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[Script/MD] Organic Notoriety - v1.21a - 27Nov2010
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h2o.Ava





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modified
PostPosted: Fri, 26. Nov 10, 09:43    Post subject: [Script/MD] Organic Notoriety - v1.21a - 27Nov2010 Reply with quote Print

Organic Notoriety
Organic Notoriety is a realistic relationship model which after applying the normal notoriety gains and losses to a race it adds secondary notoriety gains and losses to other races based off many modifiers. Trust is now a key element. You must earn trust and work to maintain it. For trust requires time and effort to build, however it is easily destroyed.


Relationship Modifiers:
  • Trust - Once you have succeeded in gaining a high notoriety with a race, you must strive to maintain that trust. If you directly lose notoriety with a race while holding its level 7 title or greater, that notoriety loss will be increased 30fold. One 'accidental' ship capture could very well set off a chain reaction severely damaging your notoriety with multiple races.

  • Fame - Fame is the primary factor for determining how much secondary notoriety is applied to a race. If you aren't famous then another race wont know you exist. The more fame you, the more you will be noticed and you will have greater secondary gains and losses. Fame consists of three parts, your Overall Fame, your Trade Fame, and your Combat Fame.

    • Trade - As you become more famous as a trader the Pirates will view you as a nice target and the Teladi will respect you more.This means that your Pirate notoriety will fall faster and increase slower and your Teladi notoriety will increase faster and fall slower.

    • Combat - As you become more famous in combat the Yaki and Split will respect you more and the Boron will question your morals.This means that your Yaki and Split notoriety will increase faster and fall slower and your Boron notoriety will fall faster and increase slower.

  • Cultures - Cultures play a large part in inter-government politics and relationships.

    • Yaki and Pirates - The Yaki are nomads and do not communicate freely with the other races and the Pirates tend to be small bands/factions localized around various pirate bases. Since they are not tied into galactic politics like the other races all secondary changes applied to them are reduced by 50%.

    • Paranid - The opinions of the unholy races are not very important to the Paranid, so all secondary changes applied to them are reduced by 20%.

    • Plus the Trade and Combat cultures mentioned above.

  • Relations - Friends, Enemies, and Neutrals will respond differently to notoriety changes.

    • The Enemy of My Enemy is My Friend - Races like it when you hurt their enemies and help their Friends and they don't like it when you hurt their friends or help their enemies
      • Losses - When you lose notoriety, you lose notoriety with its Friends and gain notoriety with its Enemies.
      • Gains - When you gain notoriety, you gain notoriety with its Friends and lose notoriety with its Enemies.

    • Neutrals - If a race is Neutral towards another race then it does not care about your actions towards that race.

  • Race Titles - Titles are symbols of trust. As you receive key Titles among the races, you must work to maintain those Titles. Trust takes time to develop, while it is easy to destroy.
    • Level 7 - When you hold at least a level 7 Title with a race:
      • Losses - When you lose notoriety with its Friend, you will lose notoriety much faster and when you lose notoriety with its Enemy, you will gain notoriety faster.
      • Gains - When you gain notoriety with its Friend, you will gain notoriety faster and when you gain notoriety with its Enemy, you will lose notoriety much faster.

    • Level 5 and Level -3 - When you hold at least a level 5 Title or a -3 Title with a race:
      • Losses - When you lose notoriety with its Friend, you will lose notoriety faster.
      • Gains - When you gain notoriety with its Enemy, you will lose notoriety faster.

    • Level -4 - When you hold a level -4 Title or worse with a race:
      • Losses - When you lose notoriety with its Friend, you will lose notoriety much faster and when you lose notoriety with its Enemy, you will gain notoriety slower.
      • Gains - When you gain notoriety with its Friend, you will gain notoriety slower and when you gain notoriety with its Enemy, you will lose notoriety much faster.


Mission Changes:
  • Litcube's amazing changes, read more here.

  • Missions notoriety rewards have been reduced, it takes over 70 missions to reach Level 8 Title, instead of only 10, or less, missions. It may actually take more or less depending on how you treat that race's Friends and Enemies.

  • Defend Station, Defend Convoy, and Patrol missions will not spawn enemies that are Friends with the station's, ships', or sector's race.


Installing:

    To install, copy the downloaded files into their respective directories. In-game go to Gameplay, Artificial Life Settings, and turn on Organic Notoriety. A subtitle will appear when it is enabled.

    v1.21a (7z)
    v1.21a (zip)


    Idea Includes: Litcube's Edited Missions (modified with permission for Organic Notoriety)
    It fixes the notoriety bugs in the generic missions.

    Idea Recommended: Gazz's Numeric Race Rank Titles




Compatibility:

  • Compatible with saves
  • Compatible with any mod/script with changing race to race notorieties.
  • Exclamation Not compatible with Improved Race's True Relations or similar scripts


FAQ:
  • If you are using Improved Races, ensure that you do not turn on True Relations. You can and I recommend that you use True Relations' Notoriety Fixer and True Relations' Hot War Presets.

