull parts, there would also be an energy production module and a refined metals production module as part of the station). I don't know, maybe just focusing on one particular production is best (i.e. refined metals only).

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Re: [WIP/MOD] FOCW Corporations REVISED V.1.60

Post by ApoxNM » Tue, 28. Dec 21, 19:53

BlackRain wrote:
Mon, 27. Dec 21, 18:07
So I am doing some work on this now and wanted to see what people prefer.

Currently, in my latest version (not released yet), a station will be built by a corporation with a random number of modules from 3 to 6 of one specific trade good. So a corporation might build a Claytronics factory with 3 to 6 claytronics modules. I might need to change these numbers depending on the trade good (like claytronics should probably have a lower number of modules since they are so expensive to build). However, the station will only be focused on the one trade good. This is the easiest way to do it. Another way would be to have it build a random number of modules of a few different related trade goods. Like I could set it up so each factory would build modules that support a final good (like for hull parts, there would also be an energy production module and a refined metals production module as part of the station). I don't know, maybe just focusing on one particular production is best (i.e. refined metals only).
Hi there, I think 1 product per station is best.


Also, is there a way to dactivate the "pilot" & "manager" for hire option? I tried deleting the characters.xml but I still get the options. I would like them gone.

Thx!

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Re: [WIP/MOD] FOCW Corporations REVISED V.1.60

Post by BlackRain » Tue, 28. Dec 21, 19:55

ApoxNM wrote:
Tue, 28. Dec 21, 19:53
BlackRain wrote:
Mon, 27. Dec 21, 18:07
So I am doing some work on this now and wanted to see what people prefer.

Currently, in my latest version (not released yet), a station will be built by a corporation with a random number of modules from 3 to 6 of one specific trade good. So a corporation might build a Claytronics factory with 3 to 6 claytronics modules. I might need to change these numbers depending on the trade good (like claytronics should probably have a lower number of modules since they are so expensive to build). However, the station will only be focused on the one trade good. This is the easiest way to do it. Another way would be to have it build a random number of modules of a few different related trade goods. Like I could set it up so each factory would build modules that support a final good (like for hull parts, there would also be an energy production module and a refined metals production module as part of the station). I don't know, maybe just focusing on one particular production is best (i.e. refined metals only).
Hi there, I think 1 product per station is best.


Also, is there a way to dactivate the "pilot" & "manager" for hire option? I tried deleting the characters.xml but I still get the options. I would like them gone.

Thx!
Yeah, you can easily just delete roles.xml and you are good.

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Re: [WIP/MOD] FOCW Corporations REVISED V.1.60

Post by ApoxNM » Tue, 28. Dec 21, 19:58

BlackRain wrote:
Tue, 28. Dec 21, 19:55
Yeah, you can easily just delete roles.xml and you are good.

Thank you for the quick reply :) and thank you for making and mainting such a great mod, I like it very much!

Is there a way to see which species a corp belongs to?

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Re: [WIP/MOD] FOCW Corporations REVISED V.1.60

Post by BlackRain » Tue, 28. Dec 21, 22:48

ApoxNM wrote:
Tue, 28. Dec 21, 19:58
BlackRain wrote:
Tue, 28. Dec 21, 19:55
Yeah, you can easily just delete roles.xml and you are good.

Thank you for the quick reply :) and thank you for making and mainting such a great mod, I like it very much!

Is there a way to see which species a corp belongs to?
Well, you can usually see in the name or the ships they buy (although some corps may buy ships from other races).

They should also have the same logos as the race I think as I didn't have any unique logos for them, etc.

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Re: [WIP/MOD] FOCW Corporations REVISED V.1.60

Post by shovelmonkey » Fri, 31. Dec 21, 17:51

Question regarding relations of the of the various corps to the main races, which may potentially contain spoilers...so:
Spoiler
Show
I'm toying with a custom game start with the plotlines completed. Paranids unified and Zyarth victory. Using your main FOCW mod I want to set massive war with Zyarth and Trinity at war with basically everyone else. Perhaps Segaris and Terrans neutral or some other combination I come up with.

TLDR, since the corporations are related to their various umbrella races will they also mirror these relation changes? Tooling around in the savegame file I can see the corporation relations, but no such option exists in FOCW. In the savegame files it seems that maybe they are related, but I'm not sure.
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BlackRain
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Re: [WIP/MOD] FOCW Corporations REVISED V.1.60

Post by BlackRain » Fri, 31. Dec 21, 18:20

shovelmonkey wrote:
Fri, 31. Dec 21, 17:51
Question regarding relations of the of the various corps to the main races, which may potentially contain spoilers...so:
Spoiler
Show
I'm toying with a custom game start with the plotlines completed. Paranids unified and Zyarth victory. Using your main FOCW mod I want to set massive war with Zyarth and Trinity at war with basically everyone else. Perhaps Segaris and Terrans neutral or some other combination I come up with.

TLDR, since the corporations are related to their various umbrella races will they also mirror these relation changes? Tooling around in the savegame file I can see the corporation relations, but no such option exists in FOCW. In the savegame files it seems that maybe they are related, but I'm not sure.
You have to give each faction its own relation, so I made all corporations sort of neutral to their parent race so to speak. That means they will trade with any main faction and each other (unless they are at war with another corporation at the time). However, you can edit it. Open up corpjobactivate.xml in the md folder in notepad+++ or something like that. Search for the cue make_friendsCorp. You can change this. So if you are talking which corporations are split and which are Paranid it is the following corporations:
PARANID/HOP/TRINITY CORPORATIONS:
paranidenergy
holyorderenergy
holyordermining
paranidmining
paranidrefined
holyorderrefined

ZYARCH/FREESPLIT/COURT CORPORATIONS:
paranidhigh
holyorderhigh
paranidship
holyordership
paranidagric
holyorderagric

The names are just something I made up so ignore the fact it says paranid/holyorder for Zyarch, etc. Corporations.

