地球不屈 Terra Invicta

地球不屈 Terra Invicta

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Excessively Belligerent Obliteration of Factions
   
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3 月 11 日 下午 3:51
7 月 8 日 下午 12:45
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Excessively Belligerent Obliteration of Factions

描述
This mod currently causes crashes when starting new games. To workaround this:
1. In the UMM menu (open with CTRL+F10), disable EBOF
2. Start a new game
3. After the game has started, re-enable EBOF through UMM
You do not have to restart the game even a single time if you use this workaround. You do not have to do this if you are loading a save whatsoever.

One of this mod's functions needs UMM[www.nexusmods.com] (install using DoorstopProxy) to work. You can totally use this mod without it, but it might be harder to kill off enemy factions without waiting a really, really long time. Like, it can still take a few years to get rid of enemy factions WITH this mod.

About
I dislike the fact that the other factions are alive. I really dislike the fact I can't get rid of them easily. I really, really dislike the fact that the only other mod that lets me get rid of them is sometimes not enough. I want to be able to channel my inner Dalek and EXTERMINATE!!! the opposition, to make it clear that this is my world and YOU ARE NOT WELCOME IN MY WORLD.

So, I made this mod. Similarly to Destroy Factions Permanently, this mod enables 'destroying' AI factions by draining their influence. Kill all of their councilors, and they'll eventually stop coming back. How this mod goes about doing that is rather different, however. DFP accomplishes it by adding an influence generation penalty from the very start of the game, while this mod adds increasing penalties over time and a mechanism for outright disallowed influence generation, given a specific set of conditions.

As the name implies, EBOF does this rather aggressively. On the 15th year it will trigger a drain of -1 per day. On the 30th year it will increase to -3/day. Finally, on the 50th year it will go all the way to (a total of) -5/day, or the influence gain from having half of the world's public opinion. Additionally, the mod disallows factions from storing influence at all if they, at any point:
* Have no living councilors
* Have zero stored influence
* Have negative influence income

If ALL THREE conditions are met, their influence storage is locked at 0. This can be reversed if they achieve a monthly influence generation of 100. Also, the mod sets an influence cap of 5,000. These two things are where the UMM requirement comes into play.

This isn't as bad as it might sound; for as long as you stay on top of public opinion, keep high-level councilors, and build housing buildings in space, you will end up with more than enough influence anyways. By the time the penalties come into effect, it should be a non-issue for you. You can only 'lose' when you lose all of your councilors and space industry, which isn't easy.

Or maybe not, and I've way overtuned this. I myself will be finding out firsthand in the coming days and weeks. I very much want feedback on my changes, so fire away!
25 条留言
explodoboy  [作者] 9 月 13 日 下午 2:00 
@Clan
I don't know how to save a faction's "dead" state to the save file, so it resets every time a save is loaded. However, unless they get *very* lucky, they should almost immediately be marked for death again as soon as the game tries to subtract from their influence.

So, check to see if they have *any* influence generation whatsoever. If they generate even 0.01 influence per month upon the game being loaded, they don't get re-marked.
Cian 9 月 13 日 上午 11:57 
Is the 0 influence lock supposed to reset when you load the game? Yesterday I managed to get protectorate to negative influence by assassinating and retiring all their counselors and destroying space assets. Loaded my game today and they are gaining influence again without getting 100+ a month generation. I got them to negative again by killing their counselor as soon as they got one, saw that they were locked at 0, saved, loaded - and they start gaining again.
Esmarix 9 月 12 日 下午 11:12 
@Dumbass Moo, read the previous comments or the instructions at the top. You need to disable the mod when starting a new game and then reactivate it after the initialisation of the new game.
Caramoo 9 月 12 日 下午 3:27 
is causing crash when starting a new run at stage FullScenario.
explodoboy  [作者] 9 月 1 日 下午 12:32 
@Esmarix
Yes. To change which year the malus takes effect in, change the value in [TIGlobalCondition_fCampaignDuration_years] to something else.
Esmarix 9 月 1 日 上午 8:59 
Am I correct in the assumption that the values listed in the TINarrativeEventTemplate.json file is the years and lowering them will cause the effects to come into play earlier?
Future Skrimp 7 月 25 日 下午 2:33 
Can confirm that it works with provided instructions. Thank you!
explodoboy  [作者] 7 月 25 日 下午 12:52 
I can confirm the crash is happening on my end. It seems to only happen when starting a new game. Crashes don't happen upon loading a game.

A workaround to this is to disable the mod in UMM, start a new game, re-open the UMM menu (CTRL+F10 by default), and re-enable the mod. You do not have to restart the game at any point if you do it through the UMM menu.
Maladict 7 月 25 日 上午 3:59 
I am having the same issues - crashing when trying to start the game with it.
Future Skrimp 7 月 24 日 下午 6:18 
I tried starting a new game with it. It kept crashing, tried to find if it was conflicting with other mods, which wasn't the case. Refreshed the whole game with only this mod and found that it's causing the crash. I've been holding off playing this game for a long while til a mod like this showed up, thank you for creating this.