[AL Plugin] Litcube's Phanon Corporation V1.21

The place to discuss scripting and game modifications for X³: Terran Conflict and X³: Albion Prelude.

Moderators: Scripting / Modding Moderators, Moderators for English X Forum

powerbrite
Posts: 93
Joined: Thu, 10. Jun 10, 15:28

Post by powerbrite »

hi is there any way of giving them extra cash are ships,
FellFromLog
Posts: 108
Joined: Sat, 24. Jan 04, 15:29
x3tc

Post by FellFromLog »

The Phanon Corporation sounds awesome Litcube, I have a question though, forgive me if it's been asked before and I haven't seen it.

With all the excellent work put into the corporation's activities, do you have any plans to make a version for the other side? As I understand it now the Corporation is there to provide challenge for people, is there any way to make the player own the Phanon Corporation? Say, need a seed fund paid before the Phanon script runs, the companies ships are friendly and the player gets a profit dividend or something similar? Would be a good investment opportunity for a budding entrepreneur who prefers bustling around the universe to maintaining a trade empire by himself.
gmargaro
Posts: 38
Joined: Tue, 3. Jun 08, 19:34
x4

Post by gmargaro »

Hi Litcube,

First, i love this plugin, it adds a great challenge to the game.

I have one question : is it compatible with mods that change the universe map and the ships ? I'd like to restart using Transcend2 and your plugin.
User avatar
Litcube
Posts: 4254
Joined: Fri, 20. Oct 06, 19:02
xr

Post by Litcube »

Shouldn't be a problem. You'll have to change the default starting sector.

EDIT: Actually, Trancend changes a lot of ships, if I recall correctly. No, it won't be compatible.
gmargaro
Posts: 38
Joined: Tue, 3. Jun 08, 19:34
x4

Post by gmargaro »

So i'll miss my favored targets... Perhaps you'll make the corporation use non-vanilla ships in a future update. That'll be a must have plugin.
User avatar
Litcube
Posts: 4254
Joined: Fri, 20. Oct 06, 19:02
xr

Post by Litcube »

FellFromLog wrote:is there any way to make the player own the Phanon Corporation? Say, need a seed fund paid before the Phanon script runs, the companies ships are friendly and the player gets a profit dividend or something similar? Would be a good investment opportunity for a budding entrepreneur who prefers bustling around the universe to maintaining a trade empire by himself.

Sorry it took me a while to respond. I don't plan on making any significant changes to this plugin. I don't want it to get carried away with itself. :)
Igor.tverd
Posts: 266
Joined: Sun, 5. Oct 08, 10:06
x3ap

Post by Igor.tverd »

Litcube, I absolutely love this plugin, it's a must have for any game.
Would it be possible to duplicate Phanom Corp? Having a second hostile corp, using Race2?
Fantasy is the impossible made probable. Science fiction is the improbable made possible.
Elucca
Posts: 1155
Joined: Tue, 30. Oct 07, 18:46
x3tc

Post by Elucca »

That's a question I was going to ask! I don't know how many Phanons the CPU can take especially with other scripts running alongside, though.

This script is what I thought the corporations in TC would be like. Would be cool if Terracorp, Atreus etc. would work like Phanon, if less hostile.
Smacksim
Posts: 722
Joined: Sat, 20. Jan 07, 08:39
x4

Post by Smacksim »

This looks great. I can't wait to start playing with it. Its just the script I always thought of making, and I have to say that I too hope for some difficulty variations in the future. Panic can be fun :)
User avatar
mr.WHO
Posts: 9150
Joined: Thu, 12. Oct 06, 17:19
x4

Post by mr.WHO »

I have a question about adding extra options for Phanon Corporation that make them more challenge for player who don't want to wait few game-day for Phanon to Grow up or level up after death.

Propose options:
- quick respawn - when you kill one corporation the next one will spawn 1 game-hour after.
- Phanon ship cheat - will add a selected types and amount of equipped ships to Phanon HQ sector, ready to be used by Phanon.

BTW - If I add ships to Race 1 via cheat script, will Phanon use them?

- Phanon cash cheat - add selected cash amout to Phanon account.
User avatar
Litcube
Posts: 4254
Joined: Fri, 20. Oct 06, 19:02
xr

Post by Litcube »

Update!

1.1 - No restart req:
- Added T file option to set Phanon's salary multiplier (see NOTES).
- Added T file option to set waiting period for next generation (see NOTES).
Igor.tverd
Posts: 266
Joined: Sun, 5. Oct 08, 10:06
x3ap

Post by Igor.tverd »

There seem to be some incompatibility with SRM and Phanon Corp, even with adding money to PC, it spends it and goes into depth in minutes, never expending beyond using traders :(


Maybe it's something else? Looking though Phanom Corp scripts, I don't see how SRM could mess up Phanom at the same time I don't see anything else which could have an impact :? :?

Any help would be appreciated.

My mods:
SRM + Max Hull pack + Ship System Rebalance (tried with and without - same result) + Trails + CMOD4
Comlpex Cleaner
Bigger Gates

Scripts:
Mobile Production Module
Improved Races
NPC Bailing (Tweaked to stop Race1 ships from bailing)
Salvage Commands Suite
Terran Revitalization Project (all, except extra traders)
Galactic News System
ADS
Yaki Armada
Prospector
Missle Defense Mk2
TC Stock Exchange
Improved Boarding
NPC Boarding (tweaked for less boarding parties)
AI Boarding (tweaked population controll)
Super Tractor Beam
Dynamic Moving Asteroids
Advanced Nav Soft + Overwrite
Dockware manager
Hanger manager
Emergency Transporter Extension
Sell Stations to NPC
Advanced Thruster Control
Station Camper

P.s. Btw, I have PC set up in Avarice for a more central location and better trade opportunities.
Fantasy is the impossible made probable. Science fiction is the improbable made possible.
User avatar
Litcube
Posts: 4254
Joined: Fri, 20. Oct 06, 19:02
xr

Post by Litcube »

Igor.tverd wrote:There seem to be some incompatibility with SRM and Phanon Corp, even with adding money to PC, it spends it and goes into depth in minutes, never expending beyond using traders :(

I don't know what SRM is. It would be helpful to provide a link.

