That would depend on a lot of factors. It is based on the worth of the faction so I think I set the cap at 100 billion, which is something a faction can reach with several stations I guess. It is hard to say, but yeah I mean it would probably result in less ships and such if the stations are spread out among too many factions. Normally, it takes a really long time to reach the cap anyway so I doubt you will ever even see that many stations built (As they also do get destroyed).user1679 wrote: ↑Mon, 26. Feb 24, 06:07 Question re: FOCW Corporations Revised and corporation strength: If we decrease the number of stations (from 200 to 100, for example) do we have to reduce the corp strength values so ships are spawned properly?
I was looking at corpstrength.xml and I see a buch of tests to determine the overall strength of a corporation:
but if I reduce the overall number of stations built, is it possible that any single corporation will never reach any particular level of strength? WIll this cause a reduced number of ships to spawn?Code: Select all
<do_if value="$ThisFactionStrength lt 100000000 and $ThisFactionStrength ge 50000000"> <do_elseif value="$ThisFactionStrength lt 150000000 and $ThisFactionStrength ge 100000000"> <do_elseif value="$ThisFactionStrength lt 750000000 and $ThisFactionStrength ge 700000000">
[MOD] FOCW Corporations REVISED V.3.6
Moderators: Scripting / Modding Moderators, Moderators for English X Forum
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Re: [MOD] FOCW Corporations REVISED V.3.2
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Re: [MOD] FOCW Corporations REVISED V.3.2
Thanks for that, I think I'll leave it alone to get an idea how "busy" the galaxy gets. I suppose if I end up reducing it, they just won't build new stations when one is destroyed.BlackRain wrote: ↑Tue, 27. Feb 24, 00:46That would depend on a lot of factors. It is based on the worth of the faction so I think I set the cap at 100 billion, which is something a faction can reach with several stations I guess. It is hard to say, but yeah I mean it would probably result in less ships and such if the stations are spread out among too many factions. Normally, it takes a really long time to reach the cap anyway so I doubt you will ever even see that many stations built (As they also do get destroyed).user1679 wrote: ↑Mon, 26. Feb 24, 06:07 Question re: FOCW Corporations Revised and corporation strength: If we decrease the number of stations (from 200 to 100, for example) do we have to reduce the corp strength values so ships are spawned properly?
I was looking at corpstrength.xml and I see a buch of tests to determine the overall strength of a corporation:
but if I reduce the overall number of stations built, is it possible that any single corporation will never reach any particular level of strength? WIll this cause a reduced number of ships to spawn?Code: Select all
<do_if value="$ThisFactionStrength lt 100000000 and $ThisFactionStrength ge 50000000"> <do_elseif value="$ThisFactionStrength lt 150000000 and $ThisFactionStrength ge 100000000"> <do_elseif value="$ThisFactionStrength lt 750000000 and $ThisFactionStrength ge 700000000">
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Re: [MOD] FOCW Corporations REVISED V.3.2
Hello BlackRain,
I have a question, how to make one of corporation added with this mod aggresive against player? I want that the start attacking me, i declarete war and destroy one station of corproration from your mod, and i want to know that they start fight with me?
I have a question, how to make one of corporation added with this mod aggresive against player? I want that the start attacking me, i declarete war and destroy one station of corproration from your mod, and i want to know that they start fight with me?
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Re: [MOD] FOCW Corporations REVISED V.3.2
You can just declare war on the faction. If they have ships, they will attack you sometimesSzynszyl wrote: ↑Fri, 1. Mar 24, 21:43 Hello BlackRain,
I have a question, how to make one of corporation added with this mod aggresive against player? I want that the start attacking me, i declarete war and destroy one station of corproration from your mod, and i want to know that they start fight with me?
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Re: [MOD] FOCW Corporations REVISED V.3.2
Hmm OK, but will they attack sometimes or fight me regularly as an enemy? Thx for quick answer btw 

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Re: [MOD] FOCW Corporations REVISED V.3.2
Well, that depends. It isn't like they were specifically designed to do a lot of fighting as they are corporations. However, they should try to order some fleets to attack you if they are strong enough. If they aren't very profitable then they won't be very strong. You can see corporations some times attacking other corporations, but it isn't something that will happen in earnest. Their fleets aren't specifically large either, usually like a Destroyer and several fighters is the norm for a corporation fleet. I could increase that of course (you could too).
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Re: [MOD] FOCW Corporations REVISED V.3.2
So, to make them more threat i should increase their size of fleet, good i understand? You mean max size or actual size, and how to do that?
I just want do something like Phanon corporation from Litcube Universe mod for X3 AP maybye you know that, it is possible?
I just want do something like Phanon corporation from Litcube Universe mod for X3 AP maybye you know that, it is possible?
