MechWarrior 5: Mercenaries

MechWarrior 5: Mercenaries

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Faction Standing Tweaks
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2023 年 7 月 25 日 下午 4:15
2024 年 6 月 6 日 下午 2:21
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Faction Standing Tweaks

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Alters the Faction Standing gameplay mechanics. 1) Symmetric rewards/penalties based on mission difficulty for procedural missions. No more +2/-8! 2) Standings erode over time. 3) Ability to cap positive/negative standings. 4) Federated Commonwealth standing is set to the average of Davion/Steiner at merge. 5) Bonus for unused negotiation points.

Mission Faction Standing Reward/Penalty Delta

This ties the positive and negative adjustments (deltas) for procedurally generated missions directly to the difficulty of the mission. The rewards/penalties range from +2/-2 (for the lowest difficulty missions) to +8/-8 (for the highest difficulty missions). All positive/negative value adjustments are symmetric negations of one another. The rationale behind this modification is that easier missions are of lesser importance to the employer and target factions, so they do not influence the opinion of factions of the player as much as harder (likely more important) missions do. No more +2/-8 for taking missions in lower reputation clusters!

Enable/Disable via the SyncStandingDelta variable. Enabled by default (True). Set to False to disable.

Disable Negative Faction Standing Adjustments

This removes the penalty (negative standing delta) for mission target factions. When enabled, the target adjustment will always be zero for procedurally generated missions. This will override SyncStandingDelta.

Enable/Disable via the DisableNegativeDelta variable. Disabled by default (False). Set to True to enable.

Faction Standings Erosion

The player's standing for each faction will erode over time by slowly reverting towards zero. This is done by subtracting a small amount from FS where the player has favored status and adding to FS where the player is viewed negatively. The concept behind this gameplay mechanic is that positive/negative sentiments towards a player will fade over time. This attempts to implement the spirit of the axioms "What have you done for me lately" / "Time heals all wounds". Negative sentiments tend to linger longer, so the default erosion value for negative standing is less than that of positive.

The adjustment amounts are controlled via the ErosionPositiveSub (defaults to 3) and ErosionNegativeAdd (defaults to 2) variables. Set to zero to disable one or both.

The variable ErosionInterval controls the number of months that pass between erosion events. A setting of one is every month, a setting of two is once every two months, etc. Defaults to 2.

ErosionPositiveMin and ErosionNegativeMin set minimum FS amounts that the erosion processing will preserve. By default, these are set to +19/-19, which are the smallest amounts for Respected/Suspicious standing status. Erosion will not affect FS values within this range.

Faction Standing Caps

Implements boundaries as to how high/low positive/negative FS can go. Values above/below these amounts will be adjusted to be at the configured cap limit.

The caps are controlled by the CapPositive and CapNegative variables. These are set to zero by default, which disables the limit.

Davion/Steiner Federated Commonwealth Merge

When the Federated Commonwealth merge completes and the player is able to take on contracts for and against the faction (1/1/3041), its FS will be set to the average of Davion and Steiner standings. This enables a player who might have significant positive (or negative!) standing built up with one or both those factions to maintain some amount of that standing post-merge. The merge occurs on day 9,351 of a campaign/career that starts in 3015.

Enable/Disable via the FedComMergeEnabled variable. Enabled by default (True). Set to False to disable.

Unused Negotiation Point Bonus

Contract negotiation points not applied to CBills, Salvage, etc. can be used to enhance the player's faction standing with the employer through bonus standing on top of what is earned by the mission. Unused negotiation points is a way for the player to show favoritism to a faction, which is in turn viewed favorably and rewarded by the faction. Note that no user interface changes are made by this mod in order to minimize conflicts with other mods. Therefore the game will show warnings about unused points during the contract negotiation and mission launch screens, but the bonus will be applied when the mission has completed. There are other mods that offer similar functionality so, if a player prefers to use one of them, simply disable the option in this mod and everything should work as expected.

There are different methods for controlling how the bonus is calculated, which is configurable by the UNPBonusType variable. The text value is shown through Mod Options while the numerical value is what is read/written in the Game.ini file. Set to Disable(0) to turn off the feature. Defaults to Progressive(2).

