No, I did not make it so that they will rival governments and/or conquer territories. They are meant to be just corporations trading, etc. However, they do and can buy military ships and some of them will fight each other and/or government factions depending on the Corporation. They will also fight with you if you are their enemy. I never really intended for them to rival the player. Depending on how wealthy they are, they can be decently powerful though. However, just like with any faction, if you are strong enough you can crush them. Also, they order their ships from the factions they are friendly with and this could also be the player.jlvitorasso wrote: ↑Sun, 21. Mar 21, 03:22Hey BlackRain! Long time since the last time i've posted on these forums, but this mod really peaked my interest.
It works more or less like the phanon corp for X3LU? I mean, can these corporations rival the player, can they get positive/negative relations with other factions and eventually wage war with them/take sectors?
Ty!
[MOD] FOCW Corporations REVISED V.3.2
Moderators: Moderators for English X Forum, Scripting / Modding Moderators
Re: [WIP/MOD] FOCW Corporations REVISED V.1.40
Re: [WIP/MOD] FOCW Corporations REVISED V.1.40
Hey thanks for the mod. It makes the game more interesting and it's nice to check in and see how the other corps are faring.
One thing I was wondering is if it's possible to lower the max skill rating of crew that you can hire through the ship buy menu? I see that there is a skill min-max in the characters.xml
One thing I was wondering is if it's possible to lower the max skill rating of crew that you can hire through the ship buy menu? I see that there is a skill min-max in the characters.xml
Re: [WIP/MOD] FOCW Corporations REVISED V.1.40
You can edit the characters.xml to whatever you want between 0 and 15. A skill of 3 is 1 star and a skill of 15 is 5 stars.LoqLamp wrote: ↑Thu, 25. Mar 21, 20:42Hey thanks for the mod. It makes the game more interesting and it's nice to check in and see how the other corps are faring.
One thing I was wondering is if it's possible to lower the max skill rating of crew that you can hire through the ship buy menu? I see that there is a skill min-max in the characters.xml
Re: [WIP/MOD] FOCW Corporations REVISED V.1.50
Version 1.5
1) Fixed the issue of ships being built above the specified quotas. Let me know if it isn't working properly (as in you think there are too many)
2) Some other minor fixes/changes.
3) Added Terran pilot and manager for recruitment
1) Fixed the issue of ships being built above the specified quotas. Let me know if it isn't working properly (as in you think there are too many)
2) Some other minor fixes/changes.
3) Added Terran pilot and manager for recruitment
Re: [WIP/MOD] FOCW Corporations REVISED V.1.50
Hi, thanks for the update.
One thing... I noticed that 0001.XML is still missing entries 137 and 138 for "Family Freighter" and "Family Miner". If you recall, I had to manually edit these in last time to avoid missing text.
Also, is the separate 0001.XML download to go in the FOCW (not corporations) folder still needed? I compared it to the one natively in FOCW when I downloaded version 1.50 and they appear to match.
One query regarding your changes. I assume, despite the quota reduction, ships won't be simply vanishing on us. Will they go and decommission themselves, or will natural attrition just see ships not replaced if above the new quota?
Lastly, how significant was the prior over-quota? I elected to just enable extra main Faction ships previously, to help them keep the Xenon at bay. This resulted in a good balance. I noticed in the updated version lots more things are enabled by default, where they weren't before. Such as:
- Extra Xenon Miners
- All Factions Fight
- Activate All Capital Ships (level 3, "Heavy")
- Extra Carrier Fleets for all factions and Xenon
Basically, you seem to have really dialled things up substantially, is this linked to the change to fix the quota system?
Edit: even Xenon Apocalypse settings are on by default...this might make a bit of a mess if people don't check! The prior default with basically everything turned off is preferable.
Edit 2: Sorry, meant to post in the FOCW thread, not the Corporations one.
Scoob.
One thing... I noticed that 0001.XML is still missing entries 137 and 138 for "Family Freighter" and "Family Miner". If you recall, I had to manually edit these in last time to avoid missing text.
Also, is the separate 0001.XML download to go in the FOCW (not corporations) folder still needed? I compared it to the one natively in FOCW when I downloaded version 1.50 and they appear to match.
One query regarding your changes. I assume, despite the quota reduction, ships won't be simply vanishing on us. Will they go and decommission themselves, or will natural attrition just see ships not replaced if above the new quota?
Lastly, how significant was the prior over-quota? I elected to just enable extra main Faction ships previously, to help them keep the Xenon at bay. This resulted in a good balance. I noticed in the updated version lots more things are enabled by default, where they weren't before. Such as:
- Extra Xenon Miners
- All Factions Fight
- Activate All Capital Ships (level 3, "Heavy")
- Extra Carrier Fleets for all factions and Xenon
Basically, you seem to have really dialled things up substantially, is this linked to the change to fix the quota system?
Edit: even Xenon Apocalypse settings are on by default...this might make a bit of a mess if people don't check! The prior default with basically everything turned off is preferable.
Edit 2: Sorry, meant to post in the FOCW thread, not the Corporations one.
Scoob.
Re: [WIP/MOD] FOCW Corporations REVISED V.1.50
Wait, I could have sworn I deactivated everything though ugh. I don't understand why, let me fix it and reupload.Scoob wrote: ↑Fri, 2. Apr 21, 22:48Hi, thanks for the update.
One thing... I noticed that 0001.XML is still missing entries 137 and 138 for "Family Freighter" and "Family Miner". If you recall, I had to manually edit these in last time to avoid missing text.
Also, is the separate 0001.XML download to go in the FOCW (not corporations) folder still needed? I compared it to the one natively in FOCW when I downloaded version 1.50 and they appear to match.
One query regarding your changes. I assume, despite the quota reduction, ships won't be simply vanishing on us. Will they go and decommission themselves, or will natural attrition just see ships not replaced if above the new quota?
Lastly, how significant was the prior over-quota? I elected to just enable extra main Faction ships previously, to help them keep the Xenon at bay. This resulted in a good balance. I noticed in the updated version lots more things are enabled by default, where they weren't before. Such as:
- Extra Xenon Miners
- All Factions Fight
- Activate All Capital Ships (level 3, "Heavy")
- Extra Carrier Fleets for all factions and Xenon
Basically, you seem to have really dialled things up substantially, is this linked to the change to fix the quota system?
Edit: even Xenon Apocalypse settings are on by default...this might make a bit of a mess if people don't check! The prior default with basically everything turned off is preferable.
Edit 2: Sorry, meant to post in the FOCW thread, not the Corporations one.
Scoob.
Re: [WIP/MOD] FOCW Corporations REVISED V.1.50
Okay, redownload please, I fixed it. I added the entries in as well. As for ships already in the game, they won't be vanishing. They will remain until destroyed. However, the code takes note of the ships and will not build anymore of those types of jobs until it goes lower than the quota.
As for how much over the quota they went, that ultimately depended on the faction. For example, it might have been supposed to build 1 carrier fleet, but ended up with 5 or 6 depending.
As for how much over the quota they went, that ultimately depended on the faction. For example, it might have been supposed to build 1 carrier fleet, but ended up with 5 or 6 depending.
Re: [WIP/MOD] FOCW Corporations REVISED V.1.50
Thanks.
Scoob.
Scoob.
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
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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.
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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.