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Re: [MOD] FOCW Corporations REVISED V.3.2
I know Phanon corporation, but that mod was especially made to be an enemy corporation that really pushes the player. This mod isn't really made that way. I guess you could increase the amount of fleets they can buy, also the number of ships in fleets and if they could build their own shipyard that would probably help too but it wasn't coded that way. There are certain fleets that are designed to specifically hunt down the player's assets. If you look in the jobs.xml you will find them by searching for <encounters id="attack_player"/>Szynszyl wrote: ↑Sat, 2. Mar 24, 14:33 So, to make them more threat i should increase their size of fleet, good i understand? You mean max size or actual size, and how to do that?
I just want do something like Phanon corporation from Litcube Universe mod for X3 AP maybye you know that, it is possible?
So for example
<job id="paranid_destroyer_corp_player1" name="{40000,64}" startactive="false">
<modifiers commandeerable="true"/>
<category faction="paranidagric" tags="[factionlogic, military, destroyer]" size="ship_l"/>
<quota galaxy="1"/>
<location class="galaxy" macro="xu_ep2_universe_macro" faction="player" relation="self" comparison="exact"/>
<environment buildatshipyard="true"/>
<encounters id="attack_player"/>
<ship>
<select faction="freesplit" tags="[military, destroyer]" size="ship_l"/>
<loadout>
<level exact="0.7"/>
</loadout>
<owner exact="paranidagric" overridenpc="true"/>
</ship>
<subordinates>
<subordinate job="paranid_frigate_escort_corp1"/>
</subordinates>
</job>
You would have to find which corporation it is by looking in the \libraries\ folder and opening the factions.xml file. Then search for the faction id "paranidagric" to see what the id in the \t\ folder 001.xml file is. So if you search the code <faction id="paranidagric" name="{40000,127}" from the factions.xml file in the 001.xml file you would see that the faction is <t id="127">Family Okar</t>. Or if you make them all enemies just edit all of them. If you want to give the above more ships you would focus on this part:
<subordinates>
<subordinate job="paranid_frigate_escort_corp1"/>
</subordinates>
You can edit that specific subordinate job by searching for it or add more subordinates into the subordinate tag to get more ships. If you want more fleets to be built then you would have to open the corpstrengthfleets.xml file in the md folder for fleets. Then search for <set_value name="$ExistingatkplayerThreshold" exact="0"/> for each power level. There are twenty power levels for each corporation. You would just edit the number there to increase how many fleets are ordered for each power level. <set_value name="$ExistingatkplayerThreshold" exact="0"/> this shows 0 so you change the 0 to 1 or 2 or whatever. Power levels are like the following <cue name="P05" instantiate="true"> This is the lowest power level and the highest is <cue name="P100" instantiate="true">
BUT Keep in mind you would have to find the right corporation in there or do it for all corporations. Each corporation has its own code structure.
To figure that out you would need to look at the following top part of each structure"
<cue name="Corp_strength_AFleets" instantiate="true" namespace="this" checktime="player.age + 900s" checkinterval="120min">
<actions>
<set_value name="$ThisFaction" exact="faction.argonrefined" />
so this one here is argonrefined and then you would need to look for it like I mentioned above to find out what corporation.
It is a little complicated but once you know how to do it, it is simple to edit.
Essentially, if you edit the power levels, they will increasingly try to order more fleets (and larger if you set it up right) and they will come after you. If you knew how, you could also add that they build a shipyard. Maybe I will do something if I have time in the future to make them more deadly to player if u go to war.
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Re: [MOD] FOCW Corporations REVISED V.3.2
It's another DLC and I'm still grabbing this mod and Blackrain's other one (FOCW) to round out the game. I am thankful these two mods are virtually timeless regardless of patch. Thanks for keeping things alive.
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Re: [MOD] FOCW Corporations REVISED V.3.2
I have a station like this in my game now, in Hatikvah's called Pontifex's Grasp. It has no S/M dock and currently 15 medium NPC traders plus mine swarming around it trying to figure out what to do. It has a bunch of L/XL arms but nothing for the little guys. Can a dock be added to a save manually? Can the station be deleted from a save manually? I hate to see all those other ships just sitting there doing nothing, hurting the economy for those NPC factions.BlackRain wrote: ↑Sun, 3. Dec 23, 16:22It is not normal, they should have all the necessary docks and storage modules, etc. I have never seen this issue, could be something interfering somehow. What other mods are you using?IratusAvis wrote: ↑Tue, 28. Nov 23, 16:33 Is it intended that corp stations always start with a pier for L/XL ships and don't have a dockarea for S/M ships? I also have corp stations with no storage modules.
I'm using the V3.2. Maybe there are other mods causing this? I'm using a lot of mods in my new playthrough.
Thanks for your work! I really like this mod!
