Factions,
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Having a faction show up in the contact list does not require any hex editing. Usually custom ones won’t show up if they don’t own any bases, simply meeting them in space isn’t enough.
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**There is a chance that will work, I haven’t tested it.
I had a recent experience with exactly this problem. The clan faction I have is the Tau’ri. There were tons of the faction ships flying around but the faction would not show up in the faction list. On the test server I simply changed the planet ownership to the Tau’ri instead of the Liberty Navy. Once I did that the faction showed up in the faction list once I came within scanning range of the base….**
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I’ll shed a little light on this as i was the one that asked Boreland to look into it as i simply dont have the time to.
What you say LS probably does work as one of the factions the Talos Sect we added owns a base.
However what doesnt happen is when you do encounter them it doesnt make them red to you like it should. The initialworld, empathy and mpnewcharacter.fl files are all set for this faction to be permanantly red.
But if i go on my server and make a new character when i go an encounter this faction they are set to neutral.
So i thought it might be a hex offset that needs changing to make them work right.
Hence why i thought doing this would solve the issue
– “(group name)” in common.dll, 0x143C28, 0x143C58 = list of groups (in nickname form) of factions that won’t show up on your reputation screen - either replace the nicknames or write over them with 0x00S (DO NOT change the length of the DLL) ~Bejaymac
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Did you add the faction after the character was created? As far as I know if you add a faction afterwards they’ll always be neutral with all players, no matter what their actual empathy is.
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Nope all were added before as we were forced to do a playerwipe……long story to that one, and they all are still neutral and i really dont want to have to manually edit every player on the server.
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**Well, I just tested it, it is set in MpNewCharacter.fl. In my mod the players start out in a system populated by the admin faction so I set…
house = 0.0, ss_adm_grp
and created a new char. It started out fully neutral. I deleted that char after closing down the server and client, then changed the setting back to normal which is…
house = 0.91, ss_adm_grp
and restarted and created a new char. Launched and the admin ships were green.**
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Nothing to say about factions, but that F1 patch is mine. No need to search for anything, just use Search|Goto (Ctrl+G) to jump straight to the hex offset “a6cce”. The bytes in brackets are the original bytes, which should be replaced with the bytes before the brackets. Thus you should be at 74 56, so just type in 90 90.
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Received a request via email about removing factions from the list. It seems to work okay, so I’ll give it a wider audience. It’s basically the same as the “(group name)” hex edit, using an ini file to set the names rather than hacking common.dll directly. Story factions (as they are known in the code) seem to handle empathy a little differently, so it might not quite work right if you only want to remove it from the list.
Edit: Actually, I think all it’s doing is ignoring the story factions when determining affiliations.