agressive settings for factions

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Halpog
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agressive settings for factions

Post by Halpog »

anyone knows, if there is any kind of setting for factions, that lets them attack more or less any sctors ?

i mean xenon literarely fly from sector to sector and claim it .. and other factions dont even bother to defend there sectors
BlackRain
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Re: agressive settings for factions

Post by BlackRain »

Halpog wrote: Sat, 12. Feb 22, 08:29 anyone knows, if there is any kind of setting for factions, that lets them attack more or less any sctors ?

i mean xenon literarely fly from sector to sector and claim it .. and other factions dont even bother to defend there sectors
In factions.xml there are settings for aggression and avarice (greed). High aggression and high avarice should make them attack more and try to claim more but it could get crazy maybe?
DeadAirRT
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Re: agressive settings for factions

Post by DeadAirRT »

Aggressive makes it so they will attempt attacks at a lower projected strength than their enemies. In the grand scheme, it doesn't matter much.

So to answer op, no there is no simple variable to change. You can look in the faction logic files which would probably require a fair bit of changes since the game is designed to be a gentle back and forth
Halpog
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Re: agressive settings for factions

Post by Halpog »

hmm ok thnx
BlackRain
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Re: agressive settings for factions

Post by BlackRain »

DeadAirRT wrote: Sat, 12. Feb 22, 14:20 Aggressive makes it so they will attempt attacks at a lower projected strength than their enemies. In the grand scheme, it doesn't matter much.

So to answer op, no there is no simple variable to change. You can look in the faction logic files which would probably require a fair bit of changes since the game is designed to be a gentle back and forth
But I think Avarice makes them want to invade more, no?

I made a mistake in my last post and the file is factionlogic.xml sorry, I haven't looked at it in a bit.

If you look at below, Xenon have a very high aggression level and a low avarice level. Not sure how exactly that affects how they do things in the game. A lot of people were saying that in the vanilla game that Xenon don't do much and mostly die out. I tried changing avarice to high and the Xenon seemed to be much more active and successful without my involvement but not sure if there are other reasons for that.

<cue name="XenonFactionLogic">
<cues>
<cue name="XenonFactionLogic_Manager" ref="Manager">
<param name="Faction" value="faction.xenon"/>
<param name="BaseAggressionLevel" value="moodlevel.veryhigh"/>
<param name="BaseAvariceLevel" value="moodlevel.low"/>
<param name="BaseLawfulness" value="1.0"/>
<param name="HasMissions" value="false"/>
<param name="SatelliteNetworkGoal" value="0"/>
<param name="MinefieldGoalPerSector" value="1" comment="[MGPS * Sectors, 12].min is the maximum amount of Minefields for this faction"/>
<param name="DebugChance" value="0"/>
<param name="DebugChance2" value="0"/>
</cue>
</cues>
</cue>
DeadAirRT
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Re: agressive settings for factions

Post by DeadAirRT »

BlackRain wrote: Sun, 13. Feb 22, 00:34
DeadAirRT wrote: Sat, 12. Feb 22, 14:20 Aggressive makes it so they will attempt attacks at a lower projected strength than their enemies. In the grand scheme, it doesn't matter much.

So to answer op, no there is no simple variable to change. You can look in the faction logic files which would probably require a fair bit of changes since the game is designed to be a gentle back and forth
But I think Avarice makes them want to invade more, no?

I made a mistake in my last post and the file is factionlogic.xml sorry, I haven't looked at it in a bit.

If you look at below, Xenon have a very high aggression level and a low avarice level. Not sure how exactly that affects how they do things in the game. A lot of people were saying that in the vanilla game that Xenon don't do much and mostly die out. I tried changing avarice to high and the Xenon seemed to be much more active and successful without my involvement but not sure if there are other reasons for that.