Here's my modlist, in case anything jumps out at you:
Spoiler
Show
al_subsystem_targeting_orders
al_urgent_orders
apologizeforattack
axeskea
bailing_extension
betterscancolors
better_kill_credit
chillsplosions
CommonGroceries
crystalfinder
da_ku_ai_tweaks
deadairfactionamarr
deadairfactioncaldari
deadairfactiongallente
deadairfactionminmatar
deadairfactionshareditems
deadair_eco
deadair_scripts
ego_dlc_boron
ego_dlc_pirate
ego_dlc_split
ego_dlc_terran
ego_dlc_timelines
encounters
faction_fix_pack
faction_fix_pack_catchup
faction_fix_pack_econ_ai
faction_fix_pack_econ_bal
faster_cargo_drones
FixIllegalBuy
FOCW
FOCWCorporationsRevised
fs_inv
fs_pat
gofixyourface
hqwoa
infocenter
JP_AbandonedShipExplorer
JP_AnotherExplorer
JP_CollectDroppedInventory
JP_CollectPlaceables
JP_DataVaultExplorer
JP_SatelliteDropper
JP_ScriptLibrary
JP_TradeSubscriptionExplorer
kuertee_emergent_missions
kuertee_friendly_fire_tweaks
kuertee_hacking_outcomes
kuertee_mod_parts_trader
kuertee_more_generic_missions
kuertee_npc_reactions
kuertee_reputations_and_professions
kuertee_signal_leak_hunter_increasing_range
kuertee_station_scanner
kuertee_surface_element_targeting
kuertee_teleport_from_transporter_room
kuertee_ui_accept_mission_for_later_button
kuertee_ui_active_mission_button
kuertee_ui_extensions
kuertee_ui_functional_radar_texture
kuertee_ui_trade_analytics
kuertee_wear_and_tear
larger_asteroids_only
lc4hunter_argon_basilisk
lc4hunter_argon_basilisk_vro
lc4hunter_xenon_overhaul
lc4hunter_xenon_overhaul_vro
More Crystals
MoreRoomsForShips
MoreRoomsForShips_SVE
MoreRoomsForShips_XR_ShipPack
mrs
mules_and_warehouses_extended
mycu_cleaner_hud
mycu_disable_blue_scan_highlight
mycu_enable_radius_in_collect_drops_command
mycu_equipment_tooltips
mycu_rebalanced_seminars
mycu_report_current_status
mycu_sector_list
mycu_verbose_transaction_log
No_Battle_Music
no_rotating_parts
reactivefactionsretribution
recycleshipsandstations
remove_player_centric_builders
remove_wait_for_you
rename_selected_ships
researchblueprintsmod
resource_probe_no_light
rkn_sve_ap
rkn_vro_ap
rkn_vro_dart_travel
sectorsatellites
shib_reactionforce
ShipTradersSellPaintMods
ship_variation_expansion
ship_variation_expansion_vro
SmoothPlume
sn_better_target_monitor
sn_extra_game_options
sn_mod_support_apis
sn_quiet_target_range_clicks
sn_remove_dirty_glass
sn_remove_dock_glow
sn_remove_dock_symbol
stars
tatertrader
toggleupkeepmissions
user2046_autotrader-miner_skill_tweak
user2046_better_loot_magnet
user2046_better_repair_laser
user2046_clf_repair_ship
user2046_crystal_prices
user2046_gameStarts
user2046_gameStarts - vro
user2046_improved_long-range-scan
user2046_lessStardust
user2046_logPlayerLoc
user2046_NoLClassThrusters
user2046_odysseus_weapon_update
user2046_paint_depot
user2046_paint_depot_default_paint
user2046_playerFactionTagExt
user2046_recruitSvcExt
user2046_resource_fields_tweaks
user2046_traders_sell_seminars
user2046_turret_missiledef_ext
vro
vro_assets
weapon_variation_expansion
weapon_variation_expansion_vro
XR_ShipPack
XR_ShipPack_VRO
z_strangi_matte_black
z_strangi_matte_white
al_urgent_orders
apologizeforattack
axeskea
bailing_extension
betterscancolors
better_kill_credit
chillsplosions
CommonGroceries
crystalfinder
da_ku_ai_tweaks
deadairfactionamarr
deadairfactioncaldari
deadairfactiongallente
deadairfactionminmatar
deadairfactionshareditems
deadair_eco
deadair_scripts
ego_dlc_boron
ego_dlc_pirate
ego_dlc_split
ego_dlc_terran
ego_dlc_timelines
encounters
faction_fix_pack
faction_fix_pack_catchup
faction_fix_pack_econ_ai
faction_fix_pack_econ_bal
faster_cargo_drones
FixIllegalBuy
FOCW
FOCWCorporationsRevised
fs_inv
fs_pat
gofixyourface
hqwoa
infocenter
JP_AbandonedShipExplorer
JP_AnotherExplorer
JP_CollectDroppedInventory
JP_CollectPlaceables
JP_DataVaultExplorer
JP_SatelliteDropper
JP_ScriptLibrary
JP_TradeSubscriptionExplorer
kuertee_emergent_missions
kuertee_friendly_fire_tweaks
kuertee_hacking_outcomes
kuertee_mod_parts_trader
kuertee_more_generic_missions
kuertee_npc_reactions
kuertee_reputations_and_professions
