[SotF] Pacts, Pact Bonuses and Multiple Races

So... I've been searching for a way to support racial differences in pacts and basically had given up for the most part until recently.

For those of you who don't know:

  1. pacts are hard coded to a fixed amount of 18 unique pacts. 
  2. Each race can support up to 6 different pacts. 
  3. Each pact has a set relationship # needed that is global to the game (i.e. not racial specific)

My goal has been to allow some faction differences in what research ultimately becomes available once a pact has been reached.

I've been through several iterations of modifying pacts trying to accomplish this goal and think I have finally settled on a fairly simple yet extendable framework to accomplish this.

Basically each pact once achieved will open up an advanced research option (assuming enough labs are present) allowing that pact to be further advanced. 

 

Depending on the faction selected the secondary advancement may vary slightly from the initial pact gained.

For example: The Antimatter Advancements may be the Capacity/Regen buff, Antimatter in culture buff or Hyperspace Antimatter cost adjustment depending on faction.

The other two modifications I'm making to pacts is turning the Armament and Supply pacts into a Capital Ship and Star Base pact respectively.

Here's an example of the advanced pact research I'm looking at putting in different races. 

RESEARCHSUBJECT_PACT_ANTIMATTERCULTURE.entity
RESEARCHSUBJECT_PACT_ANTIMATTERGENERIC.entity
RESEARCHSUBJECT_PACT_ANTIMATTERHYPERSPACE.entity
RESEARCHSUBJECT_PACT_ARMORGENERIC.entity
RESEARCHSUBJECT_PACT_ARMORTACTICAL.entity
RESEARCHSUBJECT_PACT_BEAMGENERIC.entity
RESEARCHSUBJECT_PACT_BEAMRANGE.entity
RESEARCHSUBJECT_PACT_CULTUREALLEGIANCE.entity
RESEARCHSUBJECT_PACT_CULTUREANTIMATTER.entity
RESEARCHSUBJECT_PACT_CULTUREGENERIC.entity
RESEARCHSUBJECT_PACT_CULTUREMITIGATION.entity
RESEARCHSUBJECT_PACT_CULTURESUBVERSION.entity
RESEARCHSUBJECT_PACT_EFFICIENCYGENERIC.entity
RESEARCHSUBJECT_PACT_EFFICIENCYINCOMELOST.entity
RESEARCHSUBJECT_PACT_EFFICIENCYSHIPSLOTS.entity
RESEARCHSUBJECT_PACT_ENERGYGENERIC.entity
RESEARCHSUBJECT_PACT_ENERGYRANGE.entity
RESEARCHSUBJECT_PACT_MARKETGENERIC.entity
RESEARCHSUBJECT_PACT_MASS_REDUCTIONGENERIC.entity
RESEARCHSUBJECT_PACT_METALCRYSTALCOST.entity
RESEARCHSUBJECT_PACT_METALCRYSTALFOCUS.entity
RESEARCHSUBJECT_PACT_METALCRYSTALGENERIC.entity
RESEARCHSUBJECT_PACT_PHASEJUMPANTIMATTER.entity
RESEARCHSUBJECT_PACT_PHASEJUMPGATE.entity
RESEARCHSUBJECT_PACT_PHASEJUMPGENERIC.entity
RESEARCHSUBJECT_PACT_PLANETBOMBINGCIVILIAN.entity
RESEARCHSUBJECT_PACT_PLANETBOMBINGGENERIC.entity
RESEARCHSUBJECT_PACT_PLANETBOMBINGSURVIVALISTS.entity
RESEARCHSUBJECT_PACT_PLANETBOMBINGTACTICAL.entity
RESEARCHSUBJECT_PACT_RESEARCHCOST.entity
RESEARCHSUBJECT_PACT_RESEARCHGENERIC.entity
RESEARCHSUBJECT_PACT_RESEARCHRATE.entity
RESEARCHSUBJECT_PACT_SHIELDGENERIC.entity
RESEARCHSUBJECT_PACT_SHIELDMITIGATION.entity
RESEARCHSUBJECT_PACT_SHIELDSTARBASE.entity
RESEARCHSUBJECT_PACT_SUPPLYGENERIC.entity
RESEARCHSUBJECT_PACT_SUPPLYTOUGHNESS.entity
RESEARCHSUBJECT_PACT_SUPPLYWEAPONS.entity
RESEARCHSUBJECT_PACT_TACTICALSLOTSGENERIC.entity
RESEARCHSUBJECT_PACT_TACTICALSLOTSHANGAR.entity
RESEARCHSUBJECT_PACT_TACTICALSLOTSINCREASE.entity
RESEARCHSUBJECT_PACT_THRUSTERGENERIC.entity
RESEARCHSUBJECT_PACT_TRADEGENERIC.entity
RESEARCHSUBJECT_PACT_WEAPONCOOLDOWNEXPERIENCE.entity
RESEARCHSUBJECT_PACT_WEAPONCOOLDOWNGENERIC.entity
RESEARCHSUBJECT_PACT_WEAPONCOOLDOWNSLOTS.entity
RESEARCHSUBJECT_PACT_WEAPONCOOLDOWNTHRUSTERS.entity
RESEARCHSUBJECT_PACT_WEAPONCOOLDOWNTRAINING.entity

 

9,900 views 5 replies
Reply #1 Top

You da man Z. Awesome work again.

Reply #2 Top

So will the secondary effects stop if the main pact is broken?

Reply #3 Top

He uses advanced undead technology to accomplish this.

Reply #4 Top

Quoting GoaFan77, reply 2
So will the secondary effects stop if the main pact is broken?

It's linked with the normal Research Prerequisite so it should disable the Advanced research when the pact is broken.

 

Reply #5 Top

It's also possible to link additional structure or ships this way too... There are just so few slots available and it's unclear what impact Rebellion may have on the amount of available slots too.

I am considering unlocking phase gates for some of the factions but not all.

Others will be getting various upgrades to PJI's with Pacts. 

Would also be possible to unlock some powerful abilities if certain kinds of pacts were established.

But... first step is getting the general framework in place and tweaking from there.

What I like about this approach compared to my previous attempts is the simplicity of implementation as well as design re-usability across all the factions. In fact the implementation was completed in 1 day with the first tests running successfully with the GENERIC advancements. Now I just need to go through the different factions and swap out the advancement types for that race :P