[MOD] FOCW Corporations REVISED V.3.6
Moderators: Moderators for English X Forum, Scripting / Modding Moderators
Re: [MOD] FOCW Corporations REVISED V.3.3
I always forget to add the translations but thanks for keeping it up to date for people.
Re: [MOD] FOCW Corporations REVISED V.3.3
Thank you.BlackRain wrote: ↑Fri, 4. Oct 24, 16:05 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.
Re: [MOD] FOCW Corporations REVISED V.3.4
FOCW Corporations REVISED v.3.4
Please delete the mod folder before installing this version, this version fixes some mistakes I made when uploading the mod (I removed them)
DELETE THE ENTIRE FOLDER and then extract the latest version to your extensions folder. I accidentally added things to the upload that were not supposed to be in there which may cause some issues for people.
Please delete the mod folder before installing this version, this version fixes some mistakes I made when uploading the mod (I removed them)
DELETE THE ENTIRE FOLDER and then extract the latest version to your extensions folder. I accidentally added things to the upload that were not supposed to be in there which may cause some issues for people.
Re: [MOD] FOCW Corporations REVISED V.3.5
FOCW Corporations REVISED v.3.5
Please delete the installed version that you have before extracting this version into the extensions folder. You won't have to do it again after this.
1) Deadair provided a better module.xml file which fixed issues with some stations not being built correctly and just cleaned it up to make it function in a more organized fashion, thanks Deadair!
2) No longer needs the copied finalisestation file, reverted back to original code calling vanilla finalisestation, no more issues with this.
3) some minor clean up.
Please delete the installed version that you have before extracting this version into the extensions folder. You won't have to do it again after this.
1) Deadair provided a better module.xml file which fixed issues with some stations not being built correctly and just cleaned it up to make it function in a more organized fashion, thanks Deadair!
2) No longer needs the copied finalisestation file, reverted back to original code calling vanilla finalisestation, no more issues with this.
3) some minor clean up.
Re: [MOD] FOCW Corporations REVISED V.3.3
Ok then I'll repeat
rus lng for 3.5
https://disk.yandex.com/d/DW9jxhESyjFQuQ
Re: [MOD] FOCW Corporations REVISED V.3.5
Thanks!BlackRain wrote: ↑Sun, 6. Oct 24, 04:57 FOCW Corporations REVISED v.3.5
Please delete the installed version that you have before extracting this version into the extensions folder. You won't have to do it again after this.
1) Deadair provided a better module.xml file which fixed issues with some stations not being built correctly and just cleaned it up to make it function in a more organized fashion, thanks Deadair!
2) No longer needs the copied finalisestation file, reverted back to original code calling vanilla finalisestation, no more issues with this.
3) some minor clean up.
Re: [MOD] FOCW Corporations REVISED V.3.5
Is it possible to remove the pilot and manager recruitment?
They don't work with the default ship interface, as in, I cannot access them through the ship crew interface sliders. I can't right click to interact with them to bring up the full context menu, you can only comm with them and then navigate through the dialogue to move them etc.. I can't mass move them.
I just don't want to deal with this anymore. I don't want to have to go into the ship crew sliders when I build or buy a ship and zero those sliders out, so I don't have crew on a ship I can't easily manage. I'm going to try to delete the entire characters.xml and hope that works. If not, I'm unfortunately about to abandon this 120 hour save because I added this mod halfway through and now half my ships have crew members I can't easily manage.
(Edit) Phew, seems like that worked. Deleted characters.xml and roles.xml which defined the pilot and manager job. All those NPCs just poofed out of my game. I was actually super frustrated with this. Having 30 pilots and 30 managers on XL ships that I couldn't mass transfer or mass move, or right click to fire, promote, move to another ship without navigating through comms first was awful
They don't work with the default ship interface, as in, I cannot access them through the ship crew interface sliders. I can't right click to interact with them to bring up the full context menu, you can only comm with them and then navigate through the dialogue to move them etc.. I can't mass move them.
I just don't want to deal with this anymore. I don't want to have to go into the ship crew sliders when I build or buy a ship and zero those sliders out, so I don't have crew on a ship I can't easily manage. I'm going to try to delete the entire characters.xml and hope that works. If not, I'm unfortunately about to abandon this 120 hour save because I added this mod halfway through and now half my ships have crew members I can't easily manage.