kuertee_signal_leak_hunter_increasing_range
kuertee_station_scanner
kuertee_surface_element_targeting
kuertee_teleport_from_transporter_room
kuertee_ui_accept_mission_for_later_button
kuertee_ui_active_mission_button
kuertee_ui_extensions
kuertee_ui_functional_radar_texture
kuertee_ui_trade_analytics
kuertee_wear_and_tear
larger_asteroids_only
lc4hunter_argon_basilisk
lc4hunter_argon_basilisk_vro
lc4hunter_xenon_overhaul
lc4hunter_xenon_overhaul_vro
More Crystals
MoreRoomsForShips
MoreRoomsForShips_SVE
MoreRoomsForShips_XR_ShipPack
mrs
mules_and_warehouses_extended
mycu_cleaner_hud
mycu_disable_blue_scan_highlight
mycu_enable_radius_in_collect_drops_command
mycu_equipment_tooltips
mycu_rebalanced_seminars
mycu_report_current_status
mycu_sector_list
mycu_verbose_transaction_log
No_Battle_Music
no_rotating_parts
reactivefactionsretribution
recycleshipsandstations
remove_player_centric_builders
remove_wait_for_you
rename_selected_ships
researchblueprintsmod
resource_probe_no_light
rkn_sve_ap
rkn_vro_ap
rkn_vro_dart_travel
sectorsatellites
shib_reactionforce
ShipTradersSellPaintMods
ship_variation_expansion
ship_variation_expansion_vro
SmoothPlume
sn_better_target_monitor
sn_extra_game_options
sn_mod_support_apis
sn_quiet_target_range_clicks
sn_remove_dirty_glass
sn_remove_dock_glow
sn_remove_dock_symbol
stars
tatertrader
toggleupkeepmissions
user2046_autotrader-miner_skill_tweak
user2046_better_loot_magnet
user2046_better_repair_laser
user2046_clf_repair_ship
user2046_crystal_prices
user2046_gameStarts
user2046_gameStarts - vro
user2046_improved_long-range-scan
user2046_lessStardust
user2046_logPlayerLoc
user2046_NoLClassThrusters
user2046_odysseus_weapon_update
user2046_paint_depot
user2046_paint_depot_default_paint
user2046_playerFactionTagExt
user2046_recruitSvcExt
user2046_resource_fields_tweaks
user2046_traders_sell_seminars
user2046_turret_missiledef_ext
vro
vro_assets
weapon_variation_expansion
weapon_variation_expansion_vro
XR_ShipPack
XR_ShipPack_VRO
z_strangi_matte_black
z_strangi_matte_white
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Re: [MOD] FOCW Corporations REVISED V.3.2
Do you run with all of those enabled at the same time? Mysterial's mods will likely interfere with deadair eco and scripts. I'm assuming since in the past if I've used Treybor's mods to shuffle stations or alter the economy I disable deadair-related items same as mysterial. They usually overlap and change similar things. FOCW and the Corp mod are just additive to a new save and don't seem to conflict with deadair eco/script with his jobs and god alterations for ship/station quotas.
EDIT: The JanPanthera or JP mods last I recall were deprecated 7.0+. No updates as of yet and they all seem to exhibit minor issues. I say this because I dropped those a while back and waited for Assailer updates since I had some issues on my end for sector explorers.
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Re: [MOD] FOCW Corporations REVISED V.3.2
It should be a mod incompatibility but not sure which. This mod should not have any issues building stations.user1679 wrote: ↑Mon, 23. Sep 24, 10:05I have a station like this in my game now, in Hatikvah's called Pontifex's Grasp. It has no S/M dock and currently 15 medium NPC traders plus mine swarming around it trying to figure out what to do. It has a bunch of L/XL arms but nothing for the little guys. Can a dock be added to a save manually? Can the station be deleted from a save manually? I hate to see all those other ships just sitting there doing nothing, hurting the economy for those NPC factions.BlackRain wrote: ↑Sun, 3. Dec 23, 16:22It is not normal, they should have all the necessary docks and storage modules, etc. I have never seen this issue, could be something interfering somehow. What other mods are you using?IratusAvis wrote: ↑Tue, 28. Nov 23, 16:33 Is it intended that corp stations always start with a pier for L/XL ships and don't have a dockarea for S/M ships? I also have corp stations with no storage modules.