<cue name="XenonFactionLogic">
<cues>
<cue name="XenonFactionLogic_Manager" ref="Manager">
<param name="Faction" value="faction.xenon"/>
<param name="BaseAggressionLevel" value="moodlevel.veryhigh"/>
<param name="BaseAvariceLevel" value="moodlevel.low"/>
<param name="BaseLawfulness" value="1.0"/>
<param name="HasMissions" value="false"/>
<param name="SatelliteNetworkGoal" value="0"/>
<param name="MinefieldGoalPerSector" value="1" comment="[MGPS * Sectors, 12].min is the maximum amount of Minefields for this faction"/>
<param name="DebugChance" value="0"/>
<param name="DebugChance2" value="0"/>
</cue>
</cues>
</cue>
The way it's actually used right now is aggression affects how willing they are to invade with a potentially under sized fleet. Using the "strength factor" of ships (which is just a value assigned to ships based on size), they use the estimated enemy strength from recon and wait until they think they have a chance. This means aggressive are more willing to suicide into enemies but I can't recall if it changes the max value they want to take (it's rng based between min/max).

Avarice is only used to determine how likely they are to hire pirates to harass their enemies. I don't remember if it's actually implemented or not though.

So tldr: aggressive factions may seem more active but it's because they are willing to suicide fleets more
BlackRain
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Re: agressive settings for factions

Post by BlackRain »

DeadAirRT wrote: Sun, 13. Feb 22, 01:00
BlackRain wrote: Sun, 13. Feb 22, 00:34
DeadAirRT wrote: Sat, 12. Feb 22, 14:20 Aggressive makes it so they will attempt attacks at a lower projected strength than their enemies. In the grand scheme, it doesn't matter much.

So to answer op, no there is no simple variable to change. You can look in the faction logic files which would probably require a fair bit of changes since the game is designed to be a gentle back and forth
But I think Avarice makes them want to invade more, no?

I made a mistake in my last post and the file is factionlogic.xml sorry, I haven't looked at it in a bit.

If you look at below, Xenon have a very high aggression level and a low avarice level. Not sure how exactly that affects how they do things in the game. A lot of people were saying that in the vanilla game that Xenon don't do much and mostly die out. I tried changing avarice to high and the Xenon seemed to be much more active and successful without my involvement but not sure if there are other reasons for that.

<cue name="XenonFactionLogic">
<cues>
<cue name="XenonFactionLogic_Manager" ref="Manager">
<param name="Faction" value="faction.xenon"/>
<param name="BaseAggressionLevel" value="moodlevel.veryhigh"/>
<param name="BaseAvariceLevel" value="moodlevel.low"/>
<param name="BaseLawfulness" value="1.0"/>
<param name="HasMissions" value="false"/>
<param name="SatelliteNetworkGoal" value="0"/>
<param name="MinefieldGoalPerSector" value="1" comment="[MGPS * Sectors, 12].min is the maximum amount of Minefields for this faction"/>
<param name="DebugChance" value="0"/>
<param name="DebugChance2" value="0"/>
</cue>
</cues>
</cue>
The way it's actually used right now is aggression affects how willing they are to invade with a potentially under sized fleet. Using the "strength factor" of ships (which is just a value assigned to ships based on size), they use the estimated enemy strength from recon and wait until they think they have a chance. This means aggressive are more willing to suicide into enemies but I can't recall if it changes the max value they want to take (it's rng based between min/max).

Avarice is only used to determine how likely they are to hire pirates to harass their enemies. I don't remember if it's actually implemented or not though.

So tldr: aggressive factions may seem more active but it's because they are willing to suicide fleets more
I see, I am curious where you got the info from. I didn't see anything in the files which stated those things.
DeadAirRT
Posts: 1124
Joined: Fri, 25. Jan 19, 03:26
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Re: agressive settings for factions

Post by DeadAirRT »

BlackRain wrote: Sun, 13. Feb 22, 03:02 I see, I am curious where you got the info from. I didn't see anything in the files which stated those things.
Aggression
factiongoal_hold_space line 622
factiongoal_invade_space line 591
factiongoal_patrolcoordinationservice line 440

Avarice
factiongoal_plunder line 4

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