How to Mod Faction Relationship Values?

Has anyone played around much with the relations side of the game?

I've had a quick look at the GameplayConstants values in the final section, but I couldn't find any that dealt with the base modifiers for dislike between different factions.

It all seems a little ropey- do the refuse mission and adjacency aspects work at all?  What about the fleet strength modifier, is that adjustable so that stronger fleets would incur penalties?

If anyone is able to explain the workings of some of the more obscure modifiers, that might also be a help!

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Reply #1 Top

I've had a quick look at the GameplayConstants values in the final section, but I couldn't find any that dealt with the base modifiers for dislike between different factions.
End of quote

The modifiers you are looking for are in the PlayerXXX.entity files.

raceRelationsModCount 3
raceRelationsModifier
 raceRelationsModRace "IDS_PLAYERRACENAME_TECH"
 raceRelationsMod -1.000000
raceRelationsModifier
 raceRelationsModRace "IDS_PLAYERRACENAME_PSI"
 raceRelationsMod -1.000000
raceRelationsModifier
 raceRelationsModRace "IDS_PLAYERRACENAME_PHASE"
 raceRelationsMod 1.000000

I'm not sure on the other questions. I'm currently trying to mod in some new pacts for new races which has not been easy as this system is much more hard coded than I expected.

 

Reply #2 Top

Thanks Zombies.  I'd be interested by anything more you could turn up on faction relations, and there seem to be a few threads on it recently, perhaps they could be consolidated?  Adjacency should be one of the main determinants for a faction yet it doesn't seem to work at all, let alone evolve as the game progresses.  Even if you prefer to work on an expansion mod it might be helpful to have a fully working and balanced version of Trinity as well?

I was planning to add general bonuses to relations for the possession of artefacts- any pitfalls there?