Dynamic Relations, but playable. My own attempt to end the death spiral and make Dynamic Relations a bit more logical.
My improved Dynamic Relations.
This is my first release, so I'm calling it BETA until it's been field-tested by more than just me.
-Lower relation change values in general.
-Most factions now only care about 'buddies' (other factions with 500+ relation) and no longer lose relation unless another faction kills such a 'buddy'.
-Some factions 'protect' others. These relationships are one-way.
- Duty protects Loners and Ecologists (They're the zone's
fascists police, after all).
- The Army Protects Duty and Ecologists. (Duty are mostly ex-military, Ecos are government)
- Loners protect ecologists (Who else can they sell their shiny rocks to?).
-Relation change "value" changes depending on the victim faction's own relations.
- Factions with many enemies are worth less of a bonus. Monolith are everyone's problem, after all, you have to kill many to make a dent and gain some real recognition.
- Factions with few enemies are worth less of a hit to their buddies. The more friends you have, the less your individual troops' deaths effect each, after all
Feedback is appreciated, as this is the first version.
Wow, did I will be able normally pass game)
Good job ))
I'm playing as a Mercenary in Story mode and after 16 days the relations are much more balanced compared to the original Dynamic Relations. Most notable is Clear Sky not becoming the second most hated faction in the zone.
My only thoughts are to keep the Military relations from changing across all factions, it doesn't seem logical that they would have a ceasefire with Mercenaries or any other faction. Other than that, I think this addon is a must have for those who enjoy a slower pace through the zone.
Making Military relation unchangeable could be done pretty easily as an optional version.
I mostly wanted to keep things as 'dynamic' as possible without breaking the lore of entire factions though.
My thought process was that, if your faction becomes good enough friends with Duty, the Military may see you in a better light. Due to their protective status of Duty, it's pretty impossible to stay on their good side otherwise. Or should be...
Still, thanks for the feedback. Every bit helps!
does this require a new save?
yes
Technically, yes.
It won't crash with an old save, but factions won't have enough goodwill with themselves to work with the system correctly. You wouldn't lose faction goodwill with them for killing their own people.
if i were to use this then stop using it some time later would it simply just start acting like default from then on? or would it mess up my save
It shouldn't mess anything up too bad if you stop using it, but bear in mind, the default interactions between factions are pretty wacky by comparison. It won't crash anything, but it probably will cause the perception of very aberrant behavior.
is this work in update 4 ?
Relations doesn't change between factions.
Should I turn dynamic faction relations on or off in the Anomaly game settings when using this mod?
I think i found fix for newest patch. In scripts\faction_relations you need to find two lines:
if (not (axr_main.config:r_value("mm_options","enable_dynamic_relations",1))) then
if (not (axr_main.config:r_value("mm_options","enable_dynamic_relations",1))) then
And change them both for this:
if (not (ui_options.get("alife/general/dynamic_relations"))) then
Can you update this to Anomaly 1.5.1?
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