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* In ''VideoGame/CrusaderKingsII'' and ''VideoGame/CrusaderKingsIII'', technically a raiding army is only hostile once they start raiding. However, if they stop for ''any'' period of time in a county, they will automatically start raiding, becoming hostile to the county owner until they're defeated or a few in-game years have passed. Peasant uprisings are also hostile to all factions, as they are rebelling against their leaders and any other member of the nobility they can find.
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* ''VideoGame/BaldursGate'': while wandering in the countryside, the player could find a xvart settlement, evil blue creatures that the game sets as enemies by default. It's normal to find hostile monsters in the wilderness, but one of them complains that they did nothing wrong and yet you are attacking their village. You are given no choice to answer by agreeing and offering apologies for the interloping (although you might ignore the hostiles and simply go away), the xvarts spawn automatically as hostile npcs and will thus attack you on sight, even if they are [[BlamedForBeingRailroaded blaming you]].
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-->--'''Three Dog''', ''VideoGame/{{Fallout 3}}''
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* The Talon Company in ''VideoGame/{{Fallout 3}}'' are a group of evil mercenaries that attack on sight and send hit squads after good karma characters. They're even hostile to an evil karma character. Ditto for Raiders, the Enclave, and most Super Mutants.
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* The Talon Company in ''VideoGame/{{Fallout 3}}'' ''VideoGame/Fallout3'' are a group of evil mercenaries that attack on sight and send hit squads after good karma characters. They're even hostile to an evil karma character. Ditto for Raiders, the Enclave, and most Super Mutants.
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* In ''VideoGame/{{Fallout 4}}'', in addition to the aforementioned standard raiders, the [[PrivateMilitaryContractors Gunners]], [[PyroManiac The Forged]], and the [[TheMafia Triggermen]] are hard-wired to be hostile.
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* In ''VideoGame/{{Fallout 4}}'', ''VideoGame/Fallout4'', in addition to the aforementioned standard raiders, the [[PrivateMilitaryContractors Gunners]], [[PyroManiac The Forged]], and the [[TheMafia Triggermen]] are hard-wired to be hostile.
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** [[AbsoluteXenophobe Fanatic Purifiers]], though not necessarily at war with everyone else, have a permanent -1000 opinion modifier toward everyone else and are incapable of any positive diplomatic action towards any other species. They ''can'' negotiate with other civs of the same species, but [[{{Jerkass}} they're not very pleasant even then]]. This is also true for [[HungryMenace Devouring Swarms]] and [[KillerRobot Determined Exterminators]]; the former cannot negotiate ever, the latter ''can'', but only with other Machine Empires (except Rogue Servitors, who go absolutely ballistic when encountering Exterminators) and organics who became Synths.
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** [[AbsoluteXenophobe Fanatic Purifiers]], though not necessarily at war with everyone else, have a permanent -1000 opinion modifier toward everyone else and are incapable of any positive diplomatic action towards any other species. They ''can'' negotiate with other civs of the same species, but [[{{Jerkass}} they're not very pleasant even then]]. This is also true for [[HungryMenace Devouring Swarms]] and [[KillerRobot Determined Exterminators]]; the former cannot negotiate ever, the latter ''can'', but only with other Machine Empires (except [[ZerothLawRebellion Rogue Servitors, Servitors]], who go absolutely ballistic when encountering Exterminators) and organics who became Synths.[[BrainUploading Synths]].
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* In ''VideoGame/{{Anbennar}}'', countries belonging to one of the "evil" fantasy races have an opinion malus with those of "good" fantasy races and viceversa, as well as one additional casus belli - "Monstrous Conquest", and "Anti-Monstrous Conquest". This makes any diplomacy outside of war unlikely. [[SubvertedTrope The modifier can be lost later in the game though.]]
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* In ''VideoGame/{{Anbennar}}'', countries belonging to one of the "evil" fantasy races have an opinion malus with those of "good" fantasy races and viceversa, as well as one an additional casus belli - "Monstrous Conquest", and "Anti-Monstrous Conquest". This makes any diplomacy outside of war unlikely. [[SubvertedTrope The modifier can be lost later in the game though.]]