I'm using the V3.2. Maybe there are other mods causing this? I'm using a lot of mods in my new playthrough.
Thanks for your work! I really like this mod!
Here's my modlist, in case anything jumps out at you:
SpoilerShowal_subsystem_targeting_orders
al_urgent_orders
apologizeforattack
axeskea
bailing_extension
betterscancolors
better_kill_credit
chillsplosions
CommonGroceries
crystalfinder
da_ku_ai_tweaks
deadairfactionamarr
deadairfactioncaldari
deadairfactiongallente
deadairfactionminmatar
deadairfactionshareditems
deadair_eco
deadair_scripts
ego_dlc_boron
ego_dlc_pirate
ego_dlc_split
ego_dlc_terran
ego_dlc_timelines
encounters
faction_fix_pack
faction_fix_pack_catchup
faction_fix_pack_econ_ai
faction_fix_pack_econ_bal
faster_cargo_drones
FixIllegalBuy
FOCW
FOCWCorporationsRevised
fs_inv
fs_pat
gofixyourface
hqwoa
infocenter
JP_AbandonedShipExplorer
JP_AnotherExplorer
JP_CollectDroppedInventory
JP_CollectPlaceables
JP_DataVaultExplorer
JP_SatelliteDropper
JP_ScriptLibrary
JP_TradeSubscriptionExplorer
kuertee_emergent_missions
kuertee_friendly_fire_tweaks
kuertee_hacking_outcomes
kuertee_mod_parts_trader
kuertee_more_generic_missions
kuertee_npc_reactions
kuertee_reputations_and_professions
kuertee_signal_leak_hunter_increasing_range
kuertee_station_scanner
kuertee_surface_element_targeting
kuertee_teleport_from_transporter_room
kuertee_ui_accept_mission_for_later_button
kuertee_ui_active_mission_button
kuertee_ui_extensions
kuertee_ui_functional_radar_texture
kuertee_ui_trade_analytics
kuertee_wear_and_tear
larger_asteroids_only
lc4hunter_argon_basilisk
lc4hunter_argon_basilisk_vro
lc4hunter_xenon_overhaul
lc4hunter_xenon_overhaul_vro
More Crystals
MoreRoomsForShips
MoreRoomsForShips_SVE
MoreRoomsForShips_XR_ShipPack
mrs
mules_and_warehouses_extended
mycu_cleaner_hud
mycu_disable_blue_scan_highlight
mycu_enable_radius_in_collect_drops_command
mycu_equipment_tooltips
mycu_rebalanced_seminars
mycu_report_current_status
mycu_sector_list
mycu_verbose_transaction_log
No_Battle_Music
no_rotating_parts
reactivefactionsretribution
recycleshipsandstations
remove_player_centric_builders
remove_wait_for_you
rename_selected_ships
researchblueprintsmod
resource_probe_no_light
rkn_sve_ap
rkn_vro_ap
rkn_vro_dart_travel
sectorsatellites
shib_reactionforce
ShipTradersSellPaintMods
ship_variation_expansion
ship_variation_expansion_vro
SmoothPlume
sn_better_target_monitor
sn_extra_game_options
sn_mod_support_apis
sn_quiet_target_range_clicks
sn_remove_dirty_glass
sn_remove_dock_glow
sn_remove_dock_symbol
stars
tatertrader
toggleupkeepmissions
user2046_autotrader-miner_skill_tweak
user2046_better_loot_magnet
user2046_better_repair_laser
user2046_clf_repair_ship
user2046_crystal_prices
user2046_gameStarts
user2046_gameStarts - vro
user2046_improved_long-range-scan
user2046_lessStardust
user2046_logPlayerLoc
user2046_NoLClassThrusters
user2046_odysseus_weapon_update
user2046_paint_depot
user2046_paint_depot_default_paint
user2046_playerFactionTagExt
user2046_recruitSvcExt
user2046_resource_fields_tweaks
user2046_traders_sell_seminars
user2046_turret_missiledef_ext
vro
vro_assets
weapon_variation_expansion
weapon_variation_expansion_vro
XR_ShipPack
XR_ShipPack_VRO
z_strangi_matte_black
z_strangi_matte_white
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Re: [MOD] FOCW Corporations REVISED V.3.2
I actually have catchup, and both econs disabled. And the JP scripts still work, occasionally the explorer will stop moving until I delete the order but then it will repopulate and continue. I even added the ability to filter Xenon ships out of the AbandonedShipExplorer mod. I posted the fix on the 'posts' tab as 'user2046' because I haven't asked for permission to upload the mod.Baconnaise wrote: ↑Mon, 23. Sep 24, 14:06Do you run with all of those enabled at the same time? Mysterial's mods will likely interfere with deadair eco and scripts. I'm assuming since in the past if I've used Treybor's mods to shuffle stations or alter the economy I disable deadair-related items same as mysterial. They usually overlap and change similar things. FOCW and the Corp mod are just additive to a new save and don't seem to conflict with deadair eco/script with his jobs and god alterations for ship/station quotas.
