Adding Factions - a Few Basic Assumptions and/or Questions
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It has been a long time since I added a bunch of factions to the game, and because it can be quite a work, I’d like to fresh up before I start (don’t wanna discover that I did it all wrong).
So, I need some confirmation (or contradiction if that applies). Please share any corrections, answers, info you might have.
concerning Data\InitialWorld.ini:
1. Possible rep values are 0.91, 0.65, -0.3, -0.65. If you use another value, the game might/will crash. Right?
concerning Data\Missions\Empathy.ini:
2. Empathy_rate range from 0.4 to -0.4, and we do not need to stick to values that occur in the file; we can use values like 0.111111. Right?
3. For each faction, three hostile factions need to ‘stand out’ (Empathy_rate wise I mean). These are the factions that will be mentioned in a bribe. Right?
Thanks!
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1. Possible rep values are 0.91, 0.65, -0.3, -0.65. If you use another value, the game might/will crash. Right?
I always heard this to be true and followed it. I noticed other mods did not follow it and have never heard of problems. In this case I would say to follow it religiously.
2. Empathy_rate range from 0.4 to -0.4, and we do not need to stick to values that occur in the file; we can use values like 0.111111. Right?
This is where you can use any number. Sometimes you want that perfect fit (like in the UnderVerse Roads to Glory sets).
3. For each faction, three hostile factions need to ‘stand out’ (Empathy_rate wise I mean). These are the factions that will be mentioned in a bribe. Right?
I never heard that any faction needs 3 hostiles. Remember, most vanilla-ish mods start you out friendly to everyone except nomads. I would ignore any requirement for hostility.
Other stuff…you would need to add ships for your new factions in
faction_prop,ini,
npscships.ini (if giving them new ships),
knowledgemap.ini,
killable solars.ini (if they are going to give missions),
rmlootinfo.ini (if they are going to give missions),
vignettecriticalloot.ini (if they are going to give missions),
vignetteparams.ini (if they are going to give missions)There are several tutorials here at the Starport and here:
http://freelancercommunity.net/viewforum.php?f=5
especially if you are giving them missions.DwnUndr
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Hey, thanks for the swift reply, DwnUndr!
DwnUndr wrote:
1. Possible rep values are 0.91, 0.65, -0.3, -0.65. If you use another value, the game might/will crash. Right?
I always heard this to be true and followed it. I noticed other mods did not follow it and have never heard of problems. In this case I would say to follow it religiously.
Amen.
DwnUndr wrote:
2. Empathy_rate range from 0.4 to -0.4, and we do not need to stick to values that occur in the file; we can use values like 0.111111. Right?
This is where you can use any number. Sometimes you want that perfect fit (like in the UnderVerse Roads to Glory sets).
I forgot to ask - and this might be what you refer to as ‘that perfect fit’ - I don’t think the values have to cross-correspond, if you get what I mean. E.g. the Bundschuh’s empathy_rate for the Hogosha doesn’t have to be the same as the Hogosha’s empathy_rate for the Bundschuh, Right?
The stock-values for empathy_rates never exceed the -.45 or .45, but I have some vague recollections I once used 1, for a faction that needed to closely relate to another faction.
DwnUndr wrote:
3. For each faction, three hostile factions need to ‘stand out’ (Empathy_rate wise I mean). These are the factions that will be mentioned in a bribe. Right?
I never heard that any faction needs 3 hostiles. Remember, most vanilla-ish mods start you out friendly to everyone except nomads. I would ignore any requirement for hostility.
Well, the player rep is a different matter. But thinking it over, I guess you’re right. (Although I do remember I experienced some issues when I used -.045 more than once per faction… So I’ll just don’t do that then - I’ll use -0.45, -0.44, -0.43 etc.)
DwnUndr wrote:
Other stuff…you would need to add ships for your new factions in
faction_prop,ini,
npscships.ini (if giving them new ships),
knowledgemap.ini,
killable solars.ini (if they are going to give missions),
rmlootinfo.ini (if they are going to give missions),
vignettecriticalloot.ini (if they are going to give missions),
vignetteparams.ini (if they are going to give missions)There are several tutorials here at the Starport and here:
http://freelancercommunity.net/viewforum.php?f=5
especially if you are giving them missions.DwnUndr
Thanks dude!!
Yeah I knew about the ships, and some other stuff you mention. Yet other things are new to me, expecially the Knowledgemap.ini (I thought this had to do with the info the NPCs sometimes give at bars.)
And mBases.ini is another important one.
Indeed, it can’t hurt to thoroughly read some tutorials.
I’m on two legs here… Shall I add a few factions, juts to get into it, and then still having to do all the bulk work for the 50+ factions or so I wanna add in my expansion mod, or shall I do them all at once, risking screwing it up… I guess this must be a recognizable dilemma for many a modder out there.