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* In ''VideoGame/{{Anbennar}}'', countries belonging to one of the "evil" fantasy races have an opinion malus with those of "good" fantasy races and viceversa, which makes any diplomacy outside of war unlikely. [[SubvertedTrope The modifier can be lost later in the game though.]]
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* In ''VideoGame/{{Anbennar}}'', countries belonging to one of the "evil" fantasy races have an opinion malus with those of "good" fantasy races and viceversa, which as well as one additional casus belli - "Monstrous Conquest", and "Anti-Monstrous Conquest". This makes any diplomacy outside of war unlikely. [[SubvertedTrope The modifier can be lost later in the game though.]]
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* In ''VideoGame/Anbennar'', countries belonging to one of the "evil" fantasy races have an opinion malus with those of "good" fantasy races and viceversa, which makes any diplomacy outside of war unlikely. [[SubvertedTrope The modifier can be lost later in the game though.]]
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* In ''VideoGame/Anbennar'', ''VideoGame/{{Anbennar}}'', countries belonging to one of the "evil" fantasy races have an opinion malus with those of "good" fantasy races and viceversa, which makes any diplomacy outside of war unlikely. [[SubvertedTrope The modifier can be lost later in the game though.]]
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* In ''VideoGame/Anbennar'', countries belonging to one of the "evil" fantasy races have an opinion malus with those of "good" fantasy races and viceversa, which makes any diplomacy outside of war unlikely. [[SubvertedTrope The modifier can be lost later in the game though.]]
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By the time you develop a bond with Cesar, the turqouise Aztecas disappear from the map; I suspect they were thinking of the Vagos, who have no bonds with the player character and so isn't an example of game/story segregation
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** ''VideoGame/GrandTheftAutoSanAndreas'' gives us a case of GameplayAndStorySegregation: Los Aztecas will always mob and eventually attack both you and other Grove Street members outside of missions if given a chance, no matter how close CJ's bond with their leader, Cesar Vialpando, is.
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* ''VideoGame/{{Rimworld}}'' has Mechanoids, battle robots that [[CrushKillDestroy attack any and all humans on sight]] for no reason that anyone in-universe is aware of. There are also "Pirate" factions that are hard-coded to be hostile to every other human settlement, added after people exploited the diplomacy mechanics to manipulate the AI storyteller into ''only'' sending the aforementioned mechanoids to attack the player's settlement and enabling them to farm otherwise quite rare materials from the wrecks.
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* ''VideoGame/{{Rimworld}}'' has Mechanoids, battle robots that [[CrushKillDestroy [[KillAllHumans attack any and all humans on sight]] for no reason that anyone in-universe is aware of. There are also "Pirate" factions that are hard-coded to be hostile to every other human settlement, added after people exploited the diplomacy mechanics to manipulate the AI storyteller into ''only'' sending the aforementioned mechanoids to attack the player's settlement and enabling them to farm otherwise quite rare materials from the wrecks.
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* The first scenario of the Genghis Khan campaign in ''VideoGame/AgeOfEmpiresII'' requires you to sway the other Mongol tribes to your side. All of them can be negotiated with (though the Naiman and the Tayichi'uds [[MutuallyExclusivePartyMembers will only join you if you destroy the other]]), except the Kara-Khitai, who are described as "without honour" and will always be enemies.
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Marked Men appear to be semi-feral.
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* Wasteland raiders in ''VideoGame/FalloutNewVegas'', including the Jackals, Vipers, and Scorpions are not affected by reputation and will attack you on sight no matter what. Other "criminal" groups, such as the Powder Gangers and Great Khans, are not permanently hostile factions (siding with them is often unsavory, but it is possible). Another raider group, the Fiends, are a special case; the ones terrorizing Camp [=McCarran=] will all try to kill you on sight because they're too strung out on chems, making them a danger even to their fellow Fiends living in Vault 3. If you approach the Vault door while wearing a Great Khans outfit or pass a Speech skill check, the guards will think you're one of their chem (drug) dealers and allow you in. The vicious White Legs tribe in the ''Honest Hearts'' DLC also attack outsiders on sight, as do the Marked Men in ''Lonesome Road'', former NCR and Legion soldiers who are now ghouls [[FlayingAlive flayed alive]] by the Divide's duststorms.
