Law of unintended consequences, Nomads, and hack request
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At least in vanilla FL this is not possible, because every faction exept some story mode only factions (the “evil governments”) has a ‘empathy_rate = fc_n_grp, 0’ entry, even the Order. So unless you have changed something fundamental there should be no problem at all.
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I find an unintended side-effect to the addition however. Nomad missions are offered by any NPC in a system that is populated by Nomads. (Omicron Alpha, Omicron Gamma, etc. as well as the added Omicron Minor and Major systems).
I think this is controlled by initialworld.ini (at least in SP). A group will offer missions against any faction that exists in the system that it is hostile with. I was able to make the Police offer missions against the Navy, simply by changing that rep.
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Well, the Order does offer missions against the Nomads, presumably because I did alter the settings in initialworld.ini as well as empathy, and the mpnewcharacter.fl file.
The problem is that just shooting random order ships as they go by eventually moves your Nomad rep to the neutral side. Presumably one could continue this activity and eventually become green with Nomads.
What I was hoping was that there was a simple way to make it so that your rep is ALWAYS hostile to Nomads no matter what you do ingame. Unless it’s altered by an admin.
I don’t see anything in the inis that would permit that. That’s why I was wondering if there were an exe hack that would do it.
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I am not sure, but doesn’t have the value “-0.91” a locking effect to the rep?
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It’s certainly worth trying… I’m not aware of that.
While I can change things in initialworld.ini and mpnewcharacter.fl, how would you suggest going through 1800+ character files to make sure they’re all set to -0.91? -
just change the empathy table so thats it becomes impossible to become friendly with them! Like in vanilla.
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Well, that’s what I figured, but if I make all factions friendly with them, the NPCs will never attack or fight the NPC Nomads. If I make all factions enemies to them, killing the NPCs will make Nomads friendly to the player.
Either scenario doesn’t fit.
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I know I’m just jumping in, but you do know that “reputation” and “empathy” are two different and unrelated things? The faction can be an enemy to everyone and still not raise your rep with other factions, if the empathy rates are all zero.
Check out the Nomad entry from empathy.ini in the missions folder and just make all the relations zero, then you can make them enemy in initialworld.ini.
If this has already been said, well sorry for interrupting
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I thought that empathy determined how your actions against other factions affected your rep with another.
ie. Attacking police makes criminals like you better. Kill enough Xenos, and everyone likes you…
For Nomads, the empathy_rate across the board with the exception of the fc_ln, fc_kn, and fc_rn groups is 0.
For Order, the empathy_rate for Nomads is 0 across the board.
So, if what you say is correct, then why does killing Order ships make you neutral with Nomads? Might it have something to do with the
event = object_destruction, -0.03
event = random_mission_success, 0.028
event = random_mission_failure, -0.045
event = random_mission_abortion, -0.0675
settings?Nomads do not offer missions, so I believe these entries don’t matter.
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Are you sure about your empathy settings? Looking at the nomad missions mod you gave me a while back:
[RepChangeEffects] group = fc_or_grp ... empathy_rate = fc_n_grp, -0.9 ```That means destroying Order ships will enhance your rep with the Nomads relatively quickly.
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ermmmm
:oops:
I was looking at the client edits, not the server edits…
doh’Thx