(Edit) Phew, seems like that worked. Deleted characters.xml and roles.xml which defined the pilot and manager job. All those NPCs just poofed out of my game. I was actually super frustrated with this. Having 30 pilots and 30 managers on XL ships that I couldn't mass transfer or mass move, or right click to fire, promote, move to another ship without navigating through comms first was awful
Re: [MOD] FOCW Corporations REVISED V.3.5
What do you mean about zeroing the sliders? They do not recruit any of those by default. I guess if you are hitting the low, medium, or high options then yeah it adds those as crew but who does that? Lol, I always just set up my own saved ships and it only recruits what I want so it will never have any of those on the ship. Oh well, if it bothers you that much glad you figured out how to remove them. I never had a problem with this even once.Osbot wrote: ↑Mon, 21. Oct 24, 10:29 Is it possible to remove the pilot and manager recruitment?
They don't work with the default ship interface, as in, I cannot access them through the ship crew interface sliders. I can't right click to interact with them to bring up the full context menu, you can only comm with them and then navigate through the dialogue to move them etc.. I can't mass move them.
I just don't want to deal with this anymore. I don't want to have to go into the ship crew sliders when I build or buy a ship and zero those sliders out, so I don't have crew on a ship I can't easily manage. I'm going to try to delete the entire characters.xml and hope that works. If not, I'm unfortunately about to abandon this 120 hour save because I added this mod halfway through and now half my ships have crew members I can't easily manage.
(Edit) Phew, seems like that worked. Deleted characters.xml and roles.xml which defined the pilot and manager job. All those NPCs just poofed out of my game. I was actually super frustrated with this. Having 30 pilots and 30 managers on XL ships that I couldn't mass transfer or mass move, or right click to fire, promote, move to another ship without navigating through comms first was awful
Also, you can mass transfer them just fine, not sure what you mean by this? If you click on the ship and then right click on another ship and transfer, it lets you transfer them as a group. You can also fire all of them by clicking the ship and right clicking on a shipyard and then moving all of them to zero and fire. You don't need to transfer them by using comms to another ship, can all be done through the right click menu. Maybe you don't know how to do this?
Re: [MOD] FOCW Corporations REVISED V.3.5
Yea I know how to do all that. Perhaps it was a mod conflict.
There were no sliders to move pilots or managers into the unassigned category to reassign them as service crew. Which meant I had to talk to each one individually to reassign them to service crew, and it had to be done via comms, because I couldn't ask them to work a job by right clicking them from the global personnel window.
It's all good. I deleted the files and they are no longer in my game.
There were no sliders to move pilots or managers into the unassigned category to reassign them as service crew. Which meant I had to talk to each one individually to reassign them to service crew, and it had to be done via comms, because I couldn't ask them to work a job by right clicking them from the global personnel window.
It's all good. I deleted the files and they are no longer in my game.
Re: [MOD] FOCW Corporations REVISED V.3.5
Updated to the latest revision, and the debug.log when loading the game is spamming
[=ERROR=] 0.00 Error while importing faction list: Invalid faction 'argonhigh'
[General] 0.00 ======================================
[General] 0.00 ======================================
[=ERROR=] 0.00 Error while importing faction list: Invalid faction 'argonagric'
[General] 0.00 ======================================
[General] 0.00 ======================================
[=ERROR=] 0.00 Error while importing faction list: Invalid faction 'argonship'
For all the corps the mod adds. Is this an issue or ignorable? When I say spamming, I mean 6900 lines worth of this.
[=ERROR=] 0.00 Error while importing faction list: Invalid faction 'argonhigh'
[General] 0.00 ======================================
[General] 0.00 ======================================
[=ERROR=] 0.00 Error while importing faction list: Invalid faction 'argonagric'
[General] 0.00 ======================================
[General] 0.00 ======================================
[=ERROR=] 0.00 Error while importing faction list: Invalid faction 'argonship'
For all the corps the mod adds. Is this an issue or ignorable? When I say spamming, I mean 6900 lines worth of this.
