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feat: Imperial Loyalty #635
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| Original file line number | Diff line number | Diff line change |
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| function scr_battle_count(){ | ||
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| // Check if the count is positive and a multiple of 6 | ||
| if (obj_controller.enemies_cleared_count > 0 && (obj_controller.enemies_cleared_count % 6 == 0)) { | ||
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Collaborator
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. Same here. If it doesn't take into account what power was fought, the reward for clearing 6 worlds with 1000 people and 1lvl enemy will give the same reward as clearing 6 worlds with 1 billion of people and 6lvl enemies.
Collaborator
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. Actually, there is a mechanic where governors ask for help, isn't there? I haven't seen the code for it, so not sure how it works.
Contributor
Author
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. efficiency, the sooner the enemy is gone the better for everyone, besides extensive cleaning takes time while low priority for Astrates they are often far more effective at doing that. Disposition doesn't just mean governor but also to extend the population willing to cooperate. Your presence doing cleaning job is more than enough to reinforce the image of "His Angels".
Contributor
Author
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. Tho i generally agree that it's better to be done through deed system. But in that case it's hard to avoid abusing since enemies grow all the time so the cycle of letting enemy get to high threat then killing them might happen. Idk if i want to apply turn tracking system or you get the deed only through completely cleaning the planet.
Collaborator
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. I mean, if we limit the deed system to require 100 deed points to get 1 faction disposition point, then we can set certain deed point acquisitions per specific actions. Like, 1 deed point per SR level of enemies destroyed, but you get 10 deed points for planet's control (amount can be tweaked further by planet type) being restored to imperium.
Contributor
Author
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. 100 per 1 dispo is bad ratio it means you can clean most of the game and barely get over 5, the biggest problem is tracking logic. How do you intent to make the game know that you cleared an actual enemy instead of artificial enemy by making them grow and abusing the system? that's why i was considering universal deed point based on different factions.
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There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more.
Make liberating planets reward much more points than simply destroying enemies.
Collaborator
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. You could make deed point limits variable. Which also addresses the farming issue to some extent. |
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| // --- ACTION TO PERFORM EVERY 6 CLEARS --- | ||
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| // --- Randomly Choose Flavor Text --- | ||
| var _text_array = [ | ||
| { | ||
| alert : "Word of your Chapter's tireless defence of the Sector reaches influential ears within the Imperium.", | ||
| log : "Imperial Factions note the Chapter's continued effectiveness in purging threats." | ||
| }, | ||
| { | ||
| alert : "The efficiency of your recent purges has not gone unnoticed. Certain Imperial factions mark your Chapter's progress.", | ||
| log : "Imperial elements acknowledge the Chapter's effectiveness against sector threats." | ||
| }, | ||
| { | ||
| alert : "Data-slate communiques confirm receipt of your operational summaries. Standard commendations issued.", | ||
| log : "Administratum logs successful anti-xenos/heretic operations by the Chapter." | ||
| }, | ||
| { | ||
| alert : "Your Chapter's righteous fury against the enemies of Man strengthens the faith of nearby Imperial worlds.", | ||
| log : "Tales of the Chapter's victories inspire piety and bolster relations with the faithful." | ||
| }, | ||
| { | ||
| alert : "Your Chapter continues its duties effectively.", | ||
| log : "Chapter effectiveness noted by Imperial factions." | ||
| } | ||
| ] | ||
| var _text_choice = array_random_element(_text_array); | ||
| // Alert doesn't seem to work, probably because of UI | ||
| scr_alert(c_blue, "reward", $"{_text_choice.alert}"); | ||
| scr_event_log(c_blue, $"{_text_choice.log}"); | ||
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| // --- Apply disposition bonuses | ||
| #macro FACT_DISPO obj_controller.disposition | ||
| FACT_DISPO[eFACTION.Imperium] = clamp(FACT_DISPO[eFACTION.Imperium] + 8, -92, 100); | ||
| FACT_DISPO[eFACTION.Mechanicus] = clamp(FACT_DISPO[eFACTION.Mechanicus] + 5, -95, 100); | ||
| FACT_DISPO[eFACTION.Ecclesiarchy] = clamp(FACT_DISPO[eFACTION.Ecclesiarchy] + 6, -94, 100); | ||
| FACT_DISPO[eFACTION.Inquisition] = clamp(FACT_DISPO[eFACTION.Inquisition] + 4, -96, 100); | ||
| // --- END ACTION TO PERFORM --- | ||
| } | ||
| } | ||
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