Fractal Softworks Forum

Starsector => Mods => Topic started by: SCC on May 30, 2021, 05:07:11 AM

Title: [0.95a] Reputation Decay 2.3
Post by: SCC on May 30, 2021, 05:07:11 AM
Download link (https://github.com/SCC7/ReputationDecay/files/6578471/repdec.2.3.zip)

A simple mod that makes reputation decay to 0 over time. You can change the rate of the decay (default 1 per month) and whether reputation should decay to 0 at all times, or if it should decay to 75 or -75 if cooperative or vengeful (true by default).

Thanks Jaghaimo and Histidine.
Title: Re: [0.95a] Reputation Decay
Post by: Stormy Fairweather on May 30, 2021, 05:26:40 AM
just wanna say, this seems like one of the things that mebbe should be vanilla. thanks for this.
Title: Re: [0.95a] Reputation Decay
Post by: Arcagnello on May 30, 2021, 05:41:49 AM
Would you look at this, another ista-pick mod :)

I don't have much to say about it really, aside from the cliche "Vanilla should've had this in the first place" I like to spam across my comments in the mod section of the forum, plus a big Thank you SCC ;D

Edit: I noticed the mod does not come with a folder keeping it togheder upon download, so I put all its pieces into a "repdec" and put it into my Mods folder. Does this still work? SOrry I can't try booting the game up right now!
Title: Re: [0.95a] Reputation Decay
Post by: SCC on May 30, 2021, 07:12:05 AM
Yes, it will work, but I will fix it in a moment anyway. I didn't want to upload my whole directory with other junk, so I went in and selected only particular files, but then I forgot it won't be in a folder anymore...
I also forgot pirates and pathers are supposed to be hostile until now, so I will make them decay towards 50 now. Will come with toggles.
Title: Re: [0.95a] Reputation Decay
Post by: Stormy Fairweather on June 01, 2021, 08:12:22 AM
hey, not sure if this was intended or not, but this decays [redacted]'s rep too. if that was intentional, i'd suggest mebbe making it an option.
Title: Re: [0.95a] Reputation Decay
Post by: SCC on June 01, 2021, 11:01:47 AM
No, it wasn't intentional. Because I got very ambitious, it took me a long time to fix, too, but now I did. The mod operates on a faction whitelist now and custom equilibrium point and decay rate can be chosen.
https://github.com/SCC7/ReputationDecay/releases/tag/2.3
Title: Re: [0.95a] Reputation Decay 2.3
Post by: Stormy Fairweather on June 01, 2021, 03:58:31 PM
damn, man XD, yer awesome.
Title: Re: [0.95a] Reputation Decay 2.3
Post by: Deshara on June 02, 2021, 11:31:23 AM
this is going into my "should be vanilla" collection
Title: Re: [0.95a] Reputation Decay 2.3
Post by: Rohzdear on June 03, 2021, 12:12:07 AM
Interesting mod. Would certainly like to try a playthrough with it.

I got some questions. Similar to the [Redacted] question above, would this make pirates slowly default to 0 REP with you over time? I think a more natural behaviour would it be for REP to increase or decrease to whatever original REPutation you had with the faction at the start of the game, so Pirates would need to be constantly pacified or else the rep would slowly decrease again to its original and such.
Title: Re: [0.95a] Reputation Decay 2.3
Post by: Offensive_Name on June 03, 2021, 12:28:36 AM
I wonder how this works with Nexerelin and it's dynamic faction relationships.
Title: Re: [0.95a] Reputation Decay 2.3
Post by: Deshara on June 03, 2021, 12:54:01 AM
seems to work just fine for me thus far
Title: Re: [0.95a] Reputation Decay 2.3
Post by: SCC on June 03, 2021, 01:29:39 AM
I got some questions. Similar to the [Redacted] question above, would this make pirates slowly default to 0 REP with you over time? I think a more natural behaviour would it be for REP to increase or decrease to whatever original REPutation you had with the faction at the start of the game, so Pirates would need to be constantly pacified or else the rep would slowly decrease again to its original and such.
Currently it works with a csv file describing factions, their equilibrium points and the decay rate.

I wonder how this works with Nexerelin and it's dynamic faction relationships.
The mod will not care. If you have faction events enabled, I would say my mod is superfluous, but you do you.
It's also worth noting that I can't just blanket set all factions to decay towards 0, because of boss factions, so none of mod factions will decay.

If you want mod factions to have their reputation decay, too, you can make your own .csv file (or edit the one in the mod) and put any mod factions you want there, you just have to know their ID. Due to how the file is loaded, you can put any mod factions there, regardless of if you have their mods enabled or not.
Title: Re: [0.95a] Reputation Decay 2.3
Post by: Helldiver on June 04, 2021, 12:25:49 PM
If you want mod factions to have their reputation decay, too, you can make your own .csv file (or edit the one in the mod) and put any mod factions you want there, you just have to know their ID. Due to how the file is loaded, you can put any mod factions there, regardless of if you have their mods enabled or not.

Wooo, that's perfect.
Title: Re: [0.95a] Reputation Decay 2.3
Post by: Killian on June 04, 2021, 04:28:16 PM
Much appreciated.

A couple of suggestions;
1) A setting so that holding a commission with a faction will prevent your rep with them from decaying below a certain point, and/or reduce rep decay rate.
2) Per-faction thresholds and rates. So, say, pirates will rapidly trend towards -50 unless you put in the effort to get above 0, whilst independents will gradually trend towards 0 no matter what, and so on.

Obviously that last one will be a bit more complicated, but it could add a bit more flavour to the factions.

Also agreeing with folks saying 'should be vanilla' too.
Title: Re: [0.95a] Reputation Decay 2.3
Post by: SCC on June 05, 2021, 12:01:48 AM
Your second suggestion is already implemented. Check out data\config\repdec\repdecFactionSettings.csv (or something like that, I'm not at my PC currently).
Title: Re: [0.95a] Reputation Decay 2.3
Post by: Killian on June 05, 2021, 05:24:11 AM
Mmm... kinda? I'm also thinking per-faction min/max thresholds, rather than cutting off at -75/+75.

So pirates might stop decaying if below -75 or above 0, but if your rep is -74 or -1 then it eventually equalizes at -50.
Title: Re: [0.95a] Reputation Decay 2.3
Post by: SCC on June 05, 2021, 05:54:27 AM
Ah, like that. It could be implemented. I'm not going to do it any time soon, though, since I want to make some more exciting mods. I also don't think pirates should be more lenient on you than other factions.
Title: Re: [0.95a] Reputation Decay 2.3
Post by: Killian on June 05, 2021, 04:05:22 PM
The numbers were purely examples. ;)

And that's fair - I just figured I'd throw out the ideas whilst they were bouncing around.
Title: Re: [0.95a] Reputation Decay 2.3
Post by: Kiddin Me on July 22, 2021, 04:06:29 PM
Has anyone else encountered issues with this mod no longer working under 0.95a-RC15?

Running a completely fresh install with only Reputation Decay enabled, it doesn't appear to be ticking over each month.
Title: Re: [0.95a] Reputation Decay 2.3
Post by: Speeda325 on September 22, 2021, 12:14:32 AM
mod does not work with latest SS version.
i am using mods but idk if that's the reason