EDIT: The JanPanthera or JP mods last I recall were deprecated 7.0+. No updates as of yet and they all seem to exhibit minor issues. I say this because I dropped those a while back and waited for Assailer updates since I had some issues on my end for sector explorers.
-
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- Joined: Fri, 20. Jul 18, 23:20
Re: [MOD] FOCW Corporations REVISED V.3.2
The only mods I have that build anything are the Deadair factions but they have their own sectors. All of my other mods are QOL fixes or things that modify ships.BlackRain wrote: ↑Tue, 24. Sep 24, 01:27It should be a mod incompatibility but not sure which. This mod should not have any issues building stations.user1679 wrote: ↑Mon, 23. Sep 24, 10:05I have a station like this in my game now, in Hatikvah's called Pontifex's Grasp. It has no S/M dock and currently 15 medium NPC traders plus mine swarming around it trying to figure out what to do. It has a bunch of L/XL arms but nothing for the little guys. Can a dock be added to a save manually? Can the station be deleted from a save manually? I hate to see all those other ships just sitting there doing nothing, hurting the economy for those NPC factions.
Here's my modlist, in case anything jumps out at you:
SpoilerShowal_subsystem_targeting_orders
al_urgent_orders
apologizeforattack
axeskea
bailing_extension
betterscancolors
better_kill_credit
chillsplosions
CommonGroceries
crystalfinder
da_ku_ai_tweaks
deadairfactionamarr
deadairfactioncaldari
deadairfactiongallente
deadairfactionminmatar
deadairfactionshareditems
deadair_eco
deadair_scripts
ego_dlc_boron
ego_dlc_pirate
ego_dlc_split
ego_dlc_terran
ego_dlc_timelines
encounters
faction_fix_pack
faction_fix_pack_catchup
faction_fix_pack_econ_ai
faction_fix_pack_econ_bal
faster_cargo_drones
FixIllegalBuy
FOCW
FOCWCorporationsRevised
fs_inv
fs_pat
gofixyourface
hqwoa
infocenter
JP_AbandonedShipExplorer
JP_AnotherExplorer
JP_CollectDroppedInventory
JP_CollectPlaceables
JP_DataVaultExplorer
JP_SatelliteDropper
JP_ScriptLibrary
JP_TradeSubscriptionExplorer
kuertee_emergent_missions
kuertee_friendly_fire_tweaks
kuertee_hacking_outcomes
kuertee_mod_parts_trader
kuertee_more_generic_missions
kuertee_npc_reactions
kuertee_reputations_and_professions
kuertee_signal_leak_hunter_increasing_range
kuertee_station_scanner
kuertee_surface_element_targeting
kuertee_teleport_from_transporter_room
kuertee_ui_accept_mission_for_later_button
kuertee_ui_active_mission_button
kuertee_ui_extensions
kuertee_ui_functional_radar_texture
kuertee_ui_trade_analytics
kuertee_wear_and_tear
larger_asteroids_only
lc4hunter_argon_basilisk
lc4hunter_argon_basilisk_vro
lc4hunter_xenon_overhaul
lc4hunter_xenon_overhaul_vro
More Crystals
MoreRoomsForShips
MoreRoomsForShips_SVE
MoreRoomsForShips_XR_ShipPack
mrs
mules_and_warehouses_extended
mycu_cleaner_hud
mycu_disable_blue_scan_highlight
mycu_enable_radius_in_collect_drops_command
mycu_equipment_tooltips
mycu_rebalanced_seminars
mycu_report_current_status
mycu_sector_list
mycu_verbose_transaction_log
No_Battle_Music
no_rotating_parts
reactivefactionsretribution
recycleshipsandstations
remove_player_centric_builders
remove_wait_for_you
rename_selected_ships
researchblueprintsmod
resource_probe_no_light
rkn_sve_ap
rkn_vro_ap
rkn_vro_dart_travel
sectorsatellites
shib_reactionforce
ShipTradersSellPaintMods
ship_variation_expansion
ship_variation_expansion_vro
SmoothPlume
sn_better_target_monitor
sn_extra_game_options
sn_mod_support_apis
sn_quiet_target_range_clicks
sn_remove_dirty_glass
sn_remove_dock_glow
sn_remove_dock_symbol
stars
tatertrader
toggleupkeepmissions
user2046_autotrader-miner_skill_tweak
user2046_better_loot_magnet
user2046_better_repair_laser
user2046_clf_repair_ship
user2046_crystal_prices
user2046_gameStarts
user2046_gameStarts - vro
user2046_improved_long-range-scan
user2046_lessStardust
user2046_logPlayerLoc
user2046_NoLClassThrusters
user2046_odysseus_weapon_update
user2046_paint_depot
user2046_paint_depot_default_paint
user2046_playerFactionTagExt
user2046_recruitSvcExt
user2046_resource_fields_tweaks
user2046_traders_sell_seminars
user2046_turret_missiledef_ext
vro
vro_assets
weapon_variation_expansion
weapon_variation_expansion_vro
XR_ShipPack
XR_ShipPack_VRO
z_strangi_matte_black
z_strangi_matte_white
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- Posts: 1088
- Joined: Fri, 20. Jul 18, 23:20
Re: [MOD] FOCW Corporations REVISED V.3.2
Edit:
After posting my original reply below, I looked through some of my mods and found that deadair_eco actually has a md\finalisestations.xml file that replaces some of the functions from the base game which are involved in building stations. This might be where the conflict is, but I didn't verify beyond noticing that he does replace DefaultCalculateDocks.