  • Organic Notoriety needs to be turned off in the following situations:

    • During the initial setup and installation of Yaki Armada and Pirate Guild 2.
    • Selecting options like: 'Set', 'Restore', or 'Reset' Player relations. These changes will be treated by Organic Notoriety as direct changes in notoriety.
    • If you do any of these while Organic Relations is enabled and you don't like the outcome, then turn off Organic Relations and use Cycrows Cheat's to manually fix your notorieties. When they are fixed, turn on Organic Notoriety.



_________________


-|Organic Notoriety|- -|Dynamic Colored Sector Names|-


Last edited by h2o.Ava on Sun, 18. Nov 12, 22:15; edited 29 times in total
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h2o.Ava





Joined: 12 Oct 2008
Posts: 317 on topic
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modified
PostPosted: Fri, 26. Nov 10, 09:43    Post subject: Reply with quote Print

Todo
  • Create customizing menu
  • Create display menu
  • Trust
    • High notoriety allows for slap-on-wrists for intentional acts of hostility before massive loss, friends forgive friends.
    • Massive loss: implement checks for friendly fire, accidental, and intentional direct notoriety loss.
        Friendly Fire: If attacker == {Player} on sig.attacked or sig.killed, check for enemy ships present within xk of ship hit, if true does not trigger massive loss.
        Accidental: If attacker != {Player} and ship is near a gate/station then rep loss does not trigger massive loss.
        Intentional: If attacker == {Player} with no valid reason will trigger massive loss.

    • Implement additional Trust's secondary implications.

  • Continue balancing ratios
  • Continue code optimization



Ideas
  • Possibly reduce secondary notoriety changes from Pirate/Yaki notoriety changes.
  • Maybe..create mechanism for dynamically changing race to race notoriety.



Play-testers please do the following:
  • Enable status messages by editing "plugin.organic.notoriety.xml" : Change "$debug.messages = 0" to "$debug.messages = 1"
  • Determine if missions provide too little or too much initial notoriety gains.
  • Determine other culture factors that could be implemented.
  • Report notoriety bugs
  • Report non-Plot mission bugs
  • Provide constructive comments and feedback
  • Know that I am very grateful for your help



(Answers to the Dev Questions get lots of cookies, chocolate or sugar.)
Development Questions:
    How do I determine the standard rep loss for attacking/killing ships? (Is rep loss hardcoded or a !script?)
    How do I determine when a ship is killed and the attacker == null and it caused the player lost notoriety?



_________________


-|Organic Notoriety|- -|Dynamic Colored Sector Names|-


Last edited by h2o.Ava on Mon, 29. Nov 10, 22:30; edited 17 times in total
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h2o.Ava





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modified
PostPosted: Fri, 26. Nov 10, 09:44    Post subject: Reply with quote Print

Versions:
  • v1.11a - Bug Update:
      Patrol, Defend Object, and Defend Transport were not functioning, they are now. MD to SE and then SE to MD can be tricky.
      Fixed misplaced 'end' preventing any secondary notoriety changes. BIG OOPS.

  • v1.1 - Update:
      Missions: Patrol, Defend Object, and Defend Transport now use the SE to determine the enemy race.
      Prevented Patrol missions from spawning ships Friendly to the sector owner's race
      Prevented Defend Transport missions from spawning ships Friendly to the transport ship's race
      Fixed bugs(typos) in Defend Object MD

  • v1.0 - Release:
      Added Trust
      Optimized code
      Removed debug

  • v0.9 - Changes:
      Implemented modifications to secondary notoriety gains and losses based on key notoriety titles: >9999, >999, <-999, and < -9999.
      Fixed a bug in Defend Object missions. Pirates no longer attack the stations belong to races they are friends with. No more loss of notoriety for successfully completing the Defend Object missions.

  • v0.82 - Changes:
      Increased interval to 1 hour.
      Changed mission notoriety multipliers.
      Fixed a few misc bugs.

  • v0.81 - Integration with Litcube's Edited Missions MD.
  • v0.8 - Initial BETA release.



_________________


-|Organic Notoriety|- -|Dynamic Colored Sector Names|-


Last edited by h2o.Ava on Sat, 11. Dec 10, 09:42; edited 7 times in total
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h2o.Ava





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PostPosted: Sat, 27. Nov 10, 10:05    Post subject: Reply with quote Print

Beta complete.

Release version 1.0 now available.

Not much remaining to do.

Smooth sailing from here on out, hopefully.


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-|Organic Notoriety|- -|Dynamic Colored Sector Names|-
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lamoyja





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PostPosted: Sat, 27. Nov 10, 22:10    Post subject: Reply with quote Print

I'm going to give this a try. Anything specific you'd like feedback now in the development cycle? Compatibility issues with military mods,etc?

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h2o.Ava





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PostPosted: Sat, 27. Nov 10, 23:10    Post subject: Reply with quote Print

I'd love to know your feelings regarding the flow of notoriety.
Too fast, too slow, too much for this, or too little for that.

