Alien Aggression - how it works

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It should be possible now to fix the inherent problem with the messed up opinion change triggers.
However the lack of a "getOpinionValue" function will make things more complicated than how they could be.
 
OK, so this is probably a silly question, and I'm not sure if it is relevant for this thread, but:
Is there a way to actually see the level of alien agression? I've played the game a few times now, and the only way I can see their agression level is if they attack me or not. Maybe I've searched the wrong places, but in the civilopedia I coundn't find an actual 'alien agression' subject...
 
You can tell by the color of their icons. "green" is normal, but there's also "blue", "orange", "red", I guess you never saw them.
 
Update:

Since the December 2014 patch the negative alien opinion decay has been reduced from 1 point per turn to 0.25 points per turn.

This basically means that the negative opinion decays 4 times slower than before.

Unfortunately it doesn't look like anything else has changed.
 
Hi eveyone,

Sorry for upping an old topic, but i really want to have hostile aliens in starting game, i already have trying to change things like:

Name="ALIEN_OPINION_HOSTILE_THRESHOLD">
<Value>-15</Value>

But i didn't work :-/ it's like all changes on this page (GlobalDefines.xml) are useless.

Can you help me please? :(
 
Alien Opinion starts at 0 and attacking them moves them into negative numbers, so if you want Aliens to be hostile from the very beginning you must do this:

Code:
		<Update>
			<Where Name="ALIEN_OPINION_VERY_HOSTILE_THRESHOLD"/>
			<Set Value="0"/>
		</Update>

However, in Rising Tide there is the "If you don't attack the Aliens they won't attack you either."-mechanic that seems to be hardcoded and can't be removed. So even if you make Aliens start red like that they will still be peaceful until a player attacks them for the very first time.
 
Thanks Ryika,

Unfortunately, it didn't work, i think there is another code somewhere, because even with these changes aliens are still green and nice, they attacks only if we harm them and 4 or 5 turns later, you can swim between them without risk :-(

It's sad because in previous civilization, barbarians were a good threat in early game, so even with peacefull ia-player, early game was a survival until mid-game.

Not there.
 
You probably also need to set the other Numbers to something higher then:

Code:
		<Update>
			<Where Name="ALIEN_OPINION_VERY_HOSTILE_THRESHOLD"/>
			<Set Value="0"/>
		</Update>
		<Update>
			<Where Name="ALIEN_OPINION_FRIENDLY_THRESHOLD"/>
			<Set Value="1000"/>
		</Update>
		<Update>
			<Where Name="ALIEN_OPINION_HOSTILE_THRESHOLD"/>
			<Set Value="1000"/>
		</Update>

This is taken directly from my old Aggressive Wildlife Mod, it worked fine Pre-Rising Tide. The system didn't change much so if that still doesn't work then it's probably an error with your mod.
 
Thanks for your patience Ryika,

It still didn't work, i try to make my own mod, i also try to modify directly GlobalDefines.xml with Notepad++ in Assets > Gameplay but it didn't work :confused:

Do you still have some of your mod's data please? Does anybody have a simple mod for this? :(
 
If you are playing with Rising Tide you have to modify the file in assets\DLC\Expansion1\Gameplay\XML, not in assets\Gameplay\XML
 
Hahahaha! You know, folks, this game is typical.

These everywhere "existing" soulless corrupt weaklings pump out quantity BS after quantity BS, and it COULD HAVE BEEN GOOD, but it is FKed, basically. You know. My saying is always: Humans in itself, are FKing braindead. If THEN, 24/7 stress comes along, ALL body and mind levels drop even further, until you hamster run throughout a pitch black SHT tunnel. And if THEN, corruption hits, money, might, money, might, then GAME OVER. Beyond rescue. Frozen hell.

I found and played CIVBERT, March 2024 - it is a heavenly beautiful game. But so much chaotic, and semi finished, and... full of a mishmash of idealistic ideas, thrown into one potten, and then forgotten to rotten. This is, when too many bloody amateurs start something, and then drop it according to their default human level - minus 10. Did you recognize, that you are surrounded by people, hell frozen not be able to reach any given level zero, and do ANYTHING RIGHT.

It is a shame. It is a tragedy. CIVBERT is FOR SURE, one of the most beautiful games I ever saw. And FOR SURE, chaotic AF. An idealistic start to mishmash together a bunch of GREAT ideas, GREAT graphics, GREAT sound, GREAT atmosphere, really! And never finished, just abandoned. And to HARDCODE, SERIOUSLY, into Rising Tide, that Aliens wont attack until you attack them, is NUTS. This is another of these braindead ideas of broken, frozen hell, bloody stupid, amateurs, ruining the last piece of possible gameplay. WTH.

I started modding this beautiful level minus 10 masterpiece, March 2024 til April 2024, cause I cannot really play games not reaching my standards. Quit. And re-started, 20th September 2025, and today, found this thread, essentially stating that a Rising Tide hardcode FKed the last piece of possible gameplay to doom Aliens, not just into non existent faction and growth, but also, into complete passive euthanasia. WTH. WTH. WTH.

WTH.

Well, I came up with a desperate "solution" called "Scalper". At least this works.

If Aliens wont attack you, until you attack them, I could mod into the gameplay, that you WANT to attack them.

There is a command file called "Unit_YieldfromKills". If I create a "Scalper" unit, which gains Capital, Culture, Science yields, you WANT to attack any given unit and "scalp" it, to gain more Capital, Culture/Virtues, Science/Research, and this actually WORKS. So, to gain an advantage in gameplay, you want to attack Aliens.

And... yeah, this works. :)

And to limit this advantage for human players, at least the game provides COSTS, in prereq tec, minimum Affinity level, resources, etcetera, so, you create unique Scalper units, to scalp any given unit whatsoever, including Aliens Earlygame.

:hammer2:

And since I am totally greedy in my dopamine addicted bloody hedonism, I already created Explorer 1 til 3, Worker 1 til 3, Sea/Trader 1 til 3, I will create Scalper 1 til 4, so that it rises in COSTS, and POWERS, as a unique unit, like the Sniper 1 til 4 - so that, over time, the human player will have an adequate, but always reduced amount of Scalpers to have, simply, more fun and strategy in attacking and gaining. VERRRY NIZE.

EDIT: Oh! I found out that I was a little shadupe (stupid). To cut these Virtues down I wanted to do late modding game. After studying Virtues and possible Virtues, you actually increase Alien stuff anyway, so, yields for Alien kills and Alien combat increases are there already (what I wanted to cut down) - no need for the Scalper anymore! I created it by Explorer model, with a different symbol, and it was super fun to play with the Earlygame Scalper, but yeah...

bad luck. I want to limit Virtues, they come too inflationary and are OP in my opinion, I want them slow and smooth going, with slight advantages. Not like this savage Scalper! Yeah, with Scalper and smart Virtues, Alien War is... awesome! :)

To create the whole Virtue war branch as a whole SLOOOW development for Alien War in combination with Scalper.
 
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