Anyway, just change the relations for all of these for the faction you want. Remember, there are two you need to change for every faction. So you need to then also find the other one for each corporations.

For example:
<set_faction_relation faction="faction.holyorderagric" otherfaction="faction.argon" value="0"/> <-- This makes the corporation neutral with argon
<set_faction_relation faction="faction.argon" otherfaction="faction.holyorderagric" value="0"/> <-- This makes argon neutral with the corporation

You would need to change both to make sure they are both the same relation (or you could just change one but then the relations will be different).

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Re: [WIP/MOD] FOCW Corporations REVISED V.1.60

Post by shovelmonkey » Fri, 31. Dec 21, 18:28

BlackRain wrote:
Fri, 31. Dec 21, 18:20
shovelmonkey wrote:
Fri, 31. Dec 21, 17:51
Question regarding relations of the of the various corps to the main races, which may potentially contain spoilers...so:
Spoiler
Show
I'm toying with a custom game start with the plotlines completed. Paranids unified and Zyarth victory. Using your main FOCW mod I want to set massive war with Zyarth and Trinity at war with basically everyone else. Perhaps Segaris and Terrans neutral or some other combination I come up with.

TLDR, since the corporations are related to their various umbrella races will they also mirror these relation changes? Tooling around in the savegame file I can see the corporation relations, but no such option exists in FOCW. In the savegame files it seems that maybe they are related, but I'm not sure.
You have to give each faction its own relation, so I made all corporations sort of neutral to their parent race so to speak. That means they will trade with any main faction and each other (unless they are at war with another corporation at the time). However, you can edit it. Open up corpjobactivate.xml in the md folder in notepad+++ or something like that. Search for the cue make_friendsCorp. You can change this. So if you are talking which corporations are split and which are Paranid it is the following corporations:
PARANID/HOP/TRINITY CORPORATIONS:
paranidenergy
holyorderenergy
holyordermining
paranidmining
paranidrefined
holyorderrefined

ZYARCH/FREESPLIT/COURT CORPORATIONS:
paranidhigh
holyorderhigh
paranidship
holyordership
paranidagric
holyorderagric

The names are just something I made up so ignore the fact it says paranid/holyorder for Zyarch, etc. Corporations.

Anyway, just change the relations for all of these for the faction you want. Remember, there are two you need to change for every faction. So you need to then also find the other one for each corporations.

For example:
<set_faction_relation faction="faction.holyorderagric" otherfaction="faction.argon" value="0"/> <-- This makes the corporation neutral with argon
<set_faction_relation faction="faction.argon" otherfaction="faction.holyorderagric" value="0"/> <-- This makes argon neutral with the corporation

You would need to change both to make sure they are both the same relation (or you could just change one but then the relations will be different).
Awesome, thank you!
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― Mokokoma Mokhonoana

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Re: [WIP/MOD] FOCW Corporations REVISED V.1.70

Post by BlackRain » Sat, 1. Jan 22, 16:40

Version 1.7 FOCW Corporations Revised, Link in OP.
1) Corporations will build larger stations now, this is only for new stations they build. Any existing stations will remain the same (if loading an existing save).

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Re: [WIP/MOD] FOCW Corporations REVISED V.1.70

Post by BlackRain » Wed, 12. Jan 22, 17:36

I forgot to mention something I changed which I find pretty cool. I made it so that all corporations would be interested in building in Hatikvah owned sectors so you will see a lot of colors in Hatikvah sectors as more and more corporations build there. I see it as a trade haven (both for licit and illicit trade) and you will see a lot of activity there.

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Re: [WIP/MOD] FOCW Corporations REVISED V.1.70

Post by Brisingr22 » Sat, 15. Jan 22, 18:18

Hey BlackRain, with the FOCW Corporations mod, everytime i try to load my game it stops at 99% and ceases to advance further.

Any idea what could be causing it?

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Re: [WIP/MOD] FOCW Corporations REVISED V.1.70

Post by BlackRain » Sat, 15. Jan 22, 18:57

Brisingr22 wrote:
Sat, 15. Jan 22, 18:18
Hey BlackRain, with the FOCW Corporations mod, everytime i try to load my game it stops at 99% and ceases to advance further.

Any idea what could be causing it?
That definitely shouldn't be happening. Did you touch anything in the scripts or files? I can't think of anything that could cause this to happen.

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Re: [WIP/MOD] FOCW Corporations REVISED V.1.70

Post by Brisingr22 » Sat, 15. Jan 22, 19:09

I figured it out its the Deadair AI tweak, but im unsure why it's causing the load to pause at 99% unless i downloaded the file wrong?

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Re: [WIP/MOD] FOCW Corporations REVISED V.1.70

Post by Brisingr22 » Sat, 15. Jan 22, 19:28

seems something with the deadair AI tweaks and FOCW Corporations conflicts, have you figured out what by chance?

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Re: [WIP/MOD] FOCW Corporations REVISED V.1.70

Post by BlackRain » Sat, 15. Jan 22, 19:40

Brisingr22 wrote:
Sat, 15. Jan 22, 19:28
seems something with the deadair AI tweaks and FOCW Corporations conflicts, have you figured out what by chance?
Nothing conflicts with those two, I had an issue with something else that I did. It has nothing to do with FOCW Corporations or any of my other released stuff. Unless there is a more serious issue with deadair ai tweaks. Go into the aiscripts folder of the deadair ai tweaks mod. Delete the order.move.recon script and see if it is okay then.

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