Stranded: Alien Dawn

Stranded: Alien Dawn

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( * ) May 5, 2023 @ 4:26am
[Survivor Relationships] Hate / Love isn't random?
Hello,

I play with 2 survivors who hate each other.
They are modded, it's not written in their Bio.

What makes them always hate each other?
I tried multiple times, they always end up hating each other, so I think something decides their relationship from the beginning, it's not random.

If you have any information about this, please share.
Thanks a lot in advance.
Last edited by ( * ); May 5, 2023 @ 4:27am
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Showing 1-15 of 16 comments
Midas May 5, 2023 @ 6:13am 
Like in real live, shared interestes help a bit to get along ;)
( * ) May 5, 2023 @ 7:39am 
Ah thanks for the info.
I modded these survivors to have no interest, for a harder challenge.
So I guess they'll hate each other whatever I do. :(
Alex May 5, 2023 @ 8:26am 
Well it has to be random. I mean I mostly use the same people for all my games and sometimes they end up hating each other other times they love each other. As for what makes them hate each other I guess it has to do with mood? Maybe? Not sure. They are all lemmings to me.
Last edited by Alex; May 5, 2023 @ 8:27am
Bjørn May 5, 2023 @ 9:49am 
This is interesting. I rarely pay attention to the relationships, tbh, but I wonder what affects these relationships. Never have anyone get together or want to share room or marry, for example, even though I've built the wedding arch a few times. Is there are message or something when someone 'finds' each other?

One should think that if they're happy, they're more likely to say something nice to the other characters, compared to being nasty if they're in a foul mood, like in real life. Wonder if it works like that in the game.

Mechanics like these are typically information that developers take with them to the grave, I suspect... :lunar2019grinningpig:
Flin Fredstone May 5, 2023 @ 9:52am 
@Bjorn
You can see something brewing when in their panel it says: Interested in ...
If the other person has a good relationship with that person as well you can expect an engagement notification.
At that point you need to put them in the same bedroom with the beds against eachother.
Docsprock May 5, 2023 @ 10:11am 
The factors involved must be somehow randomized. I use Jack and Samantha on most of my games, and some games they will be in love in days, and other games they will seethe with hatred for each other.

Mostly I see survivors with only one person they like and the rest are negative.
Bjørn May 5, 2023 @ 11:38am 
Originally posted by Flin Fredstone:
@Bjorn
You can see something brewing when in their panel it says: Interested in ...
If the other person has a good relationship with that person as well you can expect an engagement notification.
At that point you need to put them in the same bedroom with the beds against eachother.

Thanks, I've seen the 'interested in' a few times, but never with 2 of the characters towards each other.

Would be nice to get some of them to share a room, so I can use the empty one as a hobby room :lunar2019crylaughingpig::lunar2019deadpanpig:
Borfoid May 5, 2023 @ 12:07pm 
Without any mods I've managed to get two people to hook up and get married and I'm currently trying to force another two to hook up and get married, mainly to save on space for the bedrooms.

- Make them do the same job, working in close proximity.
- Monitor their moods closely and make sure they are as happy as possible.

My first couple were working together on research and crafting in the same room, right next to each other. This second couple are working on cooking together and this one feels a bit more difficult, possibly because they keep walking away from their workstations due to the length of the task being so short.

I can't say for certain but I'd suggest that someone with research 1 and someone with craft 1 as a priority with a workstation next to each other, with components not far away, who are always happy - might - be an easy way to get them to hook up.
Docsprock May 5, 2023 @ 1:33pm 
Originally posted by Borfoid:
Without any mods I've managed to get two people to hook up and get married and I'm currently trying to force another two to hook up and get married, mainly to save on space for the bedrooms.

- Make them do the same job, working in close proximity.
- Monitor their moods closely and make sure they are as happy as possible.

My first couple were working together on research and crafting in the same room, right next to each other. This second couple are working on cooking together and this one feels a bit more difficult, possibly because they keep walking away from their workstations due to the length of the task being so short.