In the meantime, you could use the new feature of modifying the Phanon's salary to a high number to see if that helps you. TandiTech, the first generation, doesn't actually start to build a fleet of traders for about a day of game time. They rely on the salary to get started. This is intentional, as this AL plugin is intended to be started with the player's start.
Igor.tverd
Posts: 266
Joined: Sun, 5. Oct 08, 10:06
x3ap

Post by Igor.tverd »

Litcube wrote:
Igor.tverd wrote:There seem to be some incompatibility with SRM and Phanon Corp, even with adding money to PC, it spends it and goes into depth in minutes, never expending beyond using traders :(

I don't know what SRM is. It would be helpful to provide a link.

In the meantime, you could use the new feature of modifying the Phanon's salary to a high number to see if that helps you. TandiTech, the first generation, doesn't actually start to build a fleet of traders for about a day of game time. They rely on the salary to get started. This is intentional, as this AL plugin is intended to be started with the player's start.
Thanks for a quick reply. SRM = Ship Re-balance Mod http://forum.egosoft.com/viewtopic.php?t=271003

I have been experimenting with the new salary option, very nice :twisted:
I had it set at 8000 for two game days + adding 60 Million to Phanon Corp and TandiTech didn't advance at all. Is ship and equipment cost for corporation calculated by set values or by reading though T files?

Right now I'm running a test with corp salary set at 100000 + extra billion to the bank account. In matter of minutes Phanom Corp bought a fleet of TS and some military assets but went a over a billion in debt. It seems to be paying off it's debt but at a pretty low rate.
Fantasy is the impossible made probable. Science fiction is the improbable made possible.
User avatar
Litcube
Posts: 4254
Joined: Fri, 20. Oct 06, 19:02
xr

Post by Litcube »

Igor:

Not quite sure what to tell you. It does seem as though it is not compatible with SRM.

Phanon gets its ship prices from in-game sources. Whatever you would pay for a ship + equipment, is exactly what Phanon would pay.
User avatar
Phobocaster
Posts: 99
Joined: Fri, 16. Jul 10, 18:29

Post by Phobocaster »

That's a real bummer. Your mod looks wonderful but I really, really want to run SRM and CMOD for now. I hope you and paulwheeler can work something out.
User avatar
TrixX
Posts: 2035
Joined: Wed, 18. Aug 10, 14:28
x4

Post by TrixX »

Litcube do you think it could be due to the Factory and Shipyard scripts that SRM runs to get the new ships as well as the new factories ingame?
"If you’re not prepared to be wrong, you’ll never come up with anything original."
Sir Ken Robinson
Beermachine
Posts: 98
Joined: Wed, 11. Feb 04, 20:32
x4

Post by Beermachine »

Great idea for a script, when I first read the TC manual on how "corporations make a difference in the universe" this is exactly what I imagined they were, with some friendly and some hostile, not the glorified mission givers that they turned out to be.

Massive shame that this is not compatibility with SRM / CMod, given how that mod balances out some of the glaring imbalances in ship / weapon stats helping the AI to be more competitive with the player in ship combat in a non cheating way.

Concerning the incompatibilites with SRM, I'm guessing (pure shot in the dark as I have no scripting knowledge with X) its down to the changes in some of the prices of ships (M2's mainly, traders / fighters and the vast majority seem unchanged in price from vanilla) that is causing the problem (not counting the optional plugin that changes extension / system prices, which would obviously cause problems but is at least optional).

Going to start a new modded game and would love both SRM / Cmod and Phanon running from the start. Would manually editing the tship in SRM of the ships that Phanon buys back to the original price solve the problem, or is it much more complex / deep routed that this (I'm guessing it's not quite that simple, given how M2's price increase of 20% or so wouldn't account for being 1 billion in debt as another poster mentioned, just hoping really...).
User avatar
Litcube
Posts: 4254
Joined: Fri, 20. Oct 06, 19:02
xr

Post by Litcube »

Well, can someone install *just* SRM and Phanon, and tell me if it works. The more I think about it, the more it doesn't make sense. The original plantiff is also using other scripts and mods, and SRM might not be the cultprit.

If a mod keeps original ships in their vanilla indexes, Phanon should be compatible.
Mad_CatMk2
Posts: 518
Joined: Sun, 22. Feb 09, 20:13
x4

Post by Mad_CatMk2 »

Litcube:

Tho I haven't installed this script as I run SRM, I must say its amazing and I can't wait to use it :D once the kinks are worked out with SRM or whatnot.

I was wondering, a wild pitch/idea...

Would/Can this be adapted into a script where it simulates a race where the PLAYER is considered the leader? And/or allow the player intervention in its actions to dictate its goals.

I.e. I feel that being a one man wonder controlling a vast empire just feels really...empty and sometimes overwhelming with the amount of micro and macro going on.

Hope I didn't threadjack!
I fly an OWP. What about you?

Return to “X³: Terran Conflict / Albion Prelude - Scripts and Modding”