[WIP/MOD]FOCW Corporations! Version 3.3

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[WIP/MOD]FOCW Corporations! Version 3.3

Post by BlackRain » Mon, 10. Feb 20, 01:58

FOCW CORPORATIONS! Now part of the FOCW family.

This mod removes ownership of stations from the government factions (if you started a new game). It gives ownership to Corporations. These Corporations will try to build new stations and will also order ships to be constructed. 90% of trade and mining ships will belong to these corporations (if new game). They will also order new trade/military ships to be built at shipyards. Depending on what mods you are using, this could cause problems for the economy. You need to prepare ahead and plan accordingly and things will go well! Just get early into building the foundations for ship and station construction. Plenty of opportunities for trade and such for the player if you plan correctly.

DELETE THE OLD FOLDER --- NEEDS A NEW GAME TO FULLY FUNCTION EVEN IF YOU USED PRIOR VERSION WHILE NOT REQUIRED, YOU WILL BE MISSING FEATURES, ETC SO HIGHLY RECOMMENDED

Current Features (I NEED FEEDBACK!)

1) Now there is support for Split. There are 3 Split families for both Zyarth and Free families. I just came up with 6 family names at random and there are descriptions for these companies.

2) There are 3 corporations per main faction for a total of 7, but these corporations are not limited to their own sectors of the universe and can expand anywhere.

3) Corporations are no longer limited only to their industry and will now build in any industry.

4) Faction strength is now based on the Total asset value of a corporations factories. Just to give an idea of how it might be at the start of your game, a weaker Corporation may be worth somewhere between 50 and 60 billion. The strongest Corporation may be worth between 170 to 190 billion. This is if you begin a new game with the mod active.

5) It is possible to load this mod into an existing game you already started without the mod or with an earlier version of the mod but there may be some issues because I changed the factions around a bit and obviously the stations at gamestart won't have the proper ownership. However, the factions will be present in the game and they will build stations and ships.

6) There are thresholds for maximum amount of stations allowed (Total and depending on each ware). This ensures that stations aren't built indefinitely and it also allows for the player to help a corporation dominate particular industries or even eventually to create the ultimate monopoly if you so choose (although I can't imagine how much effort this might take lol). This also means that you could potentially corner an entire market, but this would also require effort on the player's part. For example, let us say that the mining industry which includes silicon wafers, refined metals, and teladianium allows for a total amount of factories of 200. You go and destroy every factory of refined metals you can find and eventually the factions build silicon or teladianium factories and meet the threshold. They can't build any more refined metals and you can now control that entire ware. Of course, the effort required to do this is probably not something most would do I guess? But it could be a very long term goal you might want to try. I may lower the number of allowed stations for each of these wares so it isn't as difficult to do.

7) In regards to mercenaries (military fleets), the Corporations will order ships from faction shipyards and they will be built. I have decided that 1 % of the Total Asset value will be used to determine this. I wanted to make it still competitive for corporations while still making it possible for one or a few to dominate. So, the way it works is that there are thresholds set up for each Corporation for every 50 million credits. Every 50 million credits increases the tier of the Corporation which allows them to order more fleets and ships, trade ships too. In this way, the Corporations grow stronger or weaker over time and could even provide more competition for the player in trade, etc. The numbers aren't too large at this time, the lowest threshold is 2 fighter squadrons of a few fighters, 1 defense fleet with a destroyer and a couple of frigates and a few fighters as escorts, one scout, 1 attack fleet against the player assuming player is their enemy. They can replace these when destroyed as much as they need to. For the highest threshold, which at this time is 1,000,000,000 credits, they will be able to build and replace up to 30 fighter squadrons, 15 Defense fleets, 10 attack fleets (against enemy corporations not player) and 10 attack fleets against the player. This does not include the trade ships they can also build and replace. The script checks every 20 minutes to see if anything needs to be replace or ordered. Each Corporation also starts the game with several squadrons/fleets and many trade ships.

8 ) You will receive messages reporting the status of the Corporations in vague terms. Every 20 minutes you may receive Corporate News telling you about the Corporations ordering mercenaries, etc. As long as they put in an order, you will receive a message about the Corporation. You will receive a general Corporate News every couple of hours about how prosperous (or not) a Corporation is.

