Addon for dynamic relationships that removes some limitations, like stalkers and freedom/duty can't become friends.
Now all factions can change their relations with each other, but there are limits that make sense.
On example: stalkers may change their relations from bad to excellent with duty, freedom and clear sky, but can never be hostile to them.
Freedom and duty may declare a cease fire, but that will be very temporary, because their relations can't go higher than bad.
Army may declare cease fire with many factions, but will never be friendly to anyone but scientists.
And stuff like that basically.
Sounds like a highly promising relations addon. I'll be sure to show this to Tronex after 1.5 is finally out the gate.
thx for making the game better and better, your addons are likely fresh water in a desert
<3 np, I have lots of stuff planned
I just have to ask why are the relations so fast on warfare?
Are they? I think they are default, I don't think I've changed anything related to that. But you can change that in gamedata/configs/plugins/dynamic_faction_relations.ltx
Just for ***** and giggles, is there a way to let duty and loners become hostile? I know it's not intended as stated in the description, but let's say I'm slightly sadistic ;-)
you can edit script yourself, open it with notepad++, set syntax to lua and change duty's -850 negative limit with loners to nil
Just to be clear, this doesn't require the Dynamic Relations mod?
Thanks, very cool!
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Fatal Error
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Expression : <no expression>
Function : CInifile::r_section
File : Xr_ini.cpp
Line : 530
Description : fatal error
Arguments : Can't open section 'protected_pairs'. Please attach [*.ini_log] file to your bug report
Anyone knows what's going on? It appears after trying to load the game.
Why can't the stalkers be hostile to freedom or duty? kinda ruins it for warfare.
Just started a warfare play through this morning as CS. Was kind of confused when Loners were neutral. Had to remove the two files, seems to work. Did have to start a new game, though.
I killed some eggheads to test this mod and mercs got hostile with me. When i loaded the save from before i killed ecos mercs were still in war with cs.
Should the dynamic faction relations option be turned on or off in the game settings when using this mod?
Seems like the relations change really fast. I started a warfare game and within less than a minute every faction had formed one or two aliiances.
*Nvm, tweaked the config file. Awesome mod!
i am neutral with monolith (guessing with bandits and whatnot to) can that be fixed or is it easily changed
on normal story walkthrough btw
changed as in i dont think cease fires should happen with the monolith at all defeats their whole purpose
how do you make monolith an enemy for some reason im neutral with them on my story walk through as loner
im about to just say this mod is dead and uninstall
if nil means factions can be fluid and changed why is it that it seems monolith can become peaceful (they are to loners so they must be affected not unaffected like it says in the pluggin) that makes no sense to me at all so all i have to do is (ik im not gonna get an answer because this mod is dead ) Change all of monoliths positive limit from nil to -1500 lets say for everyone but themselves
Posting 6x will help.
question dose this work with 1.5.2?