Added to the Guides Sticky.blazenclaw wrote: ↑Fri, 28. May 21, 22:33I posted a steam guide that has all of the relevant info from this thread
MFG
Ketraar
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Added to the Guides Sticky.blazenclaw wrote: ↑Fri, 28. May 21, 22:33I posted a steam guide that has all of the relevant info from this thread
Thanks Snafu; yeah, it started as a little thing, but it really does seem people struggle with it lol. Appreciate the validation
As chip56 said, having those as enemies will be stable with all allies at (at least) +8. However, you'll need to choose from the following, separate list which factions you can be +10 (highest rank) with:piranhai aka Dragonslayer wrote: ↑Sat, 29. May 21, 11:59 So I can be highest rank with all by choosing
013. 17.4%: Pirates - Yaki - Atreus - Duke's - Strong Arms
as Enemies?
Thanks! I saw your steam comment, and edit: made a discussion topic for pinning. Once again, I'd like to express gratitude for the awesome work you and the team have done on this game
Ok I think I get it. Is a bit change if you are used since XT to be friend with everybody. Is it then possible to steal the technologies from who you are enemy with with agents like Yaki Atreus?chip56 wrote: ↑Sat, 29. May 21, 15:19No, you cant be the highest rank with all by chosing those as enemies. You be positive rank with all others, some of them up to 8 and some of those can be rank 10.piranhai aka Dragonslayer wrote: ↑Sat, 29. May 21, 11:59 So I can be highest rank with all by choosing
013. 17.4%: Pirates - Yaki - Atreus - Duke's - Strong Arms
as Enemies?
If you are rank 10 with argon it would lock you at rank 8 as maximum for all argon enemies. So argon +paranid rank 10 is impossible. Argon + Boron rank 10 is possible.
A minor caveat: you can only perform diplomatic/espionage actions on <race/corp> you have influence points for. Those influence points require an agent to be able to dock at a relevant station (plus time ofc), so if you're hostile with <race/corp> & have no IP with them, you may not be able to perform any actions via diplomacy until you improve relations
Many thanks! Analyzing the NR changes from the agent, I suspect that the agents are working as intended... most likely. Take a look here. Given the rank and percentage for each faction, their approximate Notoriety can be calculated from the left table.Leech183 wrote: ↑Sun, 6. Jun 21, 14:41 Hi Blaze,
here is your requested Picture:
https://ibb.co/S712KNQ
Stopped all traders and forbid other races to land.
Then increased the Relations with the Terran Race via Diplomacy.
Thanks! Leech183's data was from 1,000 influence spent, whereas my numbers were from pulled from when I tested whether agents and missions are treated the same (hence the agent spending 583 influence or something); I just happened to have that data for another point of comparison, wasn't the original intention lol. If anyone else wants to help out and do something similar (save, stop all traders and player ship, disallow other races from all your stations, then spent 1,000 influence agent on gaining rep with lowest reputation faction and take screenshot of before/after) then please feel free to post data, it could help a fair bit; I'm not entirely convinced the system is working 100% as intended given the oddities in Argon rep change with Leech's data and Paranid in mine, but there's a fair amount of noise in this analysis due to the rounding, etc.Snafu_X3 wrote: ↑Sun, 6. Jun 21, 23:11 Once again, v nice work in collating, analysing & presenting this data! (tho I'm puzzled as to why you used 500 as a metric when IIRC each agent task to increase rep gains 200 points, including the 'travelling to destination' task)
FWIW the rep gain/loss system is dynamic WRT agents: you'll potentially receive multiple messages as their mission progresses thru (lower-lvl) ranks (presumably as each task/rep stage is completed, indicating rep gain by 1 lvl) until their task is complete. Currently, agents won't notify <player> once they've returned to base if they have no more tasks available (ie 'retired'), but any other agent will do so if they still have >=1 task available (if you set the relevant 'Global Commands' setting to Yes; why this defaults to 'No' I've no idea)
As a huge dynamic relation hater I feel strongly misunderstood. Because if we utilize the system to its intended purpose, the game becomes literally unplayable.blazenclaw wrote: ↑Fri, 28. May 21, 22:33
I figure there's enough people complaining about the Dynamic Rep system (I can't be friends with anyone!) that don't understand it (because it actually is possible to be friends with literally everyone), so having a place to point them to for explanation might be useful. Anyway, constructive feedback appreciated, is all![]()
There is some good feedback here. To clarify, I do agree with you and multiple other commenters that there exist some oddities with the system; but I've also seen a number of comments here and elsewhere that are because of players misunderstanding the system, to which the guide is more intended for.
I personally would have been fine if the game straight up asks me to permanently set two factions to hostile at the start of a game. It would have been a very hard pill to swallow 'cause I like just about every race in the X3 universe especially the Yaki, but ultimately worth all the QoL and other improvements in FL.blazenclaw wrote: ↑Mon, 7. Jun 21, 04:25
One thing to note: In AP it's entirely possible to blacklist some factions, yes. In FL however, it's not optional but required; that's, from what I understand, the intended purpose of the system, to make it so that the player *has to* be foes with some factions, not *can choose to be foes* with some factions. A subtle, but quite important distinction. [Granted it is technically possible to be friends with all factions in FL as well, but it takes some Thinking to pull off without messing up the player's trading empire or to understand how/why it works, and I'm absolutely fine with that.]