There shouldn't be any compatibility issues with True Relations, Military Base Response, or Race Response Fleets.
I designed it to work with RRFs race to race notoriety changing Diplomacy Centers.

If you use Improved Races, turn on Hot War and set Pirates and Yaki as Friend, be careful with patrol and assassination missions, the Teladi will not like it. (Which makes me think of another bug I can squash.. be prepared for a new version soon - Pirate and Yaki primary changes should apply secondary changes at a reduced rate.)

You will gain notoriety slower, no more 33333+ after 10 missions, now it takes over 70 missions.

Your notoriety changes will be tracked over an hour, then organic will run and apply them to the secondary races.


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-|Organic Notoriety|- -|Dynamic Colored Sector Names|-
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lamoyja





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PostPosted: Sat, 27. Nov 10, 23:34    Post subject: Reply with quote Print

Liking it so far, good integration with the mission changes. I loved having a sane amount of time for doing a pirate kill mission.

The rep given seemed to be quite fair with that mission as well. Didn't instantly jump from 3 with argon to 5. Smile

Whats your relationship flow?

Argon - loves (x,y,z)
Argon - hates (a,b,c)

default vanilla cold war factions?

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h2o.Ava





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PostPosted: Sat, 27. Nov 10, 23:47    Post subject: Reply with quote Print

I can't take credit for the missions notoriety changes, give your thanks to LitCube. He did an amazing job fixing the missions.
I only changed the Defend Station mission to prevent friendly races from attacking those stations and tweaked the mission notoriety ratios.

The relationship flow is based on your game.
Whether you are using Vanilla's default, Improved Race's Hot War, or Race Response Fleet's Diplomacy Centers (which dynamically change the flow).


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-|Organic Notoriety|- -|Dynamic Colored Sector Names|-
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Saheike





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PostPosted: Sun, 28. Nov 10, 01:02    Post subject: Organic Reply with quote Print

hmm don´t know why but I cannot download your Mod. The link seems to be dead.

Embarassed


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h2o.Ava





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PostPosted: Sun, 28. Nov 10, 01:53    Post subject: Reply with quote Print

Works for me.
It should take you to docs.google.com:

Then it should display:
No preview available
Download (46 KB)

Then click:
Download (46 KB)

Perhaps google had a hiccup.


----Bugs found (silly typos) in Defend Object MD----

Please standby for updated version.


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-|Organic Notoriety|- -|Dynamic Colored Sector Names|-
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h2o.Ava





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PostPosted: Sun, 28. Nov 10, 03:17    Post subject: Reply with quote Print

Sizable update.. I wasn't planning on doing this tonight, but once I found the MD bug I decided to knock the others out and release.

v1.2 Update:
    Missions: Patrol, Defend Object, and Defend Transport now use the SE to determine the enemy race.
    Prevented Patrol missions from spawning ships Friendly to the sector owner's race
    Prevented Defend Transport missions from spawning ships Friendly to the transport ship's race
    Fixed bugs(typos) in Defend Object MD



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-|Organic Notoriety|- -|Dynamic Colored Sector Names|-
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lamoyja





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PostPosted: Sun, 28. Nov 10, 03:32    Post subject: Reply with quote Print

Ah well I meant to give litcube credit for the mission changes themselves.

It does seem like the rep flows nicely though outside of missions, so that seems to be working good.

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Saheike





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PostPosted: Sun, 28. Nov 10, 03:41    Post subject: Organic Reply with quote Print

still no download possible, not under both links.

in the first I can only see a pic "download,gif" in the 2nd nothing happens.

Sorry for that trouble.

Embarassed


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h2o.Ava





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PostPosted: Sun, 28. Nov 10, 03:44    Post subject: Reply with quote Print

Thanks for the feedback Smile
Have you turned on the status messages?
They'll show you the before, the direct changes, the secondary changes, and the after.
How far along are you?
Combat and Trade rank?
Current notorieties?

Knowing all the above will tell me that at those numbers all seems to be working well.

Let me know if anything ever feels funny about the notoriety changes.
Like if you complete a mission or go on a Paranid killing spree and notoriety changes completely unexpectedly. Especially if it happens with a race you are on really good terms with, since Trust has the potential to be game breaking.
Also if you don't like something or you think something could be better please tell me. Smile

Now I want to go play some myself. Poisoned Paranid is pretty tricky.. Very Happy

@Saheike
No problem at all, my friend.
Try this link, perhaps it is the https in the main link.

or this or this

Let me know if any of the above work.
Try this as a last resort: http://www.2shared.com/file/nU9ysTvu/Organic_Notoriety_v12.html


_________________


-|Organic Notoriety|- -|Dynamic Colored Sector Names|-


Last edited by h2o.Ava on Sun, 28. Nov 10, 03:53; edited 1 time in total
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Saheike





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PostPosted: Sun, 28. Nov 10, 03:51    Post subject: Organic Reply with quote Print

Now that link works thx.


Embarassed


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