Available Bonus Types:
  • Linear(1): Applies a set amount of bonus faction standing for each unused negotiation point. The amount of bonus is configurable via the UNPBonusLinear variable (defaults to 1.0). The total bonus value is rounded, if necessary.
  • Progressive(2): Applies an algorithm that generally diminishes additional standing bonus as more negotiation points are unused, which is based on the total negotiation points available and a maximum bonus allowed. For balance purposes the maximum bonus cannot exceed beyond one more than the total number of negotiation points and is also subject to an overall cap. The maximum bonus cap is determined from the difficulty of the mission (ranges from 2 to 9). In order to achieve the maximum bonus, at least half the negotiation points must be unused.
  • Random(3): Applies a random bonus between zero and four. Only one unused negotiation point is required for the bonus to be applied and no advantage is gained through further unused points. This option provides behavior that is roughly analogous to the vanilla game. There is a slight weighting towards lower values and the max bonus is subject to the total points available plus one (as in the Progressive option).

Configuration

The configuration variables cited below will be created on first run after installation. Individual features of this mod can be enabled/disabled or adjusted through the Options menu (thanks to BobbertModdert's Mod Options[www.nexusmods.com]!).

The configuration can also be edited through the FactionStandingTweaks section of the user's Game.ini file if Mod Options is not installed:

C:\Users\<Username>\AppData\Local\MW5Mercs\Saved\Config\WindowsNoEditor\Game.ini

Conflicts

This mod does not override exising game assets. However, Faction Standing rewards, penalties, and bonus accrued in missions may apply overtop values set by other mods. These can be enabled/disabled as desired through the feature settings.
43 条留言
Sartarius 11 月 27 日 上午 2:31 
It seems they were generated before I applied mod. Seems it is WAI atm, thanks
Noop  [作者] 11 月 26 日 下午 2:41 
I tested and it's working fine with the latest update. Note that the option only works with procedural missions. Not scripted ones (high reward quests, campaign missions, etc.).
Sartarius 11 月 24 日 下午 2:05 
I only left 1st option enabled and turned off everything else and on 15 difficulty mission (very green and easy) I got +11/-8 instead of +3/-2. My rating is 8 already so they def should provide minimal rep bonus. Anything I do not understand?
ScrapPool 9 月 24 日 下午 9:35 
After a little more digging, this is almost certainly an issue with Purchase Salvage, not this mod. Thanks for confirming!
ScrapPool 9 月 24 日 下午 7:05 
I'll pull together some scenarios (incl mod list) with screenshots for you to try to get a repro if youd like. I suppose it could be due to unexpected mod interactions (purchase salvage maybe?) but still could be related mainly to this mod.

In the meantime, you might try a mission or two from Dragons Gambit.
Noop  [作者] 9 月 23 日 下午 1:13 
The mod doesn't touch salvage so it's hard for me to see how it could cause that. I did a quick MM test and it looked OK to me nor have I heard of any other reports. I would need more details like specific conditions/scenarios to try and look into it further.
ScrapPool 9 月 22 日 下午 9:34 
Outstanding mod, with great options. Works just fine with DL7, but I've noticed a few things that might be worth looking in to/related to this mod:
-Sometimes the game will not "respect the salvage negotiation" - you'll negotiate for 12 points, then receive zero later on. This appears to be most easily reproduced on campaign missions.
-Multiple mission operations contract negotiations don't seem be respected, particularly on secondary missions, and again mainly with salvage. You'll negotiate whatever you do for the first operation, and then receive no salvage on secondary missions.

Again seems to work without crashing in DL7, but there appear to be a few artifacts/annoying bugs that seem to be introduced for relatively common cases.
SimplyBenjamen 9 月 9 日 上午 7:21 
Tested it myself as well a bit ago and I can say it indeed works without issue, thank you.
Noop  [作者] 9 月 9 日 上午 6:31 
I tested it out with the latest DLC/patch and didn't see any issues so haven't seen a need to update.
Ketchup_Stain 9 月 9 日 上午 12:39 
Looks like it works. I have mine set to disable negative faction standings and I do get zero on the opfor. I don't have any other settings active so I can't really tell if those work.