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WarTech IIC (WIIC) is a mod for HBS's Battletech computer game. It's inspired by the likes of WarTech, GalaxyAtWar, and RogueTech's PersistantMap. The mod's homepage is https://github.com/BlueWinds/WarTechIIC, where you can always find the most up to date source code.

WIIC is distributed under the GNU General Public License v3.0 license. Special permission is granted to Battletech Advanced: 3062 and Roguetech to distribute this alongside Custom Bundle and other proprietary code. Please reach out to BlueWinds on github, or the BTA/RogueTech discords for more details.

Flareups

WIIC adds Flareups to the map - conflicts between factions for control of entire planets. They play out similarly to Flashpoints, where the player travels to the system, accepts a contract to participate in the campaign, and is then offered a series of missions to help their side take (or retain) control of the planet. Here's the basic flow, and how it relates to the settings in settings.json.

On game load

When a game is loaded or started, WIIC looks at setActiveFactionsForAllSystems. If true, it will override the active factions for every star system on the map. See Active Factions for more details on how it determines which factions to set as active for each system. If false, nothing happens.

Generating Flareups

Flareups come in two types - Attacks and Raids. In an attack, one faction attempts to wrest control of a system from the other. The winner will end up controlling the star system. In a raid, the attacker simply wants to do damage, steal resources, and otherwise harass the system owner. The victor will gain bonuses in future flareups, the loser penalties.

Every day that passes, there is a dailyAttackChance chance that a new Flareup will be added to the map, or dailyRaidChance for a Raid. There are no limits to the number of flareups that can be active at once, and they can occur from day 1 onwards. When a flareup or raid occurs...

Deciding attacker and location

WIIC first decides who will be the attacker and where they'll attack by iterating through all star systems on the map.

  1. If it's controlled by a faction in cantBeAttacked or ignoreFactions, it's also skipped.
  2. Each faction that controls a neighboring system and isn't in ignoreFactions might attack, if they're either the owner's enemy or limitTargetsToFactionEnemies is false. The weight for that attacker on this star system is the following items multiplied together:
    1. The number of bordering systems the attacker controls (within one jump)
    2. The distance multipilier: 1 / sqrt(distanceFactor + distanceInLyFromPlayer). Systems near the player are more likely to be attacked than those far across the map.
    3. aggression[attacker], read from the settings, defaulting to 1.
    4. reputationMultiplier[attacker] + reputationMultiplier[defender].
    5. hates[attacker][defender], defaulting to 1.
    6. Multipliers from any tags in systemAggressionByTag that the system has. A multiplier of 0 means this system can never be attacked or raided randomly.
  3. For attacks, factionInvasionTags are always considered adjacent to the appropriate faction (that is to say, Jade Falcon can always attack planets with the falcon_invasion_corridor tag, if such is set in settings.json). For raids, factionActivityTags is used instead (eg, Pirates can always raid planet_other_pirate worlds in the default settings).
    • The weight uses the same rules as above. Each tag the planet has is equivalent to one 'border world'.

Factions will only attack or raid themselves if they are set to be their own enemy (regardless of limitTargetsToFactionEnemies). With the weight for each target system and each faction which could attack it figured out, one is selected at random.

Initial setup

A border world controlled by the defender and near the attacker is chosen at random. The flareup is now visible as a blip to the starmap, appearance controlled by the attackMarker or raidMarker as appropriate. See ColourfulFlashpoints for details on the settings.

The initial attacker and defender forces are calculated as follows.

  1. The attacker begins with defaultAttackStrength points, overridden by their setting in attackStrength if they have one.
  2. The defender begins with defaultDefenseStrength points, overridden by their setting in defenseStrength if they have one.
  3. The WIIC_{attacker}_attack_strength and ``WIIC_{defender}_defense_strength` company stats are added to attack and defense strength respectively.
  4. If the location has any addStrengthTags, this amount is added to both the attacker's and defender's strengths.
  5. If it's a raid, both strengths are multiplied by raidStrengthMultiplier

How Flareups proceed

When initially generated, flareups are in "countdown", a random number of days chosen based on minCountdown and maxCountdown. Nothing will happen until that many days pass - the attacker and defender are mustering their forces, preparing for the coming confrontation.

When the countdown reaches 0, the flareup begins ticking. Every daysBetweenMissions days, one side or the other - chosen with a coinflip - will lose between combatForceLossMin and combatForceLossMax points. When one side reaches 0, the next time a mission would occur the flareup ends.

How Flareups end

When a raid concludes, the attacker gets + 1 to their WIIC_{faction}_attack_strength if they won, and -1 if they lost for the next raidResultDuration days. Similarly the defender with WIIC_{faction}_defense_strength.

When at attack concludes, the winner takes (or retains) control of the system, and the active factions are updated.

Setting active factions

When a system flips control - or every system on game load, if setActiveFactionsForAllSystems is true - WIIC adjusts the planet's tags using the following steps:

The system's employers and targets are set with the following logic:

  1. If the system has any tags included in clearEmployersAndTargetsForSystemTags, then employers and targets are emptied, and all other steps ignored.
  2. The system owner and Locals are always included.
  3. If the system has any tag from factionActivityTags, then the matching factions are added as active.
  4. Any faction that shares a border with this world is added as active, unless they're in ignoreFactions.

How the player gets involved

So that's cool and all, but what do players do?

Well, when they enter the star system where a flareup is occurring, each faction may generate a contract to hire the player ("Flareup: Attack Planet", "Flareup: Raid Planet", or one of the two variants of "Flareup: Defend Planet" for attacks/raids) if:

  1. They are not listed in wontHirePlayer.
  2. The players reputation with that faction is at least minReputationToHelpAttack / minReputationToHelpRaid.