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* Wasteland raiders in ''VideoGame/FalloutNewVegas'', including the Jackals, Vipers, and Scorpions are not affected by reputation and will attack you on sight no matter what. Other "criminal" groups, such as the Powder Gangers and Great Khans, are not permanently hostile factions (siding with them is often unsavory, but it is possible). Another raider group, the Fiends, are a special case; the ones terrorizing Camp [=McCarran=] will all try to kill you on sight because they're too strung out on chems, making them a danger even to their fellow Fiends living in Vault 3. If you approach the Vault door while wearing a Great Khans outfit or pass a Speech skill check, the guards will think you're one of their chem (drug) dealers and allow you in. The vicious White Legs tribe in the ''Honest Hearts'' DLC also attack outsiders on sight, as do and the Marked Men non-feral ghoul survivors of the Little Yangtze Chinese internment camp in ''Lonesome Road'', former NCR and Legion soldiers who ''Old World Blues'' are now ghouls [[FlayingAlive flayed alive]] too traumatized by the Divide's duststorms.heinous experiments performed on them by Big MT and later Father Elijah to talk to visitors, sadly meaning you'll probably have to kill them.
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** In ''STALKER: Shadow of Chernobyl'', you can more-or-less ally with both [[OrderVsChaos Duty and Freedom]] by doing missions for them (simultaneously, even, so long as you try to avoid doing the missions that involve killing groups of the other faction) and can also be on good terms with the [[BadassBookworm Ecologists]] and [[BadassNormal Loners]], although the in-game effects on the latter two are minimal. [[BrainwashedAndCrazy Monolith,]] [[PunchClockVillain the Military,]] and [[ChaoticEvil the Bandits]] are always hostile.
** In ''STALKER: Clear Sky'', you can ally with or even join [[KnightTemplar Duty]], [[ChaoticNeutral Freedom,]] [[BadassNormal the Loners,]] or even [[ChaoticEvil the Bandits]], provided you don't kill any of them before talking to their leader (no easy feat, considering their usual course of action is to mug you). Ecologists are at worst neutral, and the military and Monolith are still hard-locked to hostile. You are always on good terms with [[NeutralGood Clear Sky,]] however.
** In ''STALKER: Call of Pripyat'', you are always on good terms with the military, since you are undercover, but you can also be on good terms with the Bandits or Loners and Duty or Freedom. Again, Monolith is always hostile.
** In ''STALKER: Clear Sky'', you can ally with or even join [[KnightTemplar Duty]], [[ChaoticNeutral Freedom,]] [[BadassNormal the Loners,]] or even [[ChaoticEvil the Bandits]], provided you don't kill any of them before talking to their leader (no easy feat, considering their usual course of action is to mug you). Ecologists are at worst neutral, and the military and Monolith are still hard-locked to hostile. You are always on good terms with [[NeutralGood Clear Sky,]] however.
** In ''STALKER: Call of Pripyat'', you are always on good terms with the military, since you are undercover, but you can also be on good terms with the Bandits or Loners and Duty or Freedom. Again, Monolith is always hostile.
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** In ''STALKER: ''S.T.A.L.K.E.R.: Shadow of Chernobyl'', you can more-or-less ally with both [[OrderVsChaos Duty and Freedom]] by doing missions for them (simultaneously, even, so long as you try to avoid doing the missions that involve killing groups of the other faction) and can also be on good terms with the [[BadassBookworm Ecologists]] and [[BadassNormal Loners]], although the in-game effects on the latter two are minimal. [[BrainwashedAndCrazy Monolith,]] [[PunchClockVillain the Military,]] and [[ChaoticEvil the Bandits]] are always hostile.
