So if i get this right, all factions which have Xenon as their enemies, will improve their rep towards me when i blow up Xenon ships? In any sector or just theirs? I.e. i kill Xenon in some Xenon sector, will the rep go up?
" Compatibility: This mod is faction-neutral, so any mod that adds factions should work just fine. I excluded from calculations only "evil" or "alien" factions, like Xenon and Khaak. Works fine with Faction Enhancer and Dynamic Relations mods."
Does this mod work with COH and is the mod simpatico with say Immersive Corporations(revised edition)? Because it it is.. this might be the ticket to joy I am searching for.
<page id="2005311642" title="Reactive Factions" descr="Texts" voice="no"> <t id="1">Reactive Faction Reputation mod ver. 1.6 ist installiert</t> <t id="2">Du bist ein namenloser Freibeuter.</t> <t id="3">Du bist eine kleine Organisation.</t> <t id="4">Du bist eine große Organisation.</t> <t id="5">Du bist eine kleine Fraktion.</t> <t id="6">Du bist eine große Fraktion</t> <t id="7">Du bist ein namenloser Freibeuter und deine Taten werden von niemandem beachtet.</t> <t id="8">Du bist eine kleine Organisation mit wenig Einfluss, einige deiner positiven Taten könnte die Gegenparteien unruhig stimmen.</t> <t id="9">Dein Einfluss in der Galaxie wächst und die anderen Fraktionen haben ein Auge auf deine Taten.</t> <t id="10">Du wirst als Einflussreich wahrgenommen und deine Taten werden streng beobachtet.</t> <t id="11">Du führst eine der größten Fraktionen an. Deine Taten haben ab jetzt weitreichende politische folgen.</t> <t id="12">Dein Gesamtvermögen beträgt sich auf:</t> </page>
Hello, I have DeadAir DynamicWars and your Reactive Factions mod. At first it was great.. I'm allied with the Splits ZYA, only trading with them and now doing some war mission. The problem I am facing now is : we are at war with Argons and Teladi, and Argons are at war with Teladis. So by smashing the Teladis, my rep with Argons went UP, and by gaining rep with Argons, my rep with Splits went DOWN, while it should go UP because I'm smashing their enemy : the Teladis !!! It is a loophole and does not seems to work as intended, I think I'll have to disable reactive factions and manually sent my reputation with other races, else I'll be soon enemy with my ally the Splits because I am killing their ennemies which is a non-sense.... Or did I miss something and it is not the mod doing this ?
I don't think that it is a malfunction. From the description of the mod, it is functioning exactly as it should. You aren't loosing reputation with the Split because they are punishing you for helping them - you are loosing reputation with the Split because you are gaining reputation with the Argon. I know this might seem like a silly distinction, but that is how the mod was designed to work.
The mod simply converts positive rep gained with one faction, into a proportionate reputation loss with their enemies. In the majority of situations, this leads to logical outcomes. But in complex situations, this mod has only a limited ability to weigh all factors, and come up with a reasonable outcome. Remember, a mod is just a series of scripts, without an ability to think critically about a situation like you can.
To be honest, it would be great if the authors could figure out how to make reputation gain/loss cancel each other out in certain situations, like the one you describe. But, it might require a complete rework of the in-game reputation system.
In my play through, I am discovering how difficult it is to manage faction relations. It has turned into a delicate balancing act, where I have to be careful of who I am trading with, and who I attack. Much like real international diplomacy, where you can never really predict the outcome of events. I have to continuously stop and redistribute my assets, to ensure that all races are being treated equally, so that none become hostile with me. Ultimately, however, if you grow to the size of a "Faction", you will eventually be forced to choose a side, as it no longer possible to maintain a net 0 relationship outcome.
With 3.0 + SV, they announced something called "A lever to move the world" (Hinting at diplomatic missions). I cannot find any explanation of what exactly this means, and I haven't encountered anything in game yet. I really hope that, whatever this is, it will allow an opportunity to end wars through diplomatic actions. I wish Egosoft would be a little more forth coming with these things :\
@Dansonite Yes you are right, the mod is working as intended and like you said what I mean was that the situation I'm in is not handled well and could be too much complicated to handle in term of code or even design.