9) Removed any obvious text from plunder ships so that they aren't "obvious" (Obviously!)

10) You can recruit pilots and managers from shipyards/wharfs/equipment docks just like you recruit the other employees from the ship menu. All employees have a range of skill, so it is possible to find high level employees. If you want more immersion with that, only hire high level employees in person (because they are much more expensive that way) or use a salary type mod. The higher the skill, the greater the salary if you use a salary mod like I do and it balances finding higher level employees more easily.

11) Several fixes to the code for errors I made in Version 1.0 or 1.1.

There are no configuration options! So no configuring needed.

I need as much feedback as possible, so please let me know your thoughts!

This is meant to be played on a NEW GAME, but it doesn't require a new game. However, keep the following in mind: If you do not start a new game, all existing stations will belong to the regular factions (argon, etc.) Only new stations built will belong to the Corporations and they will all be weak and may take a long time to become stronger.

Link : FOCW Corporations Version 3.3 for X4 3.2 (Beta 3.3) and Split DLC To download, go to the link. Look at the top right corner where there is a button that says Open, click on it and click download.
Link 2 : FOCW Corporations Version 3.2 for X4 3.3 (Beta 3.3) and Split DLC Nexus link

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Re: [MOD][WIP] FOCW Corporations

Post by BlackRain » Mon, 10. Feb 20, 01:58

Version 3.3 FOCW Corporations

1) More balance changes, longer time between ordering ships and stations.
2) Corporation factions will only build in sectors with factions they are friends with (So Argon corporations in Argon space, etc.)
3) Argon and Antigone Corporations won't go to war anymore.

FOCW Corporations Version 3.2

1) I made balance changes to the amount of ships which will be constructed by the Corporations
2) I made balance changes to the amount of stations which will be constructed by the Corporations

Some tips:

1) Plan for the long game. If you are starting a new game or had started a new game with corporations active, you need to consider that there may be shortages in the future of all goods related to station and ship construction. So, make sure to plan ahead for this. Make sure to aid in getting corporation stations build (especially ones related to station and ship construction). Also, make sure to start the foundation early for building your own stations that will be able to supply factory and ship construction.

FOCW Corporations 3.1

1) Balance changes and some minor fixes here and there.

2) If you are using faction war/enhance, I would recommend not using the economy AI module of it. It will conflict with some of my changes and you will get factories built by government factions. Otherwise, everything else should be fine.

I recommend a new game start unfortunately. This will ensure everything is working properly. You could continue your current game, but not sure if there were stations built by government factions or too many stations built, etc.

FOCW Corporations V 3.0

1) I edited out the faction_subgoal_buildfactory script which is included in faction fix pack. That just means that Faction fix won't build stations anymore. All stations built by factionlogic_economy

2) Set an extra check in factionlogic_economy so that no more than 850 total production stations will be built in the universe. I am doing this to check performance. Please let me know how the game runs over an extended period of time (Right now in my universe, there are 884 factories and it runs mostly well but extremely busy sectors there is some frame drop).


FOCW Corporations 2.9

1) Many balance changes. Corporations take much longer to order squadrons and fleets now. Longer periods of peace and war between Corporations. Now just using the vanilla create factory script (factories will belong to corporations though). This should result in less factories being made over all. Doing it this way because I think the vanilla script and my script were clashing or perhaps because my script added many new stations, the vanilla script was trying to compensate. Going to try it this way for now, seems to be balanced but needs observation.

2) Compatibility for Faction enhanced mod (hopefully it works lol). Stations built through that mod should now belong to the right corporation.

FOCW Corporations Version 2.8

1) Removed the part of the vanilla script that builds stations for now, it didn't seem to ever stop. Also balanced my script which builds stations a bit, lowered the thresholds.
2) Some other minor changes.

no need for restart or anything.

FOCW Corporations Version 2.7

1) Lowered the thresholds for the amount of stations built by my corplogic script.

FOCW Corporations 2.6

1) Fixed another error I hadn't noticed, big one so these files are needed but you don't need a restart or anything. Just pop it in and keep playing.

FOCW Corporations Version 2.5

1) Fixed issues with station creation and other bugs, well I changed a few things about it and stations should be ordered slower. New game start is recommended for this version, sorry about that. This mod is still a WIP and may require new game starts at times. I apologize for the inconvenience but it is necessary.