** In''STALKER: ''S.T.A.L.K.E.R.: Clear Sky'', you can ally with or even join [[KnightTemplar Duty]], [[ChaoticNeutral Freedom,]] [[BadassNormal the Loners,]] or even [[ChaoticEvil the Bandits]], provided you don't kill any of them before talking to their leader (no easy feat, considering their usual course of action is to mug you). Ecologists are at worst neutral, and the military and Monolith are still hard-locked to hostile. You are always on good terms with [[NeutralGood Clear Sky,]] however.
** In''STALKER: ''S.T.A.L.K.E.R.: Call of Pripyat'', you are always on good terms with the military, since you are undercover, but you can also be on good terms with the Bandits or Loners and Duty or Freedom. Again, Monolith is always hostile.
** In
** In
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** In STALKER: Shadow of Chernobyl, you can more-or-less ally with both [[OrderVsChaos Duty and Freedom]] by doing missions for them (simultaneously, even, so long as you try to avoid doing the missions that involve killing groups of the other faction) and can also be on good terms with the [[BadassBookworm Ecologists]] and [[BadassNormal Loners]], although the in-game effects on the latter two are minimal. [[BrainwashedAndCrazy Monolith,]] [[PunchClockVillain the Military,]] and [[ChaoticEvil the Bandits]] are always hostile.
** In STALKER: Clear Sky, you can ally with or even join [[KnightTemplar Duty]], [[ChaoticNeutral Freedom,]] [[BadassNormal the Loners,]] or even [[ChaoticEvil the Bandits]], provided you don't kill any of them before talking to their leader (no easy feat, considering their usual course of action is to mug you). Ecologists are at worst neutral, and the military and Monolith are still hard-locked to hostile. You are always on good terms with [[NeutralGood Clear Sky,]] however.
** In STALKER: Call of Pripyat, you are always on good terms with the military, since you are undercover, but you can also be on good terms with the Bandits or Loners and Duty or Freedom. Again, Monolith is always hostile.
** In STALKER: Clear Sky, you can ally with or even join [[KnightTemplar Duty]], [[ChaoticNeutral Freedom,]] [[BadassNormal the Loners,]] or even [[ChaoticEvil the Bandits]], provided you don't kill any of them before talking to their leader (no easy feat, considering their usual course of action is to mug you). Ecologists are at worst neutral, and the military and Monolith are still hard-locked to hostile. You are always on good terms with [[NeutralGood Clear Sky,]] however.
** In STALKER: Call of Pripyat, you are always on good terms with the military, since you are undercover, but you can also be on good terms with the Bandits or Loners and Duty or Freedom. Again, Monolith is always hostile.
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** In STALKER: ''STALKER: Shadow of Chernobyl, Chernobyl'', you can more-or-less ally with both [[OrderVsChaos Duty and Freedom]] by doing missions for them (simultaneously, even, so long as you try to avoid doing the missions that involve killing groups of the other faction) and can also be on good terms with the [[BadassBookworm Ecologists]] and [[BadassNormal Loners]], although the in-game effects on the latter two are minimal. [[BrainwashedAndCrazy Monolith,]] [[PunchClockVillain the Military,]] and [[ChaoticEvil the Bandits]] are always hostile.
** InSTALKER: ''STALKER: Clear Sky, Sky'', you can ally with or even join [[KnightTemplar Duty]], [[ChaoticNeutral Freedom,]] [[BadassNormal the Loners,]] or even [[ChaoticEvil the Bandits]], provided you don't kill any of them before talking to their leader (no easy feat, considering their usual course of action is to mug you). Ecologists are at worst neutral, and the military and Monolith are still hard-locked to hostile. You are always on good terms with [[NeutralGood Clear Sky,]] however.
** InSTALKER: ''STALKER: Call of Pripyat, Pripyat'', you are always on good terms with the military, since you are undercover, but you can also be on good terms with the Bandits or Loners and Duty or Freedom. Again, Monolith is always hostile.
