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exerelin_config.json
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exerelin_config.json
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{
# Note: With LunaLib, most (but not all) of these settings can be modified and saved ingame, in which case this file only serves to provide the default values
"directoryDialogKey": 45, # integer, default 45 (X)
"enableStrategicAI":false, # new experimental strategic AI for NPC factions
"ceasefireNotificationPopup": true,
# 0 = no filter, 1 = popup only events affecting player/commissioner faction, 2 = filter out all events
# war/peace events are always shown
"diplomacyEventFilterLevel":0,
# more or less the same as above
"agentEventFilterLevel":0,
# 0 = standard behavior, most intel delivered instantly,
# 1 = important intel delivered instantly, rest added when near comm relay
# 2 = almost no intel delivered instantly, rest added when near comm relay
"nexIntelQueued":0,
#if false, missions are added directly. if true, missions are delivered when in relay range.
"queuedNexMissions":false,
"enableVictory":true, # set to false to disable victory conditions (does not affect 'story-based' victories by any mod)
# Random sector settings
"minimumPlanets": 3,
#"minimumStations": 3,
"forcePiratesInSystemChance": 0.3, # this proportion of systems will always be seeded with at least one pirate market
"fleetBonusFpPerPlayerLevel": 1, # not actually used, except for vengeance and mining harassment fleets
"prisonerRepatriateRepValue": 0.04,
"prisonerBaseRansomValue": 10000,
"prisonerRansomValueIncrementPerLevel": 2000,
"prisonerLootChancePer10Fp": 0.025,
"crewLootMult": 0.02, # loot about this many crew per enemy crew in killed ships
"legacyInsurance": false, # free insurance paid by commissioning faction
"playerInsuranceMult": 0.8,
"agentBaseSalary":2000,
"agentSalaryPerLevel":1000,
"maxAgents":2,
"agentStealAllShips":true, # true = can steal all ships known to faction, false = only what's for sale on that particular market at that moment
"useAgentSpecializations":true,
# Invasion stuff
# most of these are also used by raids
# if false, replaces NPC invasions (including revenge counter-invasion mechanic) with raids
"enableInvasions": true,
"legacyInvasions": false, # old invasion system before v0.10.3 revamp
"invasionsOnlyAfterPlayerColony": false, # if true, factions will only invade after player faction is configured (as happens upon first having a colony)
"allowInvadeStoryCritical":false, # block NPC invasions from targeting story-critical markets
"allowInvadeStartingMarkets":true, # if false, markets that exist at the start of the game cannot be invaded by NPCs, only by player
"allowPirateInvasions": false,
"retakePirateMarkets": true, # allow factions to invade markets that pirates currently hold but didn't at start of game, even if allowPirateInvasions is false
"fleetRequestCostPerFP": 400, # used for player-requested fleets
"fleetRequestCapMult":1,
"fleetRequestIncrementMult":1,
"invasionFleetSizeMult": 1,
"responseFleetSizeMult": 1,
"invasionGracePeriod": 90, # factions won't accumulate invasion points for this many days at start
"pointsRequiredForInvasionFleet": 30000, # name is a bit misleading, but anyway bigger number = longer delay between invasion fleets
# invasion points are added daily
"baseInvasionPointsPerFaction": 30,
"invasionPointsPerPlayerLevel": 1,
"invasionPointEconomyMult": 0.5, # multiplier for invasion point gains from economic assets
"creditLossOnColonyLossMult": 0.4,
"allowNPCSatBomb": true, # NPC factions can launch saturation bombardment missions in place of some invasions, raids and vengeance fleets
"permaHateFromPlayerSatBomb": 0.24f, # sat bombing permanently lowers max relationship with relevant factions by this much (doubled for actual victim)
"groundBattleDamageMult":1, # modifier to damage dealt during ground battle resolution; lower this to make battles last longer
"groundBattleGarrisonSizeMult":1, # also used in legacy invasions
"groundBattleInvasionTroopSizeMult":1, # applied on fleet spawn, also used in legacy invasions
"groundBattleGarrisonXP":0.25, # same effects as for player marines
"groundBattleInvasionTroopXP":0.5,
"enableDiplomacy":true,
"allowRandomDiplomacyTraits":true, # randomize diplomacy traits when faction relations are randomized
"useRelationshipBounds": true, # if false, disregard min/max faction relationships in faction config
"enableAlliances": true, # will not dissolve existing alliances if changed, or affect scripted alliances (e.g. Iron Shell with Hegemony)
"allianceGracePeriod": 120, # no alliances can form for this long at start
"allianceFormationInterval": 30, # try to form a new alliance every N days on average
"ignoreAlignmentForAlliances": false,
"predefinedAllianceNameChance": 1, # use one of two pre-written names for alliances based on the two founding factions (currently only vanilla factions are supported)
"npcAllianceOffers": true,
"baseTariffMult": 0.6, # 1.0 = base tariff (usually 30%)
"freeMarketTariffMult": 0.5, # 0.5 = halved tariffs
"doubleSubmarketWeapons": false, # if true, double the amount of weapons generated on most submarkets (old behavior)
"buyShipBasePriceMult": 1.6, # in mission with NPCs buying one of your ships
#"prismInHyperspace": false, # if false, Prism will get its own star system. Setting to true is likely to crash, not recommended