2) Some other minor bug fixes here and there.

3) Changed diplomacy between corporations. Now there will be times of war (10 % chance for a corporation to go to war with another corporation) and times of Peace (50% chance corporations will sue for peace). You will receive a message stating they are considering war or peace every couple of hours.

FOCW Corporations Version 2.4

1) There was a few issues with the scripts I coded for how patrol ships get subordinates in the last version. I have now fixed these. Everything should be working okay now and I shouldn't need to update anything else (Fingers crossed).

FOCW Corporations Version 2.3

1) Work around was made for newly built patrol ships (added by this mod) getting subordinates. Patrol leaders will now spend up to 30 minutes near shipyards/wharfs to gather subordinates before going on their patrol route (they will still patrol the sector they are in while waiting for their subordinates). This includes attack fleets and hopefully this will ensure that most fleets/squadrons are fully established.
2) Some other minor fixes

FOCW Corporations Version 2.2

1) Found an error in the corplogic script for building stations. One of the scripts had incorrect values and therefore some stations would have a null corporation (as in no corporation). This is now fixed.

FOCW Corporations Version 2.1

1) There shouldn't be anymore temporary freezes or slowdowns, let me know if you get any when factions order ships (you are informed in the NEWS tab about this).
2) Some minor fixes here and there.
3) Some Corporations use Raider variant ships, don't assume all raider variant ships are pirates. Ships like Asp Raider, Dragon Raider, etc.

FOCW Corporations Version 2.0

1) Now there is support for Split. There are 3 Split families for both Zyarth and Free families. I just came up with 6 family names at random and there are descriptions for these companies.

2) There are 3 corporations per main faction for a total of 7, but these corporations are not limited to their own sectors of the universe and can expand anywhere.

3) Corporations are no longer limited only to their industry and will now build in any industry.

4) Faction strength is now based on the Total asset value of a corporations factories. Just to give an idea of how it might be at the start of your game, a weaker Corporation may be worth somewhere between 50 and 60 billion. The strongest Corporation may be worth between 170 to 190 billion. This is if you begin a new game with the mod active.

5) It is possible to load this mod into an existing game you already started without the mod or with an earlier version of the mod but there may be some issues because I changed the factions around a bit and obviously the stations at gamestart won't have the proper ownership. However, the factions will be present in the game and they will build stations and ships.

6) There are thresholds for maximum amount of stations allowed (Total and depending on each ware). This ensures that stations aren't built indefinitely and it also allows for the player to help a corporation dominate particular industries or even eventually to create the ultimate monopoly if you so choose (although I can't imagine how much effort this might take lol). This also means that you could potentially corner an entire market, but this would also require effort on the player's part. For example, let us say that the mining industry which includes silicon wafers, refined metals, and teladianium allows for a total amount of factories of 200. You go and destroy every factory of refined metals you can find and eventually the factions build silicon or teladianium factories and meet the threshold. They can't build any more refined metals and you can now control that entire ware. Of course, the effort required to do this is probably not something most would do I guess? But it could be a very long term goal you might want to try. I may lower the number of allowed stations for each of these wares so it isn't as difficult to do.

7) In regards to mercenaries (military fleets), the Corporations will order ships from faction shipyards and they will be built. I have decided that 1 % of the Total Asset value will be used to determine this. I wanted to make it still competitive for corporations while still making it possible for one or a few to dominate. So, the way it works is that there are thresholds set up for each Corporation for every 50 million credits. Every 50 million credits increases the tier of the Corporation which allows them to order more fleets and ships, trade ships too. In this way, the Corporations grow stronger or weaker over time and could even provide more competition for the player in trade, etc. The numbers aren't too large at this time, the lowest threshold is 2 fighter squadrons of a few fighters, 1 defense fleet with a destroyer and a couple of frigates and a few fighters as escorts, one scout, 1 attack fleet against the player assuming player is their enemy. They can replace these when destroyed as much as they need to. For the highest threshold, which at this time is 1,000,000,000 credits, they will be able to build and replace up to 30 fighter squadrons, 15 Defense fleets, 10 attack fleets (against enemy corporations not player) and 10 attack fleets against the player. This does not include the trade ships they can also build and replace. The script checks every 20 minutes to see if anything needs to be replace or ordered. Each Corporation also starts the game with several squadrons/fleets and many trade ships.