** In
** In
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* Wasteland raiders in ''VideoGame/FalloutNewVegas'', including the Jackals, Vipers, and Scorpions are not affected by reputation and will attack you on sight no matter what. Other "criminal" groups, such as the Powder Gangers and Great Khans, are not permanently hostile factions (siding with them is often unsavory, but it is possible). Another raider group, the Fiends, are a special case; the ones terrorizing Camp [=McCarran=] will all try to kill you on sight because they're too strung out on chems, making them a danger even to their fellow Fiends living in Vault 3. If you approach the Vault door while wearing a Great Khans outfit or pass a Speech skill check, the guards will think you're one of their chem (drug) dealers and allow you in. The vicious White Legs tribe in the ''Honest Hearts'' DLC also attack outsiders on sight.
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* Wasteland raiders in ''VideoGame/FalloutNewVegas'', including the Jackals, Vipers, and Scorpions are not affected by reputation and will attack you on sight no matter what. Other "criminal" groups, such as the Powder Gangers and Great Khans, are not permanently hostile factions (siding with them is often unsavory, but it is possible). Another raider group, the Fiends, are a special case; the ones terrorizing Camp [=McCarran=] will all try to kill you on sight because they're too strung out on chems, making them a danger even to their fellow Fiends living in Vault 3. If you approach the Vault door while wearing a Great Khans outfit or pass a Speech skill check, the guards will think you're one of their chem (drug) dealers and allow you in. The vicious White Legs tribe in the ''Honest Hearts'' DLC also attack outsiders on sight.sight, as do the Marked Men in ''Lonesome Road'', former NCR and Legion soldiers who are now ghouls [[FlayingAlive flayed alive]] by the Divide's duststorms.
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* ''TabletopGame/Warhammer40000'': The rules specify the level of trust and alliance between any given pair of factions, ranging from Battle Brothers (treat each other as part of the same army for all rules purposes, usually means that these are two different branches of the same overall faction), down through Allies of Convenience and Desperate Allies, and finally to Come The Apocalypse (treat each other as enemies for purposes of AOE effects, each unit has a 1 in 6 chance each turn of doing nothing because they're too busy watching for betrayal, and cannot deploy anywhere near each other). The Tyrannids are the only faction to be listed as Come The Apocalypse towards every other faction.
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* ''TabletopGame/Warhammer40000'': The rules specify the level of trust and alliance between any given pair of factions, ranging from Battle Brothers (treat each other as part of the same army for all rules purposes, usually means that these are two different branches of the same overall faction), down through Allies of Convenience and [[EnemyMine Desperate Allies, Allies]], and finally to [[GodzillaThreshold Come The Apocalypse Apocalypse]] (treat each other as enemies for purposes of AOE effects, each unit has a 1 in 6 chance each turn of doing nothing because they're too busy watching for betrayal, and cannot deploy anywhere near each other). The Tyrannids [[HordeOfAlienLocusts Tyranids]] are the only faction to be listed as Come The Apocalypse towards every other faction.
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[[folder:Tabletop Games]]
* ''TabletopGame/Warhammer40000'': The rules specify the level of trust and alliance between any given pair of factions, ranging from Battle Brothers (treat each other as part of the same army for all rules purposes, usually means that these are two different branches of the same overall faction), down through Allies of Convenience and Desperate Allies, and finally to Come The Apocalypse (treat each other as enemies for purposes of AOE effects, each unit has a 1 in 6 chance each turn of doing nothing because they're too busy watching for betrayal, and cannot deploy anywhere near each other). The Tyrannids are the only faction to be listed as Come The Apocalypse towards every other faction.
