Space Haven

Space Haven

Permanent ceasefire with pirates
Alright, so I just spent 100's of thousands of credits, and 100's of thousands in resources to get relationship with pirates up to 80... the moment I or they jump out of system they go right back to being hostile again.

Any way to change this, I'm fine with editing save files.

I edited the starting difficulty to Ally and relationshipdecay being false, but nothing has changed.

I assume there is another section for current relationships with factions, and I just need to find it. Or is relationship changing just not working at all, and I wasted all my wealth for nothing.
Last edited by CircuitOverlord; Sep 1, 2024 @ 9:00am
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Showing 1-9 of 9 comments
CircuitOverlord Sep 1, 2024 @ 10:49am 
This strikes me as a bug, I messed around with the save file editor, and still no joy. Pirate faction still is listed as hostile even though I'm at +80 relationship with them.
CircuitOverlord Sep 1, 2024 @ 1:41pm 
Originally posted by stinkin badges:
(Cough) Kill Box
eh?! Kill Box, please elaborate. I suspect you have a great point, I'm just not getting it.
HangarPilot Sep 1, 2024 @ 2:36pm 
I haven't tried in a while, but last I knew faction relationship was only partially implemented. While you can raise/lower your number by doing good/bad things ... no, the overall status of neutral/friendly/ally does not change as a result.

While you can declare war on a faction and flip them hostile, I believe "cease fire" is only a temporary truce and (at present) you can not flip them back to neutral in game.

That said...
Originally posted by CircuitOverlord:
...
I edited the starting difficulty to Ally and relationshipdecay being false, but nothing has changed.

This works for me. I have successfully started a new game in the past setting up the Androids as an Ally.

As for editing the save file, there's a <map> section where there faction relationships are defined. There appear to be separate sections for each faction defining how they relate to other factions. Look for the section where s1="Player" and it defines how each faction relates to the the player. For example, the very first of them shows how the Pirates (s2) relate to the Player (s1). I just did a quick test and changed it from "Enemies" and "Ally" and *poof* they went green!

<l s1="Player" s2="Pirate" stance="Enemies" relationship="-44" patience="100" accessTrade="false" accessShip="false" accessVision="false" accessServices="false" s1SusOfS2="false" s2SusOfS1="false" playerOwesSettlement="0" settlementArrivedTurn="0" awareOfCrew="false"/>
<l s1="Player" s2="Slaver" stance="Neutral" relationship="-2" patience="100" accessTrade="true" accessShip="false" accessVision="false" accessServices="true" s1SusOfS2="false" s2SusOfS1="false" playerOwesSettlement="0" settlementArrivedTurn="0" awareOfCrew="false"/>
<l s1="Player" s2="Merchant" stance="Neutral" relationship="7" patience="100" accessTrade="true" accessShip="false" accessVision="false" accessServices="true" s1SusOfS2="false" s2SusOfS1="false" playerOwesSettlement="0" settlementArrivedTurn="0" awareOfCrew="false"/>
<l s1="Player" s2="Cultist" stance="Neutral" relationship="2" patience="100" accessTrade="true" accessShip="false" accessVision="false" accessServices="true" s1SusOfS2="false" s2SusOfS1="false" playerOwesSettlement="0" settlementArrivedTurn="0" awareOfCrew="false"/>
<l s1="Player" s2="Military" stance="Neutral" relationship="3" patience="100" accessTrade="true" accessShip="false" accessVision="false" accessServices="true" s1SusOfS2="false" s2SusOfS1="false" playerOwesSettlement="0" settlementArrivedTurn="0" awareOfCrew="false"/>
<l s1="Player" s2="Android" stance="Neutral" relationship="2" patience="100" accessTrade="true" accessShip="false" accessVision="false" accessServices="true" s1SusOfS2="false" s2SusOfS1="false" playerOwesSettlement="0" settlementArrivedTurn="0" awareOfCrew="false"/>
<l s1="Player" s2="Civilian" stance="Neutral" relationship="5" patience="100" accessTrade="true" accessShip="false" accessVision="false" accessServices="true" s1SusOfS2="false" s2SusOfS1="false" playerOwesSettlement="0" settlementArrivedTurn="0" awareOfCrew="false"/>

Hope this helps.
Last edited by HangarPilot; Sep 1, 2024 @ 2:37pm
CircuitOverlord Sep 1, 2024 @ 3:36pm 
Originally posted by HangarPilot:
I haven't tried in a while, but last I knew faction relationship was only partially implemented. While you can raise/lower your number by doing good/bad things ... no, the overall status of neutral/friendly/ally does not change as a result.

