Relationship

Freeform discussion about anything related to modding Transcendence.
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TheLoneWolf
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Can I add

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<Relationships>
under

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<ShipClass>
?
And how can I change factions? Say I want to make Kronosaur one of the Ranx (just an example)?
Or say I want to make a new ship for the Charon. How would I align it to them?
shanejfilomena
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Relationships are to give the factions friends and enemies.

to give a faction a ship you have to add it to a ship list for a station or ( if it's like a raider) to the frigate.

to have a ship change sovereigns during the game for some reason

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(block Nil
(objSetSovereign gSource ( whatever ))
)

; or like so for the Player
(block Nil
(objSetSovereign gPlayerShip ( whatever ))
)


to make some faction an enemy of another : or friends you use relationships :

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	<Sovereign UNID="&sv(whatever);"
			name="(whatever)"
			alignment="(whatever)"
			>
		<Relationships>
	<Relationship sovereign="&svSung;" disposition="enemy" mutual="true"/>
	  <Relationship sovereign="&svIndependentTrader;" disposition="friend" mutual="true"/>
		</Relationships>
		</Sovereign>
Flying Irresponsibly In Eridani......

I don't like to kill pirates in cold blood ..I do it.. but I don't like it..
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TheLoneWolf
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What's with the mutual tag?
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AssumedPseudonym
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 The mutual="true" is mainly for if you’re making two factions be friends/neutral/enemies who would ordinarily not be friends/neutral/enemies with one another. If, for example, you were making a mod to change the Commonwealth sovereign so that the Commonwealth and the Charon Pirates were friends without changing the alignment of one or the other, you would want the mutual="true" on the sovereign. Otherwise you would wind up with the Commonwealth being friendly toward Charon, but Charon still shooting at the Commonwealth.
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TheLoneWolf
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AssumedPseudonym wrote: The mutual="true" is mainly for if you’re making two factions be friends/neutral/enemies who would ordinarily not be friends/neutral/enemies with one another. If, for example, you were making a mod to change the Commonwealth sovereign so that the Commonwealth and the Charon Pirates were friends without changing the alignment of one or the other, you would want the mutual="true" on the sovereign. Otherwise you would wind up with the Commonwealth being friendly toward Charon, but Charon still shooting at the Commonwealth.
Oh! Thanks AP :D
shanejfilomena
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I did forget to mention RE: adding ships

you can add a ship to an encounter table ( less typing or copy paste if you "three finger" keyboard like me )
Flying Irresponsibly In Eridani......

I don't like to kill pirates in cold blood ..I do it.. but I don't like it..
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TheLoneWolf
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shanejfilomena wrote:I did forget to mention RE: adding ships

you can add a ship to an encounter table ( less typing or copy paste if you "three finger" keyboard like me )
What?
shanejfilomena
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encounter tables : let's say you build a New idea of a ship called a "Ronin Blaster"

and you want this assassin ship of yours to get loose and hunt down all the RoninA ships in the system .....

you can add it to an encounter table ( imagine a Ronin flying along side Centauri Raiders )

or you can add it to the Traffic code : when it's internal behavior code kicks in it cancels orders from the traffic or encounter table and goes off on it's own .. hunting and killing .:)
Flying Irresponsibly In Eridani......

I don't like to kill pirates in cold blood ..I do it.. but I don't like it..
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TheLoneWolf
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Oh :o :D I want to learn traffic codes!
shanejfilomena
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TheLoneWolf wrote:Oh :o :D I want to learn traffic codes!
it's a Slippery Slope : I am so deep into traffic that I will spot any change in behavior very quickly ( if I like it I try to replicate it :) ) otherwise I report it as a bug :)

My obsession with traffic codes came from my love of the Korolov Freighters being such Underdogs.

So I wanted to work with them and try to figure out how to encourage them to be more ....
of a challenge to the Pirates but not able to save a lazy Player that thinks a bigger gun is the answer to all the problems in the universe.... it is, but not on an NPC ship.

using the stand behaviors of traffic I can adjust the orders to have ships randomly do things ..like 'orbit a wreck before docking with it so the player has a chance to loot it first ..doesn't work out so well with a Nomad around : but you are allowed to kill them.

Or go off hunting other ships because what's green on your screen might not always be a friend to somebody else ...and that shooting while driving past thing is so much a waste..

so randomly I let ships go off killing stuff :)
Flying Irresponsibly In Eridani......

I don't like to kill pirates in cold blood ..I do it.. but I don't like it..
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TheLoneWolf
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My.....
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