Re: [MOD] FOCW Corporations REVISED V.3.5
Some information:Osbot wrote: ↑Thu, 31. Oct 24, 08:44 Updated to the latest revision, and the debug.log when loading the game is spamming
[=ERROR=] 0.00 Error while importing faction list: Invalid faction 'argonhigh'
[General] 0.00 ======================================
[General] 0.00 ======================================
[=ERROR=] 0.00 Error while importing faction list: Invalid faction 'argonagric'
[General] 0.00 ======================================
[General] 0.00 ======================================
[=ERROR=] 0.00 Error while importing faction list: Invalid faction 'argonship'
For all the corps the mod adds. Is this an issue or ignorable? When I say spamming, I mean 6900 lines worth of this.
These errors are because FOCWCorporationsRevised\libraries\wares.xml lists these factions as owners of engines and other wares but they are not defined in FOCWCorporationsRevised\libraries\factions.xml. It's possible that they are for future factions that haven't been implemented yet but the wares themselves should still be available because other owner factions do exist.
Re: [MOD] FOCW Corporations REVISED V.3.5
Yeah, that is a mistake, I removed those ids in my own files but forgot to do so in the upload. I will upload a fix, it shouldn't cause any real problems thoughOsbot wrote: ↑Thu, 31. Oct 24, 08:44 Updated to the latest revision, and the debug.log when loading the game is spamming
[=ERROR=] 0.00 Error while importing faction list: Invalid faction 'argonhigh'
[General] 0.00 ======================================
[General] 0.00 ======================================
[=ERROR=] 0.00 Error while importing faction list: Invalid faction 'argonagric'
[General] 0.00 ======================================
[General] 0.00 ======================================
[=ERROR=] 0.00 Error while importing faction list: Invalid faction 'argonship'
For all the corps the mod adds. Is this an issue or ignorable? When I say spamming, I mean 6900 lines worth of this.
Re: [MOD] FOCW Corporations REVISED V.3.6
FOCW Corporations REVISED v.3.6
1) Some small fixes to code in a few files to fix some minor issues.
Let me know if any more errors come up, I think I fixed them all. I also remembered to add the Russian this time.
1) Some small fixes to code in a few files to fix some minor issues.
Let me know if any more errors come up, I think I fixed them all. I also remembered to add the Russian this time.
Re: [MOD] FOCW Corporations REVISED V.3.6
I'm still having issues with stations being built without docks, does this new version continue to address that? I updated to 3.5 and things seemed to be going well but I now have a bunch of stations being built in TEL sectors that can't support L or M ships. Both my traders are stuck with "destination unreachable" while trying to sell their cargo. And some of the stations have 10+ AI traders swarming around with no way to dock.
Re: [MOD] FOCW Corporations REVISED V.3.6
Can you tell me what stations? Only Teladi company stations? There really shouldn't be anymore issues with this.user1679 wrote: ↑Fri, 29. Nov 24, 07:06I'm still having issues with stations being built without docks, does this new version continue to address that? I updated to 3.5 and things seemed to be going well but I now have a bunch of stations being built in TEL sectors that can't support L or M ships. Both my traders are stuck with "destination unreachable" while trying to sell their cargo. And some of the stations have 10+ AI traders swarming around with no way to dock.
Re: [MOD] FOCW Corporations REVISED V.3.6
Yes, sorry I forgot to include that with my post. Here's my situation:BlackRain wrote: ↑Fri, 29. Nov 24, 15:13Can you tell me what stations? Only Teladi company stations? There really shouldn't be anymore issues with this.user1679 wrote: ↑Fri, 29. Nov 24, 07:06I'm still having issues with stations being built without docks, does this new version continue to address that? I updated to 3.5 and things seemed to be going well but I now have a bunch of stations being built in TEL sectors that can't support L or M ships. Both my traders are stuck with "destination unreachable" while trying to sell their cargo. And some of the stations have 10+ AI traders swarming around with no way to dock.
* My save is 8 hours, 10 min old
* I have only discovered a few TEL sectors, my reputation with TEL is +1
* I have discovered a lot of ARG and ANT stations and have no trouble docking at those. I assume they're from the mod because their name doesn't say "ARG Argon" like the default stations do.