I left my original reply in case it's helpful in chasing things down. But I'm inclined to think there might be a conflict with deadair_eco.
Original reply:
So I've been digging into how stations are constructed and found a few things that might help figure out what's going on:
1. Your code makes a call to FinaliseStations (eg: md.FinaliseStations.NewStation_GenerateFactory_Signal )
2. In the base game, md\finalisestations.xml has a library function: DefaultCalculateDocks that checks the amount of wares being traded to determine the type of docks needed. There are comments in that code block:
3. After more calculations, the code makes the determination on how many S/M docks are needed:
4. And it finally makes the decision:
In my case, the factory with no S/M dock is a weapon component factory. I wonder if there is someting happening in your mod, before the call to FinalizeStations that sets the ratio of S/M wares to L/XL wares too small so it calculates that it doesn't need any S/M docks?
After posting my original reply below, I looked through some of my mods and found that deadair_eco actually has a md\finalisestations.xml file that replaces some of the functions from the base game which are involved in building stations. This might be where the conflict is, but I didn't verify beyond noticing that he does replace DefaultCalculateDocks.
I left my original reply in case it's helpful in chasing things down. But I'm inclined to think there might be a conflict with deadair_eco.
Original reply:
So I've been digging into how stations are constructed and found a few things that might help figure out what's going on:
1. Your code makes a call to FinaliseStations (eg: md.FinaliseStations.NewStation_GenerateFactory_Signal )
2. In the base game, md\finalisestations.xml has a library function: DefaultCalculateDocks that checks the amount of wares being traded to determine the type of docks needed. There are comments in that code block:
Code: Select all
<!-- INPUT VALUES FOR RULESET -->
<set_value name="$NonCapitalTradeRatio" exact="0.45f" comment="The ratio of the volume of wares being traded by medium-class ships compared to the volume of wares being traded by capital traders" />
<set_value name="$MediumTradeRatio" exact="0.99f" comment="The ratio of the volume of wares being traded by class_medium ships compared to the volume of wares being traded by class_small traders" />
<set_value name="$TradeCapacity" exact="3000" comment="The average used capacity of a medium-class trading ship" />
<set_value name="$TradesPerHour" exact="20" comment="The average number of medium-class ships a single dock can process in one hour" />
Code: Select all
<!-- Calculate the number of s/m dockareas needed by the station
Ruleset:
Volume of wares traded by medium ships at this station / (average capacity of medium trading ships * number of trades that can be completed by a medium ship in one hour) -->
Code: Select all
<!-- Get Viable Docks -->
<do_if value="$NumRequiredDocksMedium + $NumRequiredDocksSmall" min="1">
In my case, the factory with no S/M dock is a weapon component factory. I wonder if there is someting happening in your mod, before the call to FinalizeStations that sets the ratio of S/M wares to L/XL wares too small so it calculates that it doesn't need any S/M docks?
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Re: [MOD] FOCW Corporations REVISED V.3.2
user1679 wrote: ↑Tue, 24. Sep 24, 05:50 Edit:
After posting my original reply below, I looked through some of my mods and found that deadair_eco actually has a md\finalisestations.xml file that replaces some of the functions from the base game which are involved in building stations. This might be where the conflict is, but I didn't verify beyond noticing that he does replace DefaultCalculateDocks.
I left my original reply in case it's helpful in chasing things down. But I'm inclined to think there might be a conflict with deadair_eco.
