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If it's not fun for you, adjust it for fun.
kinda not fun
If all factions are on cooldown it will send a Mechanoid raid which are considered "hidden" by the game as they don't show up on the faction screen normally. I'm not sure if any of the DLC adds any other hidden factions that can raid, if so they will also be a candidate when all non hidden factions are on cooldown, same with any other mod added hidden factions, since this mod does not restrict the hidden factions.
It doesn't really override the storyteller's cooldown, all this does is say "no", it doesn't turn a "no" into a "yes".
My questions:
When the story teller decides to trigger a normal raid (based on storyteller cooldown), will the story teller cycle through each faction and when it sees your cooldown restriction, it will skip to the next faction?
If all factions happen to be on cooldowns, what will happen?
Is your mods cooldown overriding the cooldown from the storyteller?
Do you have plans to add in a threat pool similar to what I think you were trying to do with Faction Resources (so factions feel strong/weaker when they attack/get attacked)?
Thanks!
I'm wondering if it would be possible to make pawns killed on caravan or event maps count for less? As is deaths during Dynamic Diplomacy's simulated battles count towards the cooldown which is a neat interaction between the mods that I want to keep but the effect is a bit stronger than I'd like. I think it also makes sense thematically since a failed raid should scare the faction off more than a battle in the field that cost manpower/resources or a player raid that would incite revenge.