8 ) You will receive messages reporting the status of the Corporations in vague terms. Every 20 minutes you may receive Corporate News telling you about the Corporations ordering mercenaries, etc. As long as they put in an order, you will receive a message about the Corporation. You will receive a general Corporate News every couple of hours about how prosperous (or not) a Corporation is.

9) Removed any obvious text from plunder ships so that they aren't "obvious" (Obviously!)

10) You can recruit pilots and managers from shipyards/wharfs/equipment docks just like you recruit the other employees from the ship menu. All employees have a range of skill, so it is possible to find high level employees. If you want more immersion with that, only hire high level employees in person (because they are much more expensive that way) or use a salary type mod. The higher the skill, the greater the salary if you use a salary mod like I do and it balances finding higher level employees more easily.

11) Several fixes to the code for errors I made in Version 1.0 or 1.1.

FOCW Corporations Version 1.1
1) Some minor fixes in the code.
2) Made sure all Plunder type ships (including split DLC) are now difficult to spot. They no longer have plunder or marauder or raider in their name.

FOCW Corporations Version 1.0

1) All factories built will belong to one of the Corporations. All factories at gamestart also belong to one of the Corporations.
2) Corporations can grow in strength (based on the amount of factories they possess).
3) Corporations build ships and as they grow in strength, they will build more ships (These are called Mercenaries in game)
4) There are thresholds for how many stations are allowed in each industry which means that a faction could potentially be completely destroyed/disappear. Of course, they could also come back if stations in that industry go below the threshold and they are lucky enough to be the one who builds a new station. Of course, you can actively destroy their assets and keep them gone for good for the most part.
5) Corporate News which will periodically tell you about the Corporations current strength and also if they are ordering military ships or not and why. These messages are somewhat vague and limited in what they tell you but should give you a little idea of what is going on and add to the immersion. These messages can be found under the "News" category in your log book.
6) Corporations fight each other and defend their stations (with whatever they have available but they aren't that strong overall so can't defend every station or anything like that)
7) You can hire more skilled pilots/managers/engineers/etc. All potential employees have random skills between 1 star and 5 stars.
8 ) Take on a Corporation or help them. If you make enemies of Corporations, they will try to destroy your stations sometimes (if they have any available attack fleets specifically for attacking the player, these need to be ordered and built so they may or may not have them and it also depends on their strength).
9) Initial Corporation stations are where god.xml puts them (at gamestart). New stations may be built anywhere they have a relation of at least neutral (which could include player owned sectors)
10) Plunder factions (like scale plate) will no longer be obvious. Their ships which are pretending to belong to another faction will be much more difficult to spot because they will no longer have the name Plunderer or Marauder or whatever. They have normal names and now you will need to seriously look for them.

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Re: [MOD][WIP] Cosmetic Corporations

Post by BlackRain » Mon, 10. Feb 20, 03:26

My initial impressions after 1 hour of in game play time. Started a new game obviously, no seta and completely real time. I started with 1 million credits and a mercury vanguard. I am not doing missions and sticking to flying my Mercury vanguard personally to trade. I am not queuing trades, just flying around and trying to get to a station to get a good deal before others do. I have successfully made 3 trades so far (buying and then selling counts as 1 trade). I lost a trade deal two times and had to go elsewhere. Economy seems to be humming along well and wars are ongoing, as i keep getting messages. I can see the prices fluctuating continuously so there seems to be plenty of competition so far. My trading area is completely within the highways range and so far have only explored and traded in the sectors connected to the highway. I am using the satellite mod, so one advanced satellite updates me on trades in the sectors I place them in so I can keep track of prices. Pretty good so far.

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Re: [MOD][WIP] Cosmetic Corporations

Post by BlackRain » Tue, 11. Feb 20, 02:14

So people know, attacking these corporation factions will have them reporting you to the local authorities. So, attacking any corporation ships while in a government faction's territory will get the police after you and military ships too, also the government may come to hate you if you keep attacking the corporation ships/stations. However, you can now attack any corporation trade ships you want while in neutral space, or I imagine in your own sector (that you own yourself). This will not affect any government relations with you.