Original reply:
So I've been digging into how stations are constructed and found a few things that might help figure out what's going on:
1. Your code makes a call to FinaliseStations (eg: md.FinaliseStations.NewStation_GenerateFactory_Signal )
2. In the base game, md\finalisestations.xml has a library function: DefaultCalculateDocks that checks the amount of wares being traded to determine the type of docks needed. There are comments in that code block:
3. After more calculations, the code makes the determination on how many S/M docks are needed:Code: Select all
<!-- INPUT VALUES FOR RULESET --> <set_value name="$NonCapitalTradeRatio" exact="0.45f" comment="The ratio of the volume of wares being traded by medium-class ships compared to the volume of wares being traded by capital traders" /> <set_value name="$MediumTradeRatio" exact="0.99f" comment="The ratio of the volume of wares being traded by class_medium ships compared to the volume of wares being traded by class_small traders" /> <set_value name="$TradeCapacity" exact="3000" comment="The average used capacity of a medium-class trading ship" /> <set_value name="$TradesPerHour" exact="20" comment="The average number of medium-class ships a single dock can process in one hour" />
4. And it finally makes the decision:Code: Select all
<!-- Calculate the number of s/m dockareas needed by the station Ruleset: Volume of wares traded by medium ships at this station / (average capacity of medium trading ships * number of trades that can be completed by a medium ship in one hour) -->
Code: Select all
<!-- Get Viable Docks --> <do_if value="$NumRequiredDocksMedium + $NumRequiredDocksSmall" min="1">
In my case, the factory with no S/M dock is a weapon component factory. I wonder if there is someting happening in your mod, before the call to FinalizeStations that sets the ratio of S/M wares to L/XL wares too small so it calculates that it doesn't need any S/M docks?
It certainly could be possible, why not ask Deadair if he could add in an exception to ignore stations built by corporations or something, I am sure he can put something in. This may be a slight mod incompatibility issue.
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- Posts: 1088
- Joined: Fri, 20. Jul 18, 23:20
Re: [MOD] FOCW Corporations REVISED V.3.2
BlackRain wrote: ↑Wed, 25. Sep 24, 02:05user1679 wrote: ↑Tue, 24. Sep 24, 05:50 Edit:
After posting my original reply below, I looked through some of my mods and found that deadair_eco actually has a md\finalisestations.xml file that replaces some of the functions from the base game which are involved in building stations. This might be where the conflict is, but I didn't verify beyond noticing that he does replace DefaultCalculateDocks.
I left my original reply in case it's helpful in chasing things down. But I'm inclined to think there might be a conflict with deadair_eco.
Original reply:
*snip*
It certainly could be possible, why not ask Deadair if he could add in an exception to ignore stations built by corporations or something, I am sure he can put something in. This may be a slight mod incompatibility issue.
Yes, I posted in his thread already and referenced my post above. As a workaround, I've commented out all his DefaultCalculateDocks and DefaultCalculatePiers lines to see if the issue persists.
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- Posts: 766
- Joined: Sat, 23. Nov 13, 15:50
Re: [MOD] FOCW Corporations REVISED V.3.2
Yea I suspected it could be the new AIO DA scripts/eco since it has a bit of everything. It's very nice that he has everything together but options like station shuffling/station modules etc can be a PITA if you use QOL mods like me or yourself. I typically have 50-75 mods installed and 90% are simple QOL mods due to what I consider bad game design flaws or German Autism.user1679 wrote: ↑Wed, 25. Sep 24, 02:29BlackRain wrote: ↑Wed, 25. Sep 24, 02:05user1679 wrote: ↑Tue, 24. Sep 24, 05:50 Edit:
After posting my original reply below, I looked through some of my mods and found that deadair_eco actually has a md\finalisestations.xml file that replaces some of the functions from the base game which are involved in building stations. This might be where the conflict is, but I didn't verify beyond noticing that he does replace DefaultCalculateDocks.
I left my original reply in case it's helpful in chasing things down. But I'm inclined to think there might be a conflict with deadair_eco.
Original reply:
*snip*
It certainly could be possible, why not ask Deadair if he could add in an exception to ignore stations built by corporations or something, I am sure he can put something in. This may be a slight mod incompatibility issue.
Yes, I posted in his thread already and referenced my post above. As a workaround, I've commented out all his DefaultCalculateDocks and DefaultCalculatePiers lines to see if the issue persists.
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Re: [MOD] FOCW Corporations REVISED V.3.3
FOCW Corporations REVISED v.3.3
1) Increased the amount of trade and combat ships that corporations can order, especially at higher valuations.
2) Copied the finalisestations script from vanilla, renamed it and now calling it for hopefully better compatibility with mods that edit the finalisestations.xml script.
1) Increased the amount of trade and combat ships that corporations can order, especially at higher valuations.
2) Copied the finalisestations script from vanilla, renamed it and now calling it for hopefully better compatibility with mods that edit the finalisestations.xml script.