PDA

View Full Version : Monster Factions


Bluddy
12-02-2011, 12:31 PM
Shadow, at what relationship level can factions hurt one another? I know that the AllEnemies 1 command allows a skill to hurt any enemies, but
1. What's the cutoff point for when one faction's attack will hurt another faction?
2. At what cutoff point will a member of a faction actively fight another faction's member on sight?

Shadow
12-02-2011, 06:23 PM
1) This is usually (always?) the same as #2.
2) They will attack when the reputation is below 40.0 (MaxDislikeReputation in systems.gdb).

Bluddy
12-03-2011, 10:47 PM
1) This is usually (always?) the same as #2.
2) They will attack when the reputation is below 40.0 (MaxDislikeReputation in systems.gdb).

Thanks. I would have liked to see a level where monsters can hurt each other but still don't hate each other. That way, you could have monsters that are almost enemies but not quite hurting each other -- which is always cool since it provides alternative ways of eliminating enemies, like making the scarabus explosion take out other mobs.

It also allows crafty players to start faction wars. Right now the only way to do that is either via a quest or using the Trickster's powers strategically.

Bluddy
12-15-2011, 01:35 PM
Shadow, would it be possible to make it so that by default monsters can hurt each other, and will occasionally fight (but not usually -- it's only a very small chance in case monsters are bored)? This would simulate an 'uneasy alliance' between monsters who aren't true allies, and would allow the faction system to become more dynamic -- enough accidental fights between monsters and they'll go to war with each other.

Shadow
12-16-2011, 10:59 AM
They do go to war with one another every once in a while and then they are allowed to attack and kill each other.

Bluddy
12-16-2011, 11:30 AM
They do go to war with one another every once in a while and then they are allowed to attack and kill each other.

Right but that's quest based. There's still the dynamic faction system that modifies the relationships based on kills, but if they can't kill each other, they can't change that relationship. Right now, if you're a trickster you can use sleight of hand to make monsters of different factions attack each other even if they don't hate each other, and if you do this consistently, you can force factions to hate each other. Right? But there's no other mechanism to activate this fluid dynamic.

Shadow
01-03-2012, 10:58 AM
Right but that's quest based. There's still the dynamic faction system that modifies the relationships based on kills, but if they can't kill each other, they can't change that relationship. Right now, if you're a trickster you can use sleight of hand to make monsters of different factions attack each other even if they don't hate each other, and if you do this consistently, you can force factions to hate each other. Right? But there's no other mechanism to activate this fluid dynamic.

I believe you are correct that sleight of hand is the only thing other than quests that can modify the relationships between monster factions.

Bluddy
01-07-2012, 09:02 PM
I had an idea: what if all live monsters used a skill that had a very long useCheckTime. They would all try to cast Sleight of Hand on themselves, essentially causing themselves to (once in a long while) hate and attack another (friendly) monster for no reason. That would allow for the friction that could slowly cause wars to develop, even without a war quest.

Do you think that would work?

Shadow
01-17-2012, 10:49 AM
That's an interesting idea. You might be able to try that in your mod.