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Re: [MOD][WIP] Cosmetic Corporations

Post by DeadAirRT » Tue, 11. Feb 20, 05:46

Sounds like an awesome project. Getting them to use faction logic isn't too much work, i think it's mostly getting the tags in factions.xml. If you need any help, feel free to ask.

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Re: [MOD][WIP] Cosmetic Corporations

Post by BlackRain » Tue, 11. Feb 20, 13:58

Well, I am just testing it out for now. I did put the new factions into factions.xml and in the version I am fooling around with now, I also put them into factionlogic.xml.

I don't know yet what they will do with the existing code. So far, I left the game running over night after destroying all of the hull tech, engine parts and scanning array stations in argon space. None of them were rebuilt by the morning so I am not sure if the time scale is not enough or because there is enough demand from elsewhere. Now that all stations and trade ships can trade with anyone, ,it may be that they don't feel the need to build any more. Not sure yet. Also, I haven't seen them build any military ships so it is clearly not doing that. Not sure if I need to add some job entries for them for that to happen, need to do some more research on it. Anyway, I will keep testing.

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Re: [MOD][WIP] Cosmetic Corporations

Post by Axeface » Tue, 11. Feb 20, 18:08

This sounds great, thanks a lot. Im having issues with the download though so cant try it. It says "Can not open file 'xxx' as archive." (maybe i just dont know how to use dropbox, but im clicking direct download).

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Re: [MOD][WIP] Cosmetic Corporations

Post by DeadAirRT » Tue, 11. Feb 20, 18:17

You would need to set up jobs.xml ships.xml and shipgroups.xml for them to build military ships.

How did you handle their blueprint ownership? If they don't either have owner on wares or licenses granted by other factions then faction logic won't be able to design a station for them afaik

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Re: [MOD][WIP] Cosmetic Corporations

Post by BlackRain » Tue, 11. Feb 20, 19:38

DeadAirRT wrote:
Tue, 11. Feb 20, 18:17
You would need to set up jobs.xml ships.xml and shipgroups.xml for them to build military ships.

How did you handle their blueprint ownership? If they don't either have owner on wares or licenses granted by other factions then faction logic won't be able to design a station for them afaik
Thanks for the info, will look into it later. I did add them into wares for the stations, perhaps the licenses issue is the reason. I didn't add the licenses. Maybe that is why.

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Re: [MOD][WIP] Cosmetic Corporations

Post by BlackRain » Tue, 11. Feb 20, 19:38

Axeface wrote:
Tue, 11. Feb 20, 18:08
This sounds great, thanks a lot. Im having issues with the download though so cant try it. It says "Can not open file 'xxx' as archive." (maybe i just dont know how to use dropbox, but im clicking direct download).
Do you have winrar or zip or something? Should open just fine.

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Re: [MOD][WIP] Cosmetic Corporations

Post by Ezarkal » Wed, 12. Feb 20, 03:01

Dammit, BlackRain...

I managed to keep my game vanilla so far, but every mods you create just scream at me to try them.

This looks epic, and I'm afraid I'll have to spice up my game soon. :P
(Not now, though. Real life issues are real and demanding.)
Humans are deuterostomes, which means that when they develop in the womb the first opening they develop is the anus.
This means that at one point you were nothing but an asshole.

Some people never develop beyond this stage.

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Re: [MOD][WIP] Cosmetic Corporations

Post by Mr.Freud » Wed, 12. Feb 20, 07:52

I wish it was in game. Different corporations fighting each other regardless of government relationships. Sabotaging, intercepting cargo ships, hiring pirates etc. Hiring the player to fight each other for rewards and rep with bonuses. I hope DEVS notice your work and implement it :)

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Re: [MOD][WIP] Cosmetic Corporations

Post by BlackRain » Wed, 12. Feb 20, 13:24

Well, I am still fooling around with this and testing things, let's not get too carried away lol. I am not sure yet what the already existing code can do.

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Re: [MOD][WIP] Cosmetic Corporations

Post by BlackRain » Wed, 12. Feb 20, 19:22

New version 1.1

Most likely will definitely need a new game, sorry but I changed a lot of stuff. I am not using any additional code than what is already in the vanilla game. I added the factions in and hopefully they will be included in the already existing faction logic.