[[/folder]]
* ''TabletopGame/Warhammer40000'': The rules specify the level of trust and alliance between any given pair of factions, ranging from Battle Brothers (treat each other as part of the same army for all rules purposes, usually means that these are two different branches of the same overall faction), down through Allies of Convenience and Desperate Allies, and finally to Come The Apocalypse (treat each other as enemies for purposes of AOE effects, each unit has a 1 in 6 chance each turn of doing nothing because they're too busy watching for betrayal, and cannot deploy anywhere near each other). The Tyrannids are the only faction to be listed as Come The Apocalypse towards every other faction.
[[/folder]]
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* Wasteland raiders in ''VideoGame/FalloutNewVegas'', including the Jackals, Vipers, and Scorpions are not affected by reputation and will attack you on sight no matter what. Other "criminal" groups, such as the Powder Gangers and Great Khans, are not permanently hostile factions (siding with them is often unsavory, but it is possible). Another raider group, the Fiends, are a special case; the ones terrorizing Camp [=McCarran=] will all try to kill you on sight because they're too strung out on chems, making them a danger even to their fellow Fiends living in Vault 3. If you approach the Vault door while wearing a Great Khans outfit or pass a Speech skill check, the guards will think you're one of their chem (drug) dealers and allow you in.
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* Wasteland raiders in ''VideoGame/FalloutNewVegas'', including the Jackals, Vipers, and Scorpions are not affected by reputation and will attack you on sight no matter what. Other "criminal" groups, such as the Powder Gangers and Great Khans, are not permanently hostile factions (siding with them is often unsavory, but it is possible). Another raider group, the Fiends, are a special case; the ones terrorizing Camp [=McCarran=] will all try to kill you on sight because they're too strung out on chems, making them a danger even to their fellow Fiends living in Vault 3. If you approach the Vault door while wearing a Great Khans outfit or pass a Speech skill check, the guards will think you're one of their chem (drug) dealers and allow you in. The vicious White Legs tribe in the ''Honest Hearts'' DLC also attack outsiders on sight.
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Felt like natter, and
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[[folder:Four X]]
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* Some gangs such as the Jackals, Scorpions, Fiends, Vipers, and other wasteland raider groups in ''VideoGame/FalloutNewVegas'' are not affected by reputation and will attack you on sight no matter what. Other "criminal" groups, such as the Powder Gangers and Great Khans, are not permanently hostile factions (siding with them is often unsavory, but it is possible).
** The Fiends are actually a subversion. The ones you meet terrorizing Camp [=McCarran=] will all try to kill you on sight because they're too strung out on chems, making them a danger even to their fellow Fiends living in Vault 3. If you approach the Vault door while wearing a Great Khans outfit, the guards will assume you're one of their chem dealers and allow you in.
** The Fiends are actually a subversion. The ones you meet terrorizing Camp [=McCarran=] will all try to kill you on sight because they're too strung out on chems, making them a danger even to their fellow Fiends living in Vault 3. If you approach the Vault door while wearing a Great Khans outfit, the guards will assume you're one of their chem dealers and allow you in.
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* Some gangs such as Wasteland raiders in ''VideoGame/FalloutNewVegas'', including the Jackals, Scorpions, Fiends, Vipers, and other wasteland raider groups in ''VideoGame/FalloutNewVegas'' Scorpions are not affected by reputation and will attack you on sight no matter what. Other "criminal" groups, such as the Powder Gangers and Great Khans, are not permanently hostile factions (siding with them is often unsavory, but it is possible).
** The Fiendspossible). Another raider group, the Fiends, are actually a subversion. The special case; the ones you meet terrorizing Camp [=McCarran=] will all try to kill you on sight because they're too strung out on chems, making them a danger even to their fellow Fiends living in Vault 3. If you approach the Vault door while wearing a Great Khans outfit, outfit or pass a Speech skill check, the guards will assume think you're one of their chem (drug) dealers and allow you in.
** The Fiends
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* The invasion missions in ''VideoGame/{{Warframe}}'' let you side with one enemy faction in order to take down another. [[TheVirus The Infestation]] is one possible side of the conflict, but the game never lets you side with them, making the "pick a side" screen in those cases a mere formality.