If the player accepts the contract, the "countdown" is immediately set to 0, and the next mission is set to begin tomorrow. They get a task in the timeline telling them when the next mission will occur.

On the same interval as automatic force loss, every daysBetweenMissions days, the player will be offered a mission with nothing more than the mission name. If they accept, they must drop - no accepting the mission and then backing out! If they complete the mission, then the faction they fought against loses between combatForceLossMin and combatForceLossMax points, and the player gets a attackBonusPerHalfSkull * (difficulty of mission) cbill bonus (or raidBonusPerHalfSkull). Their non-priority salvage is increased by attackBonusSalvage / raidBonusSalvage.

If they don't accept the mission, fail it, or evac without completing it, their employer loses forces between combatForceLossMin and combatForceLossMax (equal to what the target would have taken if the player had succeeded).

While participating in a flareup, the player has to stay in the star system - if they attempt to leave, they will get a popup warning them of the consequences of breaking the contract. These aren't actually terribly severe, just reputation loss with the employer equal to one bad faith withdrawal from a mission.

When the flareup ends

When a Flareup ends, if the player signed on with the winning faction and they dropped into combat at least once, they'll receive an extra reward. The itemCollection given to the player is determined by defaultAttackReward / defaultRaidReward, or overridden by an entry in factionAttackRewards / factionRaidRewards.

Exporting / Importing map control

Every time a career saves, WIIC writes out {savePath}/WIIC_systemControl.json, which contains a list of all systems that have flipped control during the current career. If you copy this into the mod directory (WarTechIIC/WIIC_systemControl.json), then when you start a fresh career, WIIC will import the list. Bam, you can persist your map across careers!

Simgame statistics and tags

WIIC reads and sets a variety of tags and statistics on companies and star systems. These can be used in conditions, set, updated or removed from events and flashpoints like any other stat or tag.

Company Tags

When naming star systems, remember to use the ID and not the name. You want starsystemdef_St.Ives, not St. Ives. For factions, refer to them by factionID. You want ClanCloudCobra, not Clan Cloud Cobra or faction_ClanCloudCobra. This is slightly inconsistent, yes, but I work with what HBS gives me.

  • WIIC_helping_attacker and WIIC_helping_defender - If present, the company is in the middle of a flareup, helping the attacker/defender take the current system. You can remove this from events, and nothing will break. Adding it from events will force player participation if there's already a flareup in their current system, otherwise it won't do anything.
  • WIIC_give_{system}_to_{newOwner} (eg: WIIC_give_starsystemdef_Sol_to_Clan Wolf) - Setting this will pass control of the named star system to the new owner. The tag won't actually added to the company - WIIC 'eats' it.
  • WIIC_{faction}_attacks_{system} (eg: WIIC_Clan Jade Falcon_attacks_starsystemdef_Sol) - Setting this will cause a new Attack to start in the given system, with the faction as the attacker, if one doesn't already exist. The tag won't actually added to the company - WIIC 'eats' it.
  • WIIC_give_{system}_to_{newOwner}_on_attacker_win (eg: WIIC_give_starsystemdef_Sol_to_Clan Wolf_on_attacker_win) - Setting this will cause the named star system to be given to {newOwner} rather than the attacker when an Attack on this system ends. Win or lose, the effect is cleared after the current attack.
  • WIIC_{faction}_raids_{system} (eg: WIIC_Clan Jade Falcon_raids_starsystemdef_Sol) - Setting this will cause a new Raid to start in the given system, with the faction as the raider, if one doesn't already exist. The tag won't actually added to the company - WIIC 'eats' it.
  • WIIC_set_{system}_{attacker|defender}_strength_{number} (eg: WIIC_set_starsystemdef_Sol_defender_strength_10) - Setting this will adjust the attacker or defender's strength in that system's flareup, if there is one. The tag won't actually added to the company - WIIC 'eats' it.
  • WIIC_add_{tag}_to_{system} | WIIC_remove_{tag}_from_{system} (eg: WIIC_add_planet_other_pirate_to_starsystemdef_Sol or WIIC_remove_planet_other_pirate_from_starsystemdef_Sol) - Setting this will add or remove the given tag from the given system. The tag won't actually added to the company - WIIC 'eats' it.

Company Stats

For all company stats, -1 is a magic value - "ignore this". If present, we'll read the value from settings.json rather than the stat.

  • WIIC_dailyAttackChance (float) If present, this overrides the dailyAttackChance from settings.json. -1 will use the value from settings.json.
  • WIIC_dailyRaidChance (float) If present, this overrides the dailyRaidChance from settings.json. -1 will use the value from settings.json.
  • WIIC_{attacker}_aggression (float) If present, this overrides aggression[attacker] from settings.json. -1 will use the value from settings.json.
  • WIIC_{attacker}_hates_{defender} (float) If present, this overrides hatred[attacker][defender] from settings.json. -1 will use the value from settings.json.
  • WIIC_{faction}_attack_strength (int) Adds to the attack strength of any flareups or raids the faction engages in. Can be negative. Note that this is additive - it does not override that faction's default values. If you modify this from events, please add or subtract rather than set a value - Raids also adjust this, so setting a value would overwrite the raid history.
  • WIIC_{faction}_defense_strength (int) Adds to the attack strength of any flareups or raids the faction engages in. Can be negative. Note that this is additive - it does not override that faction's values. If you modify this from events, please add or subtract rather than set a value - Raids also adjust this, so setting a value would overwrite the raid history.

Misc functionality

WarTechIIC modifies several base-game features.

  • Contracts in the current system refresh every time the month rolls over.
  • Contracts in the command center are sorted by difficulty (with travel contracts at the bottom and priority contracts at the top).

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