Avorion

Avorion

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Galaxy at War
   
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Mods: Mod
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52.295 KB
6 Mar, 2021 @ 8:44am
18 Aug, 2022 @ 3:36pm
5 Change Notes ( view )

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Galaxy at War

Description
This mod gives every AI that can have traits, the trait Aggressive with a 100% percentage, which will result in these AI factions launching attacks on the other faction's territory and the AI ships attacking the other faction's ships and stations.

It is recommended that you start a new game for this mod because the game only accesses factions.lua at first contact with a faction. If this ever changes then please tell me how, so I can provide everyone else the work around if it is simple enough.

Found a bug?
report it in the the comment section below.

Want to know how I did this?
See the discussion for the steps.

Want a more extreme version of this mod?
Try this mod:
https://steamproxy.net/sharedfiles/filedetails/?id=2933993471

Since this mod is so simple and it only touches a file that is rarely updated, the mod rarely needs to be updated. As such it will remain marked as "up to date" until Avorion surpasses version 10.0.0. At which point I would question if a sequel is planned or if the developers will keep this game updated forever. So if there are bugs and you know it is from this mod then please report it below! Since I do not play this game enough to catch them myself. So I probably won't find the bug before you do.

Rate it if you want and reward it if you feel like it.
Doing so would help the mod get noticed by more Avorion players that want what this mod offers in their galaxies as well as indicate to the skeptical players that this mod does what it says it does. (That and the lack of people reporting any problems at all.) <-- Feel free to change this fact if a bug arises though!

Enjoy!
Popular Discussions View All (1)
1
9 Oct, 2021 @ 7:03pm
How this simple mod was made for those who are interested.
Okabig
12 Comments
Okabig  [author] 12 Feb @ 6:02pm 
The factions will keep on fighting regardless if this mod is active in the save or not.
The file this mod changes is only accessed at first contact after all.
The violence comes from the game's Aggressive trait not this mod. So your only option is to find a way to edit the traits of a pre-existing faction and remove that trait or find/make a mod that disables the invasion feature. Thus enforcing the cease fire I think you want.
Shade11 12 Feb @ 11:30am 
Will unsubscribing the mod will make the affected factions cease fire or it will still be in effect?
Okabig  [author] 10 Apr, 2023 @ 9:51pm 
It can't be mine since this mod only messes with the factions.lua file and I know that file only controls faction traits based on the name chosen. So it would make no sense for this mod to be responsible. If it is then that must be quite a strange bug in the game for something like that to happen.
Cecell 10 Apr, 2023 @ 7:07am 
Does this mod in anay way affect wreckages? In my game wreckages of ships (of any faction) that were just wrecked will, either right away or pretty soon after I start salvaging it, start having small explosions around it for about idk 15-30 seconds and then the remainder of the wreck explodes and disappears. I'm not claiming this is from your mod. I'm just trying to narrow it down and neither of the Discords has been able to shed any light even with a list of my mods.
Okabig  [author] 15 Feb, 2023 @ 2:00pm 
Well I doubt you will ever see this but I just found the code that influences how often a faction attacks. Still clueless about the truce part but I imagine it is in a similar location. I just made a mod that made the chances of a battle happening being bumped up to 100% provided you meet the other requirements for an invasion to happen.
Okabig  [author] 9 Sep, 2021 @ 9:01am 
I do not know how often it happens, I find it to be quit random and I am sure I can't find out because I do not know if that part of the code is accessible for modders like me. All I know is factions will only attack sectors within a certain proximity of their own.

In terms of truces, I suspect they only make truces when you ally with both factions, but I have not tested it. I just remember not seeing any battles after a certain point in one of my games after I allied with both sides. Beyond that, it is a war that will only reach a standstill if the gap between the faction sectors reaches a certain point. (I do not know this number either, best chance of finding out is to just keep tabs on who attacks who and how far away that sector is from the attacker's one)
Xaliber 8 Sep, 2021 @ 8:53pm 
How often the factions will fight each other? Is there any chance for them to cool down and make a truce in every few times?
Okabig  [author] 8 Sep, 2021 @ 9:05am 
Ok mod is updated. It should continue to work until Avorion reaches version 10.0.0 or the creators actually modify the faction.lua file in a way that makes this mod break the game.
Okabig  [author] 8 Sep, 2021 @ 8:59am 
Yep, it works just because it is such a simple mod that modifies the a file the creators will rarely change.

I will have to update it anyway just so the subscribers don't have to force this mod to be enabled just because the mod file has an update version number cap of 1.3.8 and now we are at 2.0.6.
Valkyrie 7 Sep, 2021 @ 10:59pm 
any word on if this works still in 2.0?