* All tests done with L and M traders
- Open Market
- I cannot dock at
- TEL Quantum Tube Factory
- TEL Solar Power Plant
- I can dock at
- TEL Teladi Defence Platform
- TEL Teladi Trading Station
- I cannot dock at
- Two Grand
- I cannot dock at
- TEL Advanced Composite Factory
- TEL Antimatter Cell Factory
- I can dock at
- TEL Teladi Defence Platform
- TEL Labor Union Facility
- I cannot dock at
- Profit Center Alpha
- I cannot dock at
- TEL Solar Power Plant
- GP High Tech Factory
- I can dock at
- TEL Hull Part Factory
- TEL Teladi Wharf
- TEL Teladi Defence Platform
- TEL Teladi Shipyard
- I cannot dock at
Re: [MOD] FOCW Corporations REVISED V.3.6
This seems to be an issue with Teladi then, but I find it strange it is affecting all Teladi stations, only one station you listed on there is from my mod. The GP one, otherwise they are all stations from vanilla/other mods. My mod would not have any affect on those, so the issue seems to be strange.user1679 wrote: ↑Sat, 30. Nov 24, 05:34Yes, sorry I forgot to include that with my post. Here's my situation:BlackRain wrote: ↑Fri, 29. Nov 24, 15:13Can you tell me what stations? Only Teladi company stations? There really shouldn't be anymore issues with this.user1679 wrote: ↑Fri, 29. Nov 24, 07:06
I'm still having issues with stations being built without docks, does this new version continue to address that? I updated to 3.5 and things seemed to be going well but I now have a bunch of stations being built in TEL sectors that can't support L or M ships. Both my traders are stuck with "destination unreachable" while trying to sell their cargo. And some of the stations have 10+ AI traders swarming around with no way to dock.
* My save is 8 hours, 10 min old
* I have only discovered a few TEL sectors, my reputation with TEL is +1
* I have discovered a lot of ARG and ANT stations and have no trouble docking at those. I assume they're from the mod because their name doesn't say "ARG Argon" like the default stations do.
* All tests done with L and M traders
Thank you for looking into this, again.
- Open Market
- I cannot dock at
- TEL Quantum Tube Factory
- TEL Solar Power Plant
- I can dock at
- TEL Teladi Defence Platform
- TEL Teladi Trading Station
- Two Grand
- I cannot dock at
- TEL Advanced Composite Factory
- TEL Antimatter Cell Factory
- I can dock at
- TEL Teladi Defence Platform
- TEL Labor Union Facility
- Profit Center Alpha
- I cannot dock at
- TEL Solar Power Plant
- GP High Tech Factory
- I can dock at
- TEL Hull Part Factory
- TEL Teladi Wharf
- TEL Teladi Defence Platform
- TEL Teladi Shipyard
Re: [MOD] FOCW Corporations REVISED V.3.6
I also thought it was strange that only TEL stations are having a problem. And to complicate matters more, I don't use any mods that add stations besides the DeadAIR EVE factions. I wonder if there is still a conflict with DeadAIR Eco, which is required by the EVE faction mods. ECO makes changes to things like God_DefaultFinaliseFactory and other similar functions.BlackRain wrote: ↑Mon, 2. Dec 24, 00:11 This seems to be an issue with Teladi then, but I find it strange it is affecting all Teladi stations, only one station you listed on there is from my mod. The GP one, otherwise they are all stations from vanilla/other mods. My mod would not have any affect on those, so the issue seems to be strange.
Re: [MOD] FOCW Corporations REVISED V.3.6
user1679 wrote: ↑Mon, 2. Dec 24, 04:44I also thought it was strange that only TEL stations are having a problem. And to complicate matters more, I don't use any mods that add stations besides the DeadAIR EVE factions. I wonder if there is still a conflict with DeadAIR Eco, which is required by the EVE faction mods. ECO makes changes to things like God_DefaultFinaliseFactory and other similar functions.BlackRain wrote: ↑Mon, 2. Dec 24, 00:11 This seems to be an issue with Teladi then, but I find it strange it is affecting all Teladi stations, only one station you listed on there is from my mod. The GP one, otherwise they are all stations from vanilla/other mods. My mod would not have any affect on those, so the issue seems to be strange.
It could be the case but Deadair went through the file himself, I can look but I can't think of what the issue is off the top of my head. I haven't seen it myself in game either.