1) Every Corporation faction now has their own military ships which includes fighters and some capital ships. They SHOULD rebuild these ships, but I am not certain. Let me know if they aren't.
2) Corporations in the same industry are now enemies with each other. So the Argon Refined Goods corporation will be enemy with all other refined goods corporations. Please let me know if they actually fight each other. I am also concerned about whether this will make the government factions eventually hate them (due to fighting in sector).
3) Corporations have recon ships but I am not sure if they will actually send their fleets to attack another corporations assets. I want to know if it does happen so please look out for it.
4) Please let me know whether corporations are building new stations or rebuilding ones they lost. I have yet to see it happen but I haven't done extensive testing. Need to look into this.
5) I need to know if these corporations will react to the player in any way. Will they attack player assets? Will they come for you if you have your own sector? Not sure how the original faction logic works with factions. Do they come after the player even if they are far away? Corporations should act somewhat like the vanilla factions but they don't own their own sectors so not sure how this will change things.

To download, go to the link. Look at the top right corner where there is a button that says Open, click on it and click download.

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Re: [MOD][WIP] Cosmetic Corporations

Post by BlackRain » Wed, 12. Feb 20, 21:47

Some new observations:

Just witnessed a small fleet of Antigone Ship tech corporation fighting with a larger fleet of Holy order Ship Tech corporation in second contact II flashpoint. So I at least witnessed one battle between 2 corporations of the same industry.

I should also mention the following, most missions now are related to the corporations and not the government factions. This means it will be harder to raise relations with government factions but obviously you still can. You can still get missions for a government faction from shipyards, wharfs, repair docks and defense stations. Missions you get from factories will be for those corporations which is also cool in my opinion because you are technically now working for them as a freelancer. This gives a new meaning to sabotaging rival corporations or looking for skilled employees to work for corporations, etc.

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Re: [MOD][WIP] Cosmetic Corporations

Post by rich-budnew » Wed, 12. Feb 20, 22:40

Now this sounds a awesome idea but sounds hard to make happen =)
Any plans on running this with your FOCW mod though that's not for 3.05b correct me if I'm mistaken. Both running would make the whole universe much more alive and deadly....
I don't mind starting a new game and help testing

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Re: [MOD][WIP] Cosmetic Corporations

Post by BlackRain » Wed, 12. Feb 20, 22:49

So far it is working (this mod), but need to keep testing. I especially need to make sure that stations get built as game progresses.

As for FOCW, I will be updating it and most likely including it with this as one package.

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Re: [MOD][WIP] Cosmetic Corporations

Post by rich-budnew » Wed, 12. Feb 20, 23:24

Sounds very good idea. Any chance you can mod in a free seta at game start and I can focus on trade part of the game along watching the corps while helping I.e argon over other two ?

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Re: [MOD][WIP] Cosmetic Corporations

Post by BlackRain » Wed, 12. Feb 20, 23:39

rich-budnew wrote:
Wed, 12. Feb 20, 23:24
Sounds very good idea. Any chance you can mod in a free seta at game start and I can focus on trade part of the game along watching the corps while helping I.e argon over other two ?
Use the cheat mod, you can give yourself a seta with it. Using the cheat mod, click on cheat, then modify player, add inventory, seta, 1

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Re: [MOD][WIP] Cosmetic Corporations

Post by BlackRain » Mon, 17. Feb 20, 20:06

New version coming very soon.

I will change the name of the mod now lol, it isn't just cosmetic so much any more.

The Mod now does the following:

1) Almost every station (production) and trade ship now belongs to a Corporation. There are seven corporations per government faction (Teladi, Paranid, Argon, Holy Order, Antigone).

2) Corporations have their own defense fleets and will fight other corporations they are enemies to. They may also get into conflict with governments some times. Relations will eventually normalize (locked relations), but a corporation may be punished by destruction of property (including ships and stations) if they get caught attacking other corporations (This is part of vanilla behavior, nothing I added in.)

3) New production stations will now belong to the correct corporations. I had an issue getting this to work but I believe it is fixed now and I am testing to make sure.

4) Corporations offer missions to the player so you can now officially work for a corporation and be a corporate dog, yay!

5) You can attack whatever corporation you want and they will fight you/defend themselves. They will even send a fleet to a sector you own to mess you up if you become their enemy.

Oh, anyone have suggestions for corporation names? Right now they are very simple, like Argon Ship Tech Corporation. I would like to give them unique names.

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