Call of Chernobyl is a free-play sandbox mod for S.T.A.L.K.E.R. : Call of Pripyat created by TeamEPIC. It features 32 explorable maps, reworked level design and level fixes, new original level, Trucks Cemetery, Full AI and A-Life overhaul, engine and script enhancements, Repeatable task system which bases itself on A-Life events, Customizable weather environments for every map as well as surges and psi-storms from AF3, Character creation which includes name, portrait and faction selection; Several optional modes such as Ironman mode, story mode and zombie survival mode, New achievements, rankings and reputation system, PDA leaderboard and enhanced PDA statistics, Companion system with keyboard issued commands, many optional side-features and community-made addons . Call of Chernobyl was player's choice Mod of the Year 9th place in 2015 and 1st place in 2016!

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Some TRX Relation tinkerings (Games : S.T.A.L.K.E.R.: Call of Pripyat : Mods : S.T.A.L.K.E.R.: Call of Chernobyl : Forum : Addons : Some TRX Relation tinkerings) Locked
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Oct 16 2019 Anchor

TRX Dynamic Relations Moddb.com

is a very good addon , but there's a flaw when you play for some times :

Unless you are playing with a faction that has one or more "unaffected_pairs" (and defined enemy with them) in the dynamic_faction_relations.ltx , in most of the middle and upper maps the main enemy you will fight is Monolith , and in the top maps there's basically only Monolith.

Considering every faction is enemy with Monolith, it means you will gain positive relation point with every factions, so sooner or later you will end with every factions being friendly or neutral (as there's a chance a faction go back to neutral when you're above the allowed max friendly relation score).

But they never go to enemy anymore unless you go out of you way and on purpose kill a lot (depending on how much you set the death_value in dynamic_faction_relations.ltx or how you changed the reputation and ranks multipliers in game_relations.ltx ) of a specific friendly/neutral faction until the score go back to enemy with them. But it's not making much sense depending on what kind of character you "roleplay" to do that.

And if everyone is friendly/neutral to you, there's not much challenge anymore in the middle/lower maps.

As a work around, here's what i am using to keep the game interesting to me.

By default in the game_relations.ltx you have this code

-- Calculate new faction relation value, randomly reset if pegged:
local relation = (old_1_2_relations + delta)
if ( relation > friend_limit ) then
if ( math.random( 100 ) < 50 ) then
relation = 0
else
relation = friend_limit
end
elseif ( relation < enemy_limit ) then
if ( math.random( 100 ) < 50 ) then
relation = 0
else
relation = enemy_limit
end
end

That means that when a faction has max friendly relations, everytime its score increase there's 50% of chance it will keep being at max friendly and 50% of chance it will go back to neutral.

Same with enemy, when it's at max enemy score, there's 50% of chance everytime the score is getting worse that it will keep being at max enemy or it will go back to 0/neutral.

So i decided to try to give in fact a chance when it's max friendly to simulate that a faction may then want to backstab, and go enemy instead of only keeping being friendly or being neutral.

To do so, i changed



-- Calculate new faction relation value, randomly reset if pegged:
local relation = (old_1_2_relations + delta)
if ( relation > friend_limit ) then
if ( math.random( 100 ) < 50 ) then
relation = 0
else
relation = friend_limit
end

into

-- Calculate new faction relation value, randomly reset if pegged:
local relation = (old_1_2_relations + delta)
if ( relation > friend_limit ) then
if ( math.random( 100 ) < 40 ) then
relation = 0
elseif ( math.random( 100 ) < 40 ) then
relation = friend_limit
else
relation = enemy_limit/2
end

that means that when a faction is max friendly, everytime it get another positive score increase , there's 40% of chance it will reset to 0 (go back neutral) and 60% of chance the game will re-roll (giving 40% of chance of staying friendly and 60% of chance of backstabbing and getting enemy (at half the max enemy score so it can keep enemy for some time instead of having a chance to go back to neutral again on the next evil action)

that's basically 40% of chance of going back to neutral 24% of chance to stay friendly and 36% of chance to become enemy.

Like this, especially if you have a high death_value, it can lead to some interesting and varied changes in the zone political stances, and more dangerous too when you have a squad from a friendly faction fighting along yours against Monolith and once the Monolith guys are dead, the "friends" suddenly decide to try to kill your squad too.

Edited by: Sanctuary

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