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

The place to discuss scripting and game modifications for X³: Terran Conflict and X³: Albion Prelude.

Moderators: Moderators for English X Forum, Scripting / Modding Moderators

h2o.Ava
Posts: 317
Joined: Sun, 12. Oct 08, 04:04
x3tc

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

Post by h2o.Ava » Fri, 26. Nov 10, 08:43

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:


Compatibility:
  • Compatible with saves
  • Compatible with any mod/script with changing race to race notorieties.
  • :!: 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.
Last edited by h2o.Ava on Sun, 18. Nov 12, 21:15, edited 29 times in total.

h2o.Ava
Posts: 317
Joined: Sun, 12. Oct 08, 04:04
x3tc

Post by h2o.Ava » Fri, 26. Nov 10, 08:43

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?
Last edited by h2o.Ava on Mon, 29. Nov 10, 21:30, edited 17 times in total.

h2o.Ava
Posts: 317
Joined: Sun, 12. Oct 08, 04:04
x3tc

Post by h2o.Ava » Fri, 26. Nov 10, 08:44

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.
Last edited by h2o.Ava on Sat, 11. Dec 10, 08:42, edited 7 times in total.

h2o.Ava
Posts: 317
Joined: Sun, 12. Oct 08, 04:04
x3tc

Post by h2o.Ava » Sat, 27. Nov 10, 09:05

Beta complete.

Release version 1.0 now available.

Not much remaining to do.

Smooth sailing from here on out, hopefully.

lamoyja
Posts: 121
Joined: Wed, 9. Dec 09, 04:53
x3tc

Post by lamoyja » Sat, 27. Nov 10, 21:10

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?

h2o.Ava
Posts: 317
Joined: Sun, 12. Oct 08, 04:04
x3tc

Post by h2o.Ava » Sat, 27. Nov 10, 22:10

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.

lamoyja
Posts: 121
Joined: Wed, 9. Dec 09, 04:53
x3tc

Post by lamoyja » Sat, 27. Nov 10, 22:34

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. :)

Whats your relationship flow?

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

default vanilla cold war factions?

h2o.Ava
Posts: 317
Joined: Sun, 12. Oct 08, 04:04
x3tc

Post by h2o.Ava » Sat, 27. Nov 10, 22:47

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).

Saheike
Posts: 687
Joined: Mon, 30. Aug 04, 02:29
x4

Organic

Post by Saheike » Sun, 28. Nov 10, 00:02

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

:oops:
Lieben Gruß von Sabine

//^:^\\ Trakkathrin-Kilrathina

Liberte, Egalite, Variete...

h2o.Ava
Posts: 317
Joined: Sun, 12. Oct 08, 04:04
x3tc

Post by h2o.Ava » Sun, 28. Nov 10, 00:53

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.

h2o.Ava
Posts: 317
Joined: Sun, 12. Oct 08, 04:04
x3tc

Post by h2o.Ava » Sun, 28. Nov 10, 02:17

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

lamoyja
Posts: 121
Joined: Wed, 9. Dec 09, 04:53
x3tc

Post by lamoyja » Sun, 28. Nov 10, 02:32

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.

Saheike
Posts: 687
Joined: Mon, 30. Aug 04, 02:29
x4

Organic

Post by Saheike » Sun, 28. Nov 10, 02:41

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.

:oops:
Lieben Gruß von Sabine

//^:^\\ Trakkathrin-Kilrathina

Liberte, Egalite, Variete...

h2o.Ava
Posts: 317
Joined: Sun, 12. Oct 08, 04:04
x3tc

Post by h2o.Ava » Sun, 28. Nov 10, 02:44

Thanks for the feedback :)
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. :)

Now I want to go play some myself. Poisoned Paranid is pretty tricky.. :D

@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/Or ... y_v12.html
Last edited by h2o.Ava on Sun, 28. Nov 10, 02:53, edited 1 time in total.

Saheike
Posts: 687
Joined: Mon, 30. Aug 04, 02:29
x4

Organic

Post by Saheike » Sun, 28. Nov 10, 02:51

Now that link works thx.