I don't know if it could even up with the losses / gains if the mod's ratio for gains / losses was 1:1 and not more than that when you grow big. It could fix or at least lessen the situation to an acceptable outcome.
The thing missing is an in-game option to "lock" the reputation gains with certains factions, could resolve it too :)
That lock idea actually sounds like it could work.
Perhaps it could be a licence that could be purchased once a player gains a certain rank with an NPC faction. Maybe call it a "Diplomatic Immunity Treaty", or something like that. If you purchase it for a faction, it disables the reputation gain/loss mechanic for that faction alone. It could be balanced, by only allowing the player to sign one treat at a time. Signing a new treaty, with a new faction, would nullify the treaty with the other. This feature might be nice for players who are using this mod, but also trying to access the story content. It is very frustrating trying to do missions, when a sudden change in reputation means you can no longer dock at a mission-critical station, etc. (I was struggling to do the Hatikva missions, as so many of them require you to dock at a SCA station. The whole time, I was frantically trying to keep my rep with SCA above -10.)
I noticed the authors significantly bumped up the power thresholds for when you are considered larger and larger organizations/factions. Also seemed to make traders/miners contribute less to the calculation. A very welcome change - by the time i reached 70 million in assets, I was no where near ready to have the whole universe start hating me :\
As far as I know, you should never use Vortex to install a X4 Foundations Mod. It has a tendency of breaking the game, as it places the extension files in the incorrect directories. It may even replace core game files, which might explain why you can no longer launch X4. Vortex is great for certain games, but terrible for others.
Manually download the file, and extract the folder into the extension folder in your X4 Foundations install directory.
For example, if you installed via Steam it might look like: "C:\Program Files (x86)\Steam\SteamApps\common\X4 Foundations\extensions"
I am not sure if you damaged your X4 Foundations core files, so you may have to repair or reinstall X4. To repair the install, right click on X4 Foundations in your steam games menu and click properties. Click "Local Files" and click"Verify Integrity of Game Files". This should verify and re-download any files that Vortex accidentally overwrote. Otherwise, the most surefire way of repairing a game install is simply to uninstall it via Steam, remove any straggler files by deleting the install folder (the one mentioned above), and reinstalling via steam.
29 comments
" Compatibility: This mod is faction-neutral, so any mod that adds factions should work just fine. I excluded from calculations only "evil" or "alien" factions, like Xenon and Khaak. Works fine with Faction Enhancer and Dynamic Relations mods."
https://steamcommunity.com/sharedfiles/filedetails/?id=1999425584&searchtext=Reactive+Factions
I localized the language file in German, so you can add it to your mod if you like to.
File: t\0001-L049.xml
<?xml version="1.0" encoding="UTF-8"?>
<language>
<page id="2005311642" title="Reactive Factions" descr="Texts" voice="no">
<t id="1">Reactive Faction Reputation mod ver. 1.6 ist installiert</t>
<t id="2">Du bist ein namenloser Freibeuter.</t>
<t id="3">Du bist eine kleine Organisation.</t>
<t id="4">Du bist eine große Organisation.</t>
<t id="5">Du bist eine kleine Fraktion.</t>
<t id="6">Du bist eine große Fraktion</t>
<t id="7">Du bist ein namenloser Freibeuter und deine Taten werden von niemandem beachtet.</t>
<t id="8">Du bist eine kleine Organisation mit wenig Einfluss, einige deiner positiven Taten könnte die Gegenparteien unruhig stimmen.</t>
<t id="9">Dein Einfluss in der Galaxie wächst und die anderen Fraktionen haben ein Auge auf deine Taten.</t>
<t id="10">Du wirst als Einflussreich wahrgenommen und deine Taten werden streng beobachtet.</t>
<t id="11">Du führst eine der größten Fraktionen an. Deine Taten haben ab jetzt weitreichende politische folgen.</t>
<t id="12">Dein Gesamtvermögen beträgt sich auf:</t>
</page>
</language>
At first it was great.. I'm allied with the Splits ZYA, only trading with them and now doing some war mission.