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* The Talon Company in ''VideoGame/{{Fallout 3}}'', a group of evil mercenaries that attack on sight, and send hit squads after good karma characters. They're even hostile to an evil karma character. Ditto for Raiders, the Enclave, and most Super Mutants.
* Some gangs such as the Jackals, Scorpions, Fiends, Vipers and other wasteland raider groups in ''VideoGame/FalloutNewVegas'' are not affected by reputation and will attack you on sight no matter what. Other "criminal" groups, such as the Powder Gangers and Great Khans, are not permanently hostile factions (siding with them is often unsavory, but it is possible).
** The Fiends are actually a subversion. The people you meet terrorizing Camp [=McCarran=] will all try to kill you on sight, but passing a speech check or arriving in Khan uniform when you enter Vault 3 allows you to go around unmolested for the duration of your stay. The people on the surface are those who are top strung out and are a danger to those dwelling inside.
* Some gangs such as the Jackals, Scorpions, Fiends, Vipers and other wasteland raider groups in ''VideoGame/FalloutNewVegas'' are not affected by reputation and will attack you on sight no matter what. Other "criminal" groups, such as the Powder Gangers and Great Khans, are not permanently hostile factions (siding with them is often unsavory, but it is possible).
** The Fiends are actually a subversion. The people you meet terrorizing Camp [=McCarran=] will all try to kill you on sight, but passing a speech check or arriving in Khan uniform when you enter Vault 3 allows you to go around unmolested for the duration of your stay. The people on the surface are those who are top strung out and are a danger to those dwelling inside.
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* The Talon Company in ''VideoGame/{{Fallout 3}}'', 3}}'' are a group of evil mercenaries that attack on sight, sight and send hit squads after good karma characters. They're even hostile to an evil karma character. Ditto for Raiders, the Enclave, and most Super Mutants.
* Some gangs such as the Jackals, Scorpions, Fiends,Vipers Vipers, and other wasteland raider groups in ''VideoGame/FalloutNewVegas'' are not affected by reputation and will attack you on sight no matter what. Other "criminal" groups, such as the Powder Gangers and Great Khans, are not permanently hostile factions (siding with them is often unsavory, but it is possible).
** The Fiends are actually a subversion. Thepeople ones you meet terrorizing Camp [=McCarran=] will all try to kill you on sight, but passing a speech check or arriving in Khan uniform when you enter Vault 3 allows you to go around unmolested for the duration of your stay. The people on the surface are those who are top sight because they're too strung out and are on chems, making them a danger even to those dwelling inside.their fellow Fiends living in Vault 3. If you approach the Vault door while wearing a Great Khans outfit, the guards will assume you're one of their chem dealers and allow you in.
* Some gangs such as the Jackals, Scorpions, Fiends,
** The Fiends are actually a subversion. The
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** A [[GoodBadBugs glitch]] causes Gandhi to go this way when India becomes a democracy. The "hostility" was coded on a 1-255 scale, and democracy was coded to lower the aggression rating. With Gandhi, set to the lowest levels of aggression, going to a democracy broke the aggression ratings and put the civilization to the most belligerent setting possible. [[AscendedGlitch The developers, upon realizing this, kept it in]] because [[http://kotaku.com/why-gandhi-is-such-an-asshole-in-civilization-1653818245 they thought the whole idea of a nuke-happy Gandhi was too hilarious not to use.]] Notably, in ''Civilization V'', he still has a more peaceful diplomatic approach than most world leaders, but is also the most likely to go nuclear if pushed.
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** A [[GoodBadBugs glitch]] causes Gandhi to go this way when India becomes a democracy. The "hostility" was coded on a 1-255 0-255 scale, and democracy was coded to lower the aggression rating. rating when adopted. With Gandhi, set to the lowest levels of aggression, going to a democracy broke caused his value of 1 to wrap around to 255, the aggression ratings and put the civilization to the most belligerent setting maximum hostility possible. [[AscendedGlitch The developers, upon realizing this, kept it in]] because [[http://kotaku.com/why-gandhi-is-such-an-asshole-in-civilization-1653818245 they thought the whole idea of a nuke-happy Gandhi was too hilarious not to use.]] Notably, in ''Civilization V'', he still has a more peaceful diplomatic approach than most world leaders, but is also the most likely to go nuclear if pushed.
