[WIP/MOD]FOCW Corporations! Version 3.3
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Re: [WIP/MOD]FOCW Corporations! Version 3.3
I'll send you an image of the encyclopedia tomorrow. But hatikvah was definitely attacked by several organizations
Re: [WIP/MOD]FOCW Corporations! Version 3.3
I just realized i forgot to put in Hatikvah and corporations to return to normal relations so that means if they do become enemies, they would remain so. Whoops.
I am adding an XML file, just drop it in the md folder in the mod folder and replace existing
I am adding an XML file, just drop it in the md folder in the mod folder and replace existing
- Attachments
-
- corpjobactivate.xml
- (98.41 KiB) Downloaded 67 times
Re: [WIP/MOD]FOCW Corporations! Version 3.3
Ah sorry, forgot to send you the image, but you found out yourself anyway thanks for the patch
Re: [WIP/MOD]FOCW Corporations! Version 3.3
I will soon be releasing a REVISED version of this mod. It will be different then this version. Instead of all the stations and trade ships belonging to corporations like in this version, it will instead add in the corporations from start ups. So, the government factions will own all stations and trade ships at beginning of game like normal vanilla and they will continue to build their own stations and trade ships like normal.
Instead, the corporations will start out as fledgling businesses and build new stations and trade ships as well as their own mercenary fleets and squadrons. I am just testing it now to make sure things work, been working on it for a bit. There are 21 companies, and the max amount of stations which can be built in total is 100 right now (I may increase this). What companies build, expand, grow or fail will all depend on the circumstances and be different every game. You can support companies by destroying other companies and only allowing specific companies to continue to grow, etc. I will explain more once I release it.
Instead, the corporations will start out as fledgling businesses and build new stations and trade ships as well as their own mercenary fleets and squadrons. I am just testing it now to make sure things work, been working on it for a bit. There are 21 companies, and the max amount of stations which can be built in total is 100 right now (I may increase this). What companies build, expand, grow or fail will all depend on the circumstances and be different every game. You can support companies by destroying other companies and only allowing specific companies to continue to grow, etc. I will explain more once I release it.
Re: [WIP/MOD]FOCW Corporations! Version 3.3
Any news on the new mod?
- Baconnaise
- Posts: 619
- Joined: Sat, 23. Nov 13, 15:50
Re: [WIP/MOD]FOCW Corporations! Version 3.3
Thanks for this mod. I've been using it for what seems like forever. Are Terrans or PIO supported? I typically do custom game starts where you can set faction relations or adjust certain plots to get straight to the meat and potatoes. The corporations actually show up just fine there which is nice. I don't think I've ever seen Terran or PIO with corp stations. It seems to work fine for Antigone and Argon.
Re: [WIP/MOD]FOCW Corporations! Version 3.3
Are you using this version or my new Revised version? This is the old one which isn't supported anymore. As for the new revised one, I didn't set up any corporations for Terrans or Pioneers. I feel like it isn't necessary and/or doesn't fit with their factions.Baconnaise wrote: ↑Mon, 27. Dec 21, 13:01Thanks for this mod. I've been using it for what seems like forever. Are Terrans or PIO supported? I typically do custom game starts where you can set faction relations or adjust certain plots to get straight to the meat and potatoes. The corporations actually show up just fine there which is nice. I don't think I've ever seen Terran or PIO with corp stations. It seems to work fine for Antigone and Argon.
- Baconnaise
- Posts: 619
- Joined: Sat, 23. Nov 13, 15:50
Re: [WIP/MOD]FOCW Corporations! Version 3.3
BlackRain wrote: ↑Mon, 27. Dec 21, 16:18Are you using this version or my new Revised version? This is the old one which isn't supported anymore. As for the new revised one, I didn't set up any corporations for Terrans or Pioneers. I feel like it isn't necessary and/or doesn't fit with their factions.Baconnaise wrote: ↑Mon, 27. Dec 21, 13:01Thanks for this mod. I've been using it for what seems like forever. Are Terrans or PIO supported? I typically do custom game starts where you can set faction relations or adjust certain plots to get straight to the meat and potatoes. The corporations actually show up just fine there which is nice. I don't think I've ever seen Terran or PIO with corp stations. It seems to work fine for Antigone and Argon.
I'll have to look and double-check.
EDIT: I have this one installed and running.
Looks like I got confused and posted in the wrong thread.
viewtopic.php?f=181&t=433943