Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
So with Shark, you've got a bunch of different factions, but they tolerate each other's presence. When considering the faction relationships for this mod, I was careful to not override any pre-existing alliances or non-aggression pacts any factions had with each other. So, with the example of Hounds and Stone Rats etc, the vanilla game specifically gives them a neutral opinion of each other, and so I didn't touch that. But if they encounter Swamp Ninjas or Starving Bandits out in the wild, they will get into a fight.
Leading on from that to your first question, if there were factions who already hated each other, I obviously had no changes to make there. :) This mod, for the most part, simply adds a list of missing relationships to each affected bandit faction. When two factions meet and they don't have a relationship, they are neutral by default. So this mod makes all the bandit factions know each other, essentially, and sets them to -100 relationship.