Anyway, I first have to do a few dailies in Northrend now :roll: :lol:
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I don’t think the values have to cross-correspond, if you get what I mean. E.g. the Bundschuh’s empathy_rate for the Hogosha doesn’t have to be the same as the Hogosha’s empathy_rate for the Bundschuh, Right?
Right, they don’t have to correspond at all.
Remember to read the tutorials I posted at freelancer community.net BEFORE mass adding 50 new factions! There are only 99 slots available to correctly insert factions (including all the vanilla ones) that will ‘give missions’. Non-mission factions can simply be added to your new dlls and will work fine.
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DwnUndr wrote:
I don’t think the values have to cross-correspond, if you get what I mean. E.g. the Bundschuh’s empathy_rate for the Hogosha doesn’t have to be the same as the Hogosha’s empathy_rate for the Bundschuh, Right?
Right, they don’t have to correspond at all.
Remember to read the tutorials I posted at freelancer community.net BEFORE mass adding 50 new factions! There are only 99 slots available to correctly insert factions (including all the vanilla ones) that will ‘give missions’. Non-mission factions can simply be added to your new dlls and will work fine.
Thanks for the advice; this was one I still remember: there is limited space in OfferBrirbeResources.dll. Apart from totally new factions, I plan to add a bunch of ‘clone factions’, e.g. doubles for the Corsairs and the Hessians. These can just use the same ids_names as the original factions.
But - I will indeed study the turtorials before I begin
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I read your Naming NPC dealers tutorial, and to be honest I find it a lot easier to do this with FLMM’s XML scripting:
[GF_NPC] nickname = iw0404_fix_bartender body = pi_pirate3_body head = pl_male2_head lefthand = benchmark_male_hand_left righthand = benchmark_male_hand_right individual_name = 0;GENERATESTRRES("Outcasts\nAruba Bartender\nRonaldo Francesci") affiliation = fc_ou_grp voice = rvp140 bribe = fc_ou_grp, 10000, 16101 rumor = base_0_rank, mission_end, 2, 133231 rumor = base_0_rank, mission_end, 2, 133232 rumor = base_0_rank, mission_end, 2, 133233 rumor = base_0_rank, mission_end, 2, 133234 rumor = base_0_rank, mission_end, 2, 133235 [GF_NPC] nickname = iw0404_fix_ship body = pi_pirate3_body head = pi_pirate1_head lefthand = benchmark_male_hand_left righthand = benchmark_male_hand_right individual_name = 0;GENERATESTRRES("Outcasts\nAruba Ship Dealer\nClaudio Franco") affiliation = fc_ou_grp voice = rvp106 [GF_NPC] nickname = iw0404_fix_trader body = pi_pirate3_body head = pi_pirate4_head lefthand = benchmark_male_hand_left righthand = benchmark_male_hand_right individual_name = 0;GENERATESTRRES("Outcasts\nAruba Commodity Trader\nDonaldo Renalda") affiliation = fc_ou_grp voice = rvp101 [GF_NPC] nickname = iw0404_fix_weaponsdealer body = pi_pirate3_body head = sh_male1_head lefthand = benchmark_male_hand_left righthand = benchmark_male_hand_right individual_name = 0;GENERATESTRRES("Outcasts\nAruba Equipment Dealer\nEnrique Gonzales") affiliation = fc_ou_grp voice = rvp106 [GF_NPC] nickname = iw0404_outcasts_001_m body = pi_pirate3_body head = pl_male1_head lefthand = benchmark_male_hand_left righthand = benchmark_male_hand_right individual_name = 0;GENERATESTRRES("Outcasts\nPedro Guillermo") affiliation = fc_ou_grp voice = rvp140 misn = DestroyMission, 0.657737, 1.232525 room = bar rumor = base_0_rank, mission_end, 3, 133222 rumor = base_0_rank, mission_end, 3, 133223 rumor = base_0_rank, mission_end, 3, 133224 rumor = base_0_rank, mission_end, 3, 133225 rumor = base_0_rank, mission_end, 3, 133226 rumor = base_0_rank, mission_end, 3, 133227 rumor = base_0_rank, mission_end, 3, 133228 rumor = base_0_rank, mission_end, 3, 133229 rumor = base_0_rank, mission_end, 3, 133230 rumor = base_0_rank, mission_end, 3, 134318
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:lol: The first faction-adding tutorial I found is one that I wrote myself!
I already had the idea it seemed familiar, but when it introduced the ‘Vereenigde Omega Compagnie’ I knew it for sure (this is ofcourse a reference to the VOC, the ‘Vereenigde Oost-Indische Compagnie’ or United East-Indian Company, a Dutch trade organisation from the 17th century, and in fact the first Ltd.)
It is badly rendered here, with a lot of