ALG vs GMG.. It might seem dumb...
Err right ok, this is really silly. I know that ALG and GMG offer missions against each other, yup that is from the original game, now why do they ignore each other when they are scouting?
I`ve gone thru initialworld.ini and empathy.ini and amplified their values so theat they are the same as each other enemy. Then restarted the game so that my version of OpenSP sets the new values, but alas they still ignore each other.
I`ve already added about 20 extra factions to my mod and have all of them behaving how i want them to, so i`m not totally noob. I can`t believe that they would hardcode something like this. If u get any ideas can u let me know?
Here`s the file clips, initialworld.ini-
[Group
nickname = gd_gm_grp
ids_name = 196890
ids_info = 66188
ids_short_name = 196938
..
rep = -0.65, co_alg_grp
..
[Group
nickname = co_alg_grp
ids_name = 196869
ids_info = 66173
ids_short_name = 196918
..
rep = -0.65, gd_gm_grp
Then, empathy.ini-
[RepChangeEffects
group = co_alg_grp
event = object_destruction, -0.030000
event = random_mission_success, 0.132500
event = random_mission_failure, -0.045000
event = random_mission_abortion, -0.067500
empathy_rate = gd_gm_grp, -0.250000
[RepChangeEffects
group = gd_gm_grp
event = object_destruction, -0.030000
event = random_mission_success, 0.130700
event = random_mission_failure, -0.045000
event = random_mission_abortion, -0.067500
empathy_rate = co_alg_grp, -0.3000
I did think of a way around it, maybe i could give all gmg a special commodity (the gmg pilot would work) then set the scanning chance to be very high and vice versa. But, i`d rather just have them all the same as the other factions.
Cheers if u can help..
I`ve gone thru initialworld.ini and empathy.ini and amplified their values so theat they are the same as each other enemy. Then restarted the game so that my version of OpenSP sets the new values, but alas they still ignore each other.
I`ve already added about 20 extra factions to my mod and have all of them behaving how i want them to, so i`m not totally noob. I can`t believe that they would hardcode something like this. If u get any ideas can u let me know?
Here`s the file clips, initialworld.ini-
[Group
nickname = gd_gm_grp
ids_name = 196890
ids_info = 66188
ids_short_name = 196938
..
rep = -0.65, co_alg_grp
..
[Group
nickname = co_alg_grp
ids_name = 196869
ids_info = 66173
ids_short_name = 196918
..
rep = -0.65, gd_gm_grp
Then, empathy.ini-
[RepChangeEffects
group = co_alg_grp
event = object_destruction, -0.030000
event = random_mission_success, 0.132500
event = random_mission_failure, -0.045000
event = random_mission_abortion, -0.067500
empathy_rate = gd_gm_grp, -0.250000
[RepChangeEffects
group = gd_gm_grp
event = object_destruction, -0.030000
event = random_mission_success, 0.130700
event = random_mission_failure, -0.045000
event = random_mission_abortion, -0.067500
empathy_rate = co_alg_grp, -0.3000
I did think of a way around it, maybe i could give all gmg a special commodity (the gmg pilot would work) then set the scanning chance to be very high and vice versa. But, i`d rather just have them all the same as the other factions.
Cheers if u can help..