Is it a good idea to choose subfactions during a game process?

Hi folks, i recently found out ( thanks to ZombiesRus post) that mechanics to pick a subfaction during a game is still in sins. But looks like that ZombiesRus doesn't use it for himself

I was wondering if there are any hidden maluses of that practice so nobody uses it in modding?

Thanks for you comments

:meow:

10,705 views 6 replies
Reply #1 Top

It's just an or branch in the research.

 

The practical limitation is that you only have so much real estate for technologies and, somewhat more problematic, ships.  Research locked ships will still take space even if you can't use them with your faction, so two truly unique factions with entirely different ship lists is simply untenable.  An overly diverse research tree is equally problematic.

Reply #2 Top

Other mods do use it. Star Wars Interregnum, Sins of a Galactic Empire, and Star Trek Armada 3 are just some of the big names that found uses for it, though not always for picking a different subfactions, and some only use it on particular factions.

For just one choice, whether its for choosing a subfaction or something else, it works well. If you want multiple mutually exclusive choices, it quickly becomes a pain to do.

Reply #3 Top

It's one only Goa, once you set a faction in the research, you can't change it again. :(

Reply #4 Top

Thanks guys

It works well except faction relationships scores. When one player becomes Loyalist from Neutral and other player becomes Rebel (via research), there is no relationship penalty between them... :(

And it seems there is no research modifier for faction relationships to do it afterwards as well

That is quite disappointing

Any ideas?

 

Reply #5 Top

Quoting Aplos, reply 4

It works well except faction relationships scores. When one player becomes Loyalist from Neutral and other player becomes Rebel (via research), there is no relationship penalty between them...

Did you try adding another section for both sub factions you can choose in game to the player.entity file? I really should have tried this already come to think about it, but its possible it could work.

Reply #6 Top

@GoaFan

Yep, i had it like that:

raceRelationsModifier
    raceNameID "IDS_PLAYERRACENAME_PHASE"
    modifierMin 0.100000
    modifierMax 1.000000
    factionRelationsModCount 4
    factionRelationsModifier
        factionNameID "IDS_PLAYERFACTIONNAME_LOYALIST"
        otherFactionNameID "IDS_PLAYERFACTIONNAME_LOYALIST"
        modifierMin 0.500000
        modifierMax 1.000000
    factionRelationsModifier
        factionNameID "IDS_PLAYERFACTIONNAME_LOYALIST"
        otherFactionNameID "IDS_PLAYERFACTIONNAME_REBEL"
        modifierMin -5.000000
        modifierMax -5.000000
    factionRelationsModifier
        factionNameID "IDS_PLAYERFACTIONNAME_REBEL"
        otherFactionNameID "IDS_PLAYERFACTIONNAME_REBEL"
        modifierMin 0.500000
        modifierMax 1.000000
    factionRelationsModifier
        factionNameID "IDS_PLAYERFACTIONNAME_REBEL"
        otherFactionNameID "IDS_PLAYERFACTIONNAME_LOYALIST"
        modifierMin -5.000000
        modifierMax -5.000000
defaultFactionNameID "IDS_PLAYERFACTIONNAME_NEUTRAL"

Looks like that it is used only on start, and doesn't affect dynamic ingame events.

:(