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* ''VideoGame/{{Rimworld}}'' has Mechanoids, battle robots that [[CrushKillDestroy attack any and all humans on sight]] for no reason that anyone in-universe is aware of. There are also "Pirate" factions that are hard-coded to be hostile to every other human settlement, added after people exploited the diplomacy mechanics to manipulate the AI storyteller into ''only'' sending the aforementioned mechanoids to attack the player's settlement and enabling them to farm otherwise quite rare materials from the wrecks.
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[[folder:Massively Multiplayer Online Role Playing Game]]
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[[folder:Massively Multiplayer Online Role Playing Role-Playing Game]]
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-->-- '''Three Dog''', ''VideoGame/{{Fallout 3}}''
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So it's not a duplicate of the quote on Implacable Man.
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->''"It can't be bargained with. It can't be reasoned with. It doesn't feel pity, or remorse, or fear. And it absolutely will not stop, '''ever''', until you are dead."''
-->-- '''Kyle Reese''', ''Film/TheTerminator''
-->-- '''Kyle Reese''', ''Film/TheTerminator''
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-->--
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[[folder:Hack And Slash]]
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[[folder:Hack And and Slash]]
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[[folder:Real Time Strategy]]
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[[folder:Turn Based Strategy]]
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* ''Videogame/MountAndBlade'' has major factions which can be joined by the player and a faction of several kinds of bandits and deserters, who are always hostile to the player and the major factions.
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* ''Videogame/MountAndBlade'' ''VideoGame/MountAndBlade'' has major factions which can be joined by the player and a faction of several kinds of bandits and deserters, who are always hostile to the player and the major factions.
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** The Fiends are actually a subversion. The people you meet terrorizing Camp McCarran will all try to kill you on sight, but passing a speech check or arriving in Khan uniform when you enter Vault 3 allows you to go around unmolested for the duration of your stay. The people on the surface are those who are top strung out and are a danger to those dwelling inside.
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** The Fiends are actually a subversion. The people you meet terrorizing Camp McCarran [=McCarran=] will all try to kill you on sight, but passing a speech check or arriving in Khan uniform when you enter Vault 3 allows you to go around unmolested for the duration of your stay. The people on the surface are those who are top strung out and are a danger to those dwelling inside.
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[[folder:Wide Open Sandbox]]
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* Appears in the ''VdeoGame/{{STALKER}}'' series to varying extents:
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* Appears in the ''VdeoGame/{{STALKER}}'' ''VideoGame/{{STALKER}}'' series to varying extents:
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** The Fiends are actually a subversion. The people you meet terrorizing Camp McCarran will all try to kill you on sight, but passing a speech check or arriving in Khan uniform when you enter Vault 3 allows you to go around unmolested for the duration of your stay. The people on the surface are those who are top strung out and are a danger to those dwelling inside.
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[[folder:Action RPG]]
*In ''VideoGame/GrimDawn'', the [[TheUndead Aethrials]] and [[ApocalypseCult Cthonians]] do have faction meters, but unlike most of the other factions in the game, they can only ever ''increase''. This spawns ever greater enemy ranks until you eventually start spawning Nemesis units, which are basically mini bosses.
[[/folder]]
*In ''VideoGame/GrimDawn'', the [[TheUndead Aethrials]] and [[ApocalypseCult Cthonians]] do have faction meters, but unlike most of the other factions in the game, they can only ever ''increase''. This spawns ever greater enemy ranks until you eventually start spawning Nemesis units, which are basically mini bosses.
[[/folder]]
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** The various Void Clouds, Crystal Entities and Mining Drones found throughout the galaxy are {{Starter Villain}}s and will always be hostile towards you.
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** The various Space Pirates, Void Clouds, Crystal Entities and Mining