"prismMaxWeapons": 27,
"prismNumShips": 14,
"prismNumWings": 6,
"prismNumBossShips": 0, # int; boss ships being the IBB super ships seen in Ship/Weapon Pack
"prismRenewBossShips": false, # if false, once a boss ship is bought or captured it won't appear in the market again
"prismUseIBBProgressForBossShips": true, # must progress through the IBB (famous bounty) sidequest in SWP to unlock new boss ships for sale; also applies to HVBs
"prismTariff": 2.0, # float, 1.0 = 100% tariff; modified by relationship with independents
"prismBlueprintPriceMult":1.5,
"warWearinessDivisor": 10000, # float; higher means factions take longer on average to sign a ceasefire
"warWearinessDivisorModPerLevel": 75,
"minWarWearinessForPeace": 5000, # float
"warWearinessCeasefireReduction": 3000, # float; note the reduction is applied to both parties
"warWearinessPeaceTreatyReduction": 6000,
"acceptCeasefiresOnTimeout": false, # if true, when the timer for a ceasefire offer to player expires it accepts instead of rejecting
"factionRespawnInterval": 120, # will spawn an invasion fleet for a randomly selected not-alive faction this often
"maxFactionRespawns": 3, # factions can launch respawn fleets this many times (not counting initial entry into sector); <0 = unlimited
"warmongerPenalty": 0, # take reputation hit from starting a war? (may not be supported any longer) 0 = never, 1 = not for followers, 2 = always
"followersAgents": false, # does player faction use agents on its own? (default false)
"followersDiplomacy": true, # does player faction participate in diplomacy on its own? (default true)
"followersInvasions": false, # does player faction launch invasions on its own? (default false)
"allyVictories":true, # player gets victory screen if they are Friendly or Cooperative with actual winner
"countPiratesForVictory": false,
"useConfigRelationshipsInNonRandomSector": false, # use relations defined in the faction config. Specific factions can set this to true for themselves as well
"leaveEliminatedFaction": true, # if our faction is wiped out, leave it
"enableRevengeFleets": 2, # 0 = disabled, 1 = only on hard mode, 2 = always (point generation halved on not-hard)
"revengePointsPerEnemyFP": 0.05,
"revengePointsForMarketCaptureMult": 2,
"vengeanceFleetSizeMult": 0.8,
# old vengeance fleets have the intel item, spawn at a location, then chase you around the map
# new vengeance fleets just appear outside a system and try to catch you, like some vanilla encounters
"useNewVengeanceEncounters": false,
"specialForcesPointMult": 1, # rate at which factions spawn special task groups
"specialForcesSizeMult": 1,
"specialForcesMaintMult": 0.75, # multiplier for supplies/fuel/salary costs of player STGs; 1 makes it equal to what the player would pay for those ships/crew/officers in own fleet
"enableAntioch": true, # adds Antioch for Templars in random mode, replacing their normal worlds
"enableAvesta": true, # adds Avesta Station for Ahriman Association, in addition to their normal markets (random mode only)
"enableUnos": true, # adds Unos for ApproLight, attached to homeworld (random mode only)
"factionRuler": false, # gain same powers over a normal faction as you'd have with followers (probably not fully functional)
"corvusModeLandmarks": false, # adds some decorative landmarks in non-random Sector (will always be present in random Sector)
"useEnhancedStartRelations": true, # nicer starting relations between factions in non-random sector; e.g. League and Diktat are now only welcoming instead of cooperative
"useEnhancedCoreWorlds": true, # increases defenses and/or economic capacity of some core worlds in non-random sector
"useEnhancedAdmins": true, # gives named NPC admins some special skills
#"useCustomBattleCreationPlugin": true, # affects things like map size and number of objectives. Not used (since 0.11.1b and probably much earlier)
"officerDeaths": false, # officer permadeath (may be buggy)
"officerDaredevilBonus": false, # 50% experience bonus for officers in a frigate, 25% in a destroyer
"stabilizePackageEffect": 2,
"rebellionMult": 1, # higher mult means unrest will boil over into rebellion more quickly
"enableColonyExpeditions": true,
"maxNPCNewColonySize": 6, # for new colonies created by colony expedition event
"hardModeColonyGrowthMult": 0.75,
"hardModeColonyIncomeMult": 0.9,
"colonyExpeditionInterval": 270, # days, starts in cycle 207; also note nex_expeditionDelayPerExistingColony in settings.json
"colonyExpeditionsOnlyAfterPlayerColony": false,
"enablePunitiveExpeditions": true, # if false, vs. competitor and free port expeditions will not happen (territorial ones still will)
"enableNexColonyCrises": true, # enable colony crises added by Nex (currently only the free port one)
"autoResistAIInspections": true, # default to resisting Hegemony AI inspections
"updateMarketDescOnCapture": true, # change market descriptions to reflect new controlling factions (only affects some markets, in non-random sector)
# DO NOT TOUCH!
# to make factions not appear, use the menu options
"builtInFactions":["hegemony", "tritachyon", "sindrian_diktat", "lions_guard", "persean", "luddic_church", "luddic_path", "knights_of_ludd", "pirates",
"derelict", "remnant", "player", "independent", "scavengers", "neutral", "poor", "sleeper", "omega"],
}