The problem I am facing now is : we are at war with Argons and Teladi, and Argons are at war with Teladis.
So by smashing the Teladis, my rep with Argons went UP, and by gaining rep with Argons, my rep with Splits went DOWN, while it should go UP because I'm smashing their enemy : the Teladis !!!
It is a loophole and does not seems to work as intended, I think I'll have to disable reactive factions and manually sent my reputation with other races, else I'll be soon enemy with my ally the Splits because I am killing their ennemies which is a non-sense....
Or did I miss something and it is not the mod doing this ?
The mod simply converts positive rep gained with one faction, into a proportionate reputation loss with their enemies. In the majority of situations, this leads to logical outcomes. But in complex situations, this mod has only a limited ability to weigh all factors, and come up with a reasonable outcome. Remember, a mod is just a series of scripts, without an ability to think critically about a situation like you can.
To be honest, it would be great if the authors could figure out how to make reputation gain/loss cancel each other out in certain situations, like the one you describe. But, it might require a complete rework of the in-game reputation system.
In my play through, I am discovering how difficult it is to manage faction relations. It has turned into a delicate balancing act, where I have to be careful of who I am trading with, and who I attack. Much like real international diplomacy, where you can never really predict the outcome of events. I have to continuously stop and redistribute my assets, to ensure that all races are being treated equally, so that none become hostile with me. Ultimately, however, if you grow to the size of a "Faction", you will eventually be forced to choose a side, as it no longer possible to maintain a net 0 relationship outcome.
With 3.0 + SV, they announced something called "A lever to move the world" (Hinting at diplomatic missions). I cannot find any explanation of what exactly this means, and I haven't encountered anything in game yet. I really hope that, whatever this is, it will allow an opportunity to end wars through diplomatic actions. I wish Egosoft would be a little more forth coming with these things :\
I don't know if it could even up with the losses / gains if the mod's ratio for gains / losses was 1:1 and not more than that when you grow big.
It could fix or at least lessen the situation to an acceptable outcome.
The thing missing is an in-game option to "lock" the reputation gains with certains factions, could resolve it too :)
Perhaps it could be a licence that could be purchased once a player gains a certain rank with an NPC faction. Maybe call it a "Diplomatic Immunity Treaty", or something like that. If you purchase it for a faction, it disables the reputation gain/loss mechanic for that faction alone. It could be balanced, by only allowing the player to sign one treat at a time. Signing a new treaty, with a new faction, would nullify the treaty with the other. This feature might be nice for players who are using this mod, but also trying to access the story content. It is very frustrating trying to do missions, when a sudden change in reputation means you can no longer dock at a mission-critical station, etc. (I was struggling to do the Hatikva missions, as so many of them require you to dock at a SCA station. The whole time, I was frantically trying to keep my rep with SCA above -10.)
I noticed the authors significantly bumped up the power thresholds for when you are considered larger and larger organizations/factions. Also seemed to make traders/miners contribute less to the calculation. A very welcome change - by the time i reached 70 million in assets, I was no where near ready to have the whole universe start hating me :\
Manually download the file, and extract the folder into the extension folder in your X4 Foundations install directory.
For example, if you installed via Steam it might look like:
"C:\Program Files (x86)\Steam\SteamApps\common\X4 Foundations\extensions"
I am not sure if you damaged your X4 Foundations core files, so you may have to repair or reinstall X4. To repair the install, right click on X4 Foundations in your steam games menu and click properties. Click "Local Files" and click"Verify Integrity of Game Files". This should verify and re-download any files that Vortex accidentally overwrote. Otherwise, the most surefire way of repairing a game install is simply to uninstall it via Steam, remove any straggler files by deleting the install folder (the one mentioned above), and reinstalling via steam.
Love this mod thank you!