While you can declare war on a faction and flip them hostile, I believe "cease fire" is only a temporary truce and (at present) you can not flip them back to neutral in game.

That said...
Originally posted by CircuitOverlord:
...
I edited the starting difficulty to Ally and relationshipdecay being false, but nothing has changed.

This works for me. I have successfully started a new game in the past setting up the Androids as an Ally.

As for editing the save file, there's a <map> section where there faction relationships are defined. There appear to be separate sections for each faction defining how they relate to other factions. Look for the section where s1="Player" and it defines how each faction relates to the the player. For example, the very first of them shows how the Pirates (s2) relate to the Player (s1). I just did a quick test and changed it from "Enemies" and "Ally" and *poof* they went green!

<l s1="Player" s2="Pirate" stance="Enemies" relationship="-44" patience="100" accessTrade="false" accessShip="false" accessVision="false" accessServices="false" s1SusOfS2="false" s2SusOfS1="false" playerOwesSettlement="0" settlementArrivedTurn="0" awareOfCrew="false"/>
<l s1="Player" s2="Slaver" stance="Neutral" relationship="-2" patience="100" accessTrade="true" accessShip="false" accessVision="false" accessServices="true" s1SusOfS2="false" s2SusOfS1="false" playerOwesSettlement="0" settlementArrivedTurn="0" awareOfCrew="false"/>
<l s1="Player" s2="Merchant" stance="Neutral" relationship="7" patience="100" accessTrade="true" accessShip="false" accessVision="false" accessServices="true" s1SusOfS2="false" s2SusOfS1="false" playerOwesSettlement="0" settlementArrivedTurn="0" awareOfCrew="false"/>
<l s1="Player" s2="Cultist" stance="Neutral" relationship="2" patience="100" accessTrade="true" accessShip="false" accessVision="false" accessServices="true" s1SusOfS2="false" s2SusOfS1="false" playerOwesSettlement="0" settlementArrivedTurn="0" awareOfCrew="false"/>
<l s1="Player" s2="Military" stance="Neutral" relationship="3" patience="100" accessTrade="true" accessShip="false" accessVision="false" accessServices="true" s1SusOfS2="false" s2SusOfS1="false" playerOwesSettlement="0" settlementArrivedTurn="0" awareOfCrew="false"/>
<l s1="Player" s2="Android" stance="Neutral" relationship="2" patience="100" accessTrade="true" accessShip="false" accessVision="false" accessServices="true" s1SusOfS2="false" s2SusOfS1="false" playerOwesSettlement="0" settlementArrivedTurn="0" awareOfCrew="false"/>
<l s1="Player" s2="Civilian" stance="Neutral" relationship="5" patience="100" accessTrade="true" accessShip="false" accessVision="false" accessServices="true" s1SusOfS2="false" s2SusOfS1="false" playerOwesSettlement="0" settlementArrivedTurn="0" awareOfCrew="false"/>

Hope this helps.

oooh, this is super helpful, thanks. I'll give it a try. Much appreciated.
CircuitOverlord Sep 1, 2024 @ 4:28pm 
That worked HangarPilot, thank you so much. You saved my game. I was thinking about restarting.
HangarPilot Sep 1, 2024 @ 4:33pm 
Happy to help. Have fun being the PirateOverlord! :steamhappy:
CircuitOverlord Sep 1, 2024 @ 5:07pm 
hahaha, That should be my new nickname LOL
CircuitOverlord Sep 1, 2024 @ 9:34pm 
Originally posted by stinkin badges:
Originally posted by CircuitOverlord:
eh?! Kill Box, please elaborate. I suspect you have a great point, I'm just not getting it.
Sorry. It looks like you have your solution. Mine is to 'kill them all, sir'. ;)

Generally I'd totally agree with you, but this time I wanted an alliance. I've attackeded the Military Alliance, and the Cultists... So I need someone else to trade with hehe
EurakaLi Sep 2, 2024 @ 2:37pm 
Originally posted by CircuitOverlord:
Originally posted by stinkin badges:
Sorry. It looks like you have your solution. Mine is to 'kill them all, sir'. ;)

Generally I'd totally agree with you, but this time I wanted an alliance. I've attackeded the Military Alliance, and the Cultists... So I need someone else to trade with hehe
welcome to the military alliance hunting club
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