I can't say for certain but I'd suggest that someone with research 1 and someone with craft 1 as a priority with a workstation next to each other, with components not far away, who are always happy - might - be an easy way to get them to hook up.

I think you are reading far more depth than is actually there. I doubt the AI can form relationships in that way if it cannot even follow a simple task queue. More likely it is randomized with perhaps more 'weight' being placed on traits.
Borfoid May 5, 2023 @ 2:01pm 
Originally posted by Docsprock:
I think you are reading far more depth than is actually there. I doubt the AI can form relationships in that way if it cannot even follow a simple task queue. More likely it is randomized with perhaps more 'weight' being placed on traits.

I don't think they are forming complex relationships, I think it boils down to two things... Proximity (the number of interactions) and mood (overall mental state) when the interactions happen.

Those two things, if you were going to write the code for them, are no more complicated to code than a randomised system with weight to traits... It's just a different set of tickboxes.

The reason the task queue sucks is because there's no " I " in the " AI " and I'm pretty sure there's no " I " in the relationships either.
Docsprock May 5, 2023 @ 2:15pm 
Originally posted by Borfoid:
The reason the task queue sucks is because there's no " I " in the " AI " and I'm pretty sure there's no " I " in the relationships either.

Nailed it. :104:
Borfoid May 5, 2023 @ 3:46pm 
https://steamcommunity.com/sharedfiles/filedetails/?id=2971897456

The experiment is going well ... He's creepy AF and she loves it.
Bjørn May 7, 2023 @ 2:33pm 
Originally posted by Bjørn:
Originally posted by Flin Fredstone:
@Bjorn
You can see something brewing when in their panel it says: Interested in ...
If the other person has a good relationship with that person as well you can expect an engagement notification.
At that point you need to put them in the same bedroom with the beds against eachother.

Thanks, I've seen the 'interested in' a few times, but never with 2 of the characters towards each other.

Would be nice to get some of them to share a room, so I can use the empty one as a hobby room :lunar2019crylaughingpig::lunar2019deadpanpig:

Two of my characters fell in love, and now share a room. Got my new hobby room! :lunar2019grinningpig: There was a message popping up saying they were in love, with advice on making them share a room. :steamthumbsup:

The characters were Data and Heidi, btw, both from the mod workshop, so none of the vanillas...

https://steamcommunity.com/sharedfiles/filedetails/?id=2972952099

Heidi didn't like his music playing, though! :lunar2019laughingpig:

https://steamcommunity.com/sharedfiles/filedetails/?id=2972953114

I've built a wedding arch.
Actual Malice May 7, 2023 @ 3:40pm 
The proximity is a no-brainer. They aren't going to say complimentary (or cutting) things to each other unless they are close.

I hadn't really thought about the overall happiness, though, so Borfoid could be on to something. In my very first playthrough on Easy, Carter had not one but two marriages. I thought that was how it worked. Love was always in the air. Had several more relationships in the next couple of playthroughs.

And then nothing for months of playing, literally months.

But I've been working them pretty hard and they more than occasionally are on the verge of meltdown, before I intervene and force them to be happy. So it might well be that the two of them have to be relatively happy before sparks fly. Dunno. I am doing another Easy while I try to build my herd of 50, so maybe I will get a chance to test that theory.
Bjørn May 7, 2023 @ 6:23pm 
Originally posted by Actual Malice:
The proximity is a no-brainer. They aren't going to say complimentary (or cutting) things to each other unless they are close.

Actually, they've never worked together much like that during the game. Heidi has been stuck to that desk all the time, while Data has mainly been scavenging or exploring.

The reason I put Data to that crafting table was because I saw they both had an interest in each other after reading tips here, so he had recently 'started working there', so to speak.

But they all tend to eat and have fun more or less together twice a day, so lunchbreaks work for relationships in the game, I guess :lunar2019smilingpig:
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Date Posted: May 5, 2023 @ 4:26am
Posts: 16