:oops:
Lieben Gruß von Sabine

//^:^\\ Trakkathrin-Kilrathina

Liberte, Egalite, Variete...

h2o.Ava
Posts: 317
Joined: Sun, 12. Oct 08, 04:04
x3tc

Post by h2o.Ava » Sun, 28. Nov 10, 02:55

Ooops, I edited it just before you posted so I don't know which you are referring to.
:) Which one?

I did change it to a direct link, so that should make everyone's life easier.

h2o.Ava
Posts: 317
Joined: Sun, 12. Oct 08, 04:04
x3tc

Post by h2o.Ava » Sun, 28. Nov 10, 06:51

note to self: always always always always test before releasing..

1.21 - Bug Update: Missions Patrol, Defend Object, and Defend Convoy were not functioning. They are now. MD to SE then SE to MD can be pretty tricky..

edit:
1.21a - Bug Update (part 2): Big mistake.. I put an 'end' one line too low and prevented secondary changes for occurring.

User avatar
LV
Sith Lord
Posts: 8255
Joined: Wed, 6. Nov 02, 20:31
x3tc

Post by LV » Mon, 29. Nov 10, 13:32

I was going to try this but before i do (and pretty much because i have another plugin that needs releasing before i wander off into another area) some feedback


1. Diplomatic Immunity

Being of MDK orientation i've always felt that the odd indiscretion should go with a slap on the wrists, it appears this does the opposite reading the 'trust' element. This is only my opinion where you already have a high level of relation to the race though!

e.g If i was to accidentally ram/destroy/capture a single ship of a race I had a high level of rank with and there was a significant time since my last faux-par it should be upsetting to that race but not cause a massive rep loss

e.g a contentious example would be how the US pilots have a habit of dropping ordinance on UK troops (but used as an example only ;) )
The alliance is continued, if done to a non allied race then big loss.

Brings in the option to treat high rep as alliances

I'd also split it into 3 areas

1. Friendly fire

If friendly fire occurs and PLAYER is in active sector where enemy ships present within xk of ship hit no rep loss. (massive issue for xers)

2. Accidental Destruction

If attacker = null on ship.killed treat as gate humping death, again no rep loss (you could possibly ask player for a payment for reparation instead). If attacker = player some rep loss dependant on conditions of enemy in sec within xk of dead ship

If attacker = player with no valid reason more rep loss.

3. Capture

If ship captured check last indiscretion time and use as a multiplier on rep loss, in addition if ship capped in sector that is not owned by owner race less loss of rep. I'd also make it so the quicker the cap the less chance of that ship being able to contact it's owners ( i could supply a script to give some candy to this if you felt it a good idea which i won't bother you with the details of)




All the above are able to be done via script and local/global variable checks.


------------------------------------------


The other is a different angle on My enemies enemy is my friend

I'll name it "You killed my friend but i didn't really like them enough to change my relation with you"

Argon Boron would keep the condition of losing rep as you have done but say it was argon - teladi they are not close friends like the argon boron so the argon wouldn't really care if you killed the teladi (this may already be coded)


feel free to ignore all this, just my 2c and a single opinion, in addition the 10 mins it's taken me to post the idea will take much longer to implement and if I had a £ for every time someone pops into one of my plugins with a sentence asking for x to be added that would take hours to do I know how much i'd like to pull out their spinal column through their mouths sometimes :)
LV's TC Scripts
Readme's For All My Scripts


I felt a great disturbance in the forum, Like millions of voices cried out in terror, then were silenced

si tacuisses, philosophus mansisses

h2o.Ava
Posts: 317
Joined: Sun, 12. Oct 08, 04:04
x3tc

Post by h2o.Ava » Mon, 29. Nov 10, 14:24

Thank you.
Very good ideas.
I'll def be implementing some if not all.

In the description post: I meant capture via boarding ( the practice of preying on friendly race TLs while apologizing to its escorts ).

Thx for the comments :)

User avatar
LV
Sith Lord
Posts: 8255
Joined: Wed, 6. Nov 02, 20:31
x3tc

Post by LV » Mon, 29. Nov 10, 14:56

comments are easy, coding isn't as i'm currently finding as usual.

I now have learned a new way to lock the game.... Freeze via calling msg log .....

i love this game

as far a cheating (apologising to escorts) that would be eradicated for me ;)

get followers -> set and keep followers to enemy = TRUE

Post Reply

Return to “X³: Terran Conflict / Albion Prelude - Scripts and Modding”