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Relations Question

Hey everyone, I hope one of you can help confirm a question about the relations that display in Master of Orion. I'm in the process of putting together the next Imperium, which will involve scoring in several different categories - one of which will be diplomacy. I've put together this list of the different "relations" categories that show up, from worst to best:

Feud
Hate
Discord
Troubled
Tense
Restless
Wary
Unease
Neutral (default)
Relaxed
Amiable
Calm
Affable
Peaceful
Harmony

I'd like to find out whether I have these in the right order, and/or which relations tabs I'm missing. (I believe I'm missing at least one of the "good" designations, since the list is not symmetrical.) Anything you can tell me based on your experience would be helpful. smile
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The guide follows your list from Feud to Peaceful then lists Friendly, then Unity before Harmony, each covering 12 diplomacy points (okay 13 for Neutral) except Feud & Harmony covering 10 so range is -100 to +100. As usual bad relations are more common (or more remembered) than good ones!
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Excellent, thank you very much! As you said, I think the problem is that I've usually seen the relations at the lower end of the measuring stick! lol
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Wanted to point out that Neutral is not always the default relations setting. By my count there are 45 total pairings of races (Alkari with Bulrathi, Alkari with Darlok, Bulrathi with Darlok, et cetera). In the strategy guide exact values are given for the "Starting (Base) Diplomacy Point Levels" (Table 11-3). Neutral (zero points) is the most common, occurring in 18 pairings; -7, in the Unease range, is second most common, occurring in 14 pairings. That leaves the Humans' relations (+7 Relaxed with everyone), the +7 the Silis have with the Klacks and Meks, and the Sakkra-Mrrshan (-19) and Alkari-Mrrshan (-31) rivalries. The game manual also has a table, though it gives only the starting category ("Relaxed", etc.) and not the value.

It sounds like maybe cultivating good relations will be valued in this game. That sounds like an interesting twist. Too bad the game itself doesn't pay more attention to a human player actually trying to build a relationship with the AIs--since AI players, even non-Erratic ones, turn on you for little reason, even if they have poor chances of gaining something by doing so. Where's the love? :hippie:
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jmas Wrote:the +7 the Silis have with the Klacks and Meks,
..... The game manual also has a table, though it gives only the starting category ("Relaxed", etc.)

The game manual is pretty incorrect thing in several aspects as I have noticed lately. Here, for instance, Silicoids-Klackons have UNEASE starting relation which is surely a big difference for the Sils. No Relaxing with Klackon friends, according to the hexes in the exe file. :thumbsdow
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Okay, this manual bug is much better.

Ever wondered why is the starting race objective different from what the game manual states as the "default"?

Every race has at least an 8% possibility to have ANY objective, according to the exe!
You have your ecologist Mekklars here, and your diplomatic Mrrshans etc.

Only one exception to the rule (a surprising one): Bulrathis cannot be Militaristic.

Another interesting info: The most probable starting objective for Klackons is Ecologist (33%, manual: industrialists - which is only 8%!).
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Welcome to the forum, kyrub.

Yes, the guide is wrong about Silicoids-Klackons relations; oddly the game manual has a mixture of Relaxed & Unease so is half right!

In general, both the leader Personality and racial Objective vary from the tendencies stated in the manuals. I generated a list from repeated starts and scanning the starting save. Most objectives scored hits but Bulrathi Militarist was missing, along with a couple of others which presumably would occur eventually. I had Klackons as 11/38 ecologist and 3/38 militarist but having the exact percentages you quote is quicker and better!

Thank you for this useful info. Any other interesting finds in the exe file? Let me know the location in the exe file and I can do some digging also.
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sargon0 Wrote:Welcome to the forum, kyrub.
Thanks, sargon0, glad to be around.

sargon0 Wrote:I had Klackons as 11/38 ecologist and 3/38 militarist but having the exact percentages you quote is quicker and better!
Good testing! It's great to see the hexes work the way I hoped for.

sargon0 Wrote:Thank you for this useful info. Any other interesting finds in the exe file? Let me know the location in the exe file and I can do some digging also.
A lot of info recovered already.
Let's just begin with Orion.exe. It obviously manages the start of the game, creation of the starmap and of your opponents. (The game itself is played via Starmap.exe, where you can find valuable stored values).

locations (v.1.31)
22a46 - a table (10 races x 12) with probabilities for AI objectives. Each value represents 1/12 = 8%. The races are in order of appearance in the start menu in the game (humans....darloks), the objectives are in order of appearance in the exe (0000 = diplomat...0500 = ecologist)
22bc6 - a mismatched table (10 races x 10, should be 10x12) with probabilities of AI personnalities.
22d6c - starting diplomatic relations. (00 00 = neutral, 01 00 = relaxed, ffff = unease, feff = wary etc.)

Nice digging thumbsup
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(October 16th, 2008, 15:20)kyrub Wrote:
sargon0 Wrote:Welcome to the forum, kyrub.
Thanks, sargon0, glad to be around.

sargon0 Wrote:I had Klackons as 11/38 ecologist and 3/38 militarist but having the exact percentages you quote is quicker and better!
Good testing! It's great to see the hexes work the way I hoped for.

sargon0 Wrote:Thank you for this useful info. Any other interesting finds in the exe file? Let me know the location in the exe file and I can do some digging also.
A lot of info recovered already.
Let's just begin with Orion.exe. It obviously manages the start of the game, creation of the starmap and of your opponents. (The game itself is played via Starmap.exe, where you can find valuable stored values).

locations (v.1.31)
22a46 - a table (10 races x 12) with probabilities for AI objectives. Each value represents 1/12 = 8%. The races are in order of appearance in the start menu in the game (humans....darloks), the objectives are in order of appearance in the exe (0000 = diplomat...0500 = ecologist)
22bc6 - a mismatched table (10 races x 10, should be 10x12) with probabilities of AI personnalities.
22d6c - starting diplomatic relations. (00 00 = neutral, 01 00 = relaxed, ffff = unease, feff = wary etc.)

Nice digging thumbsup
Thread necroing n00b incoming!

Well, can I get the table? Sure I can dig but assumably someone else already has. Do we have a centralized wiki or something I'm unaware of?
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