Custom AI Factions?

    StormWing0

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    Just wondering if anyone has thought of trying to pull this off yet? The general idea is meant for someone to add additional factions of the AI type and like normal factions aside from the pirates and trading guild be able to change relations with them.
     
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    Someone around here has the only current solution to your problem in their signature.

    A skinning guy I think so go browse that section of the forum.
     
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    Am very interested in this.
    Couldnt find the link.
    Anyone?

    AI factions need their own BPs.
    It is not helpful that trading guild and pirates use the same BPs

    Why can't we have separate BP lists for AI factions?

    AND, more AI factions.......
    Separate folders for AI faction BPs would do me.
    Would get us away from the tickbox permissions which although quick, is open to problems.
     

    StormWing0

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    Having a can/can't be used by others permission is still going to be handy and a can/can't be used by the AI is also useful. Now as for each faction AI or not having a list of Blueprints specifically for it now that'd be handy all by itself. :)
     

    Master1398

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    Someone around here has the only current solution to your problem in their signature.

    A skinning guy I think so go browse that section of the forum.
    I quess you are talking about me?


    You can create npc factions:
    /faction_create_as -negativeID factionName playerName [this one doesn't need to be a real player]

    And you can set relations to other factions:
    /faction_mod_relation ID otherFactionID enemy

    But they do not spawn by themselves and ship with active ai that are part of that faction don't move except they have a enemy. To spawn them check the different spawn commands. For example:
    /spawn_mobs shipBlueprint ID mobCount

    Created 6 npc factions once and wrote a small script to spawn random amount of ships of random factions in a random location around a sector.
    Here you can three factions in action. Two factions have their relation set to enemy and the third one is neutral to both.
    And here you can see ships of each faction fighting their enemies. Try to ignore the fractals... there was a corrupted shader file that made planet atmosphere look like huge triangles
     

    StormWing0

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    hmm there a way to set an NPC faction to automatically set relations to player factions as they are made? Say a player makes a faction for themself, the game detects it, relations are set. Sort of like how pirates are everyone's enemy and the trading guild is neutral to everyone from the start. Or say we wanted a particular faction to always have the same kind of relations with everyone else? Say Storms has Every 2nd faction set to ally, every 3rd set to enemy and every 5th set to neutral; if to different relations end up for the same faction because of this use some means of telling what to set it too like defaulting to neutral. :)
     

    StormWing0

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    Could get interesting to see if the script could be expended to be server wide. Maybe there is a way to tap into the existing spawning code of the game itself to provide some nice ways to give people some interesting mobs of factions to fight. After all the game does a lot of the work for the people playing it already and it'd be interesting if all we had to do was add a new faction and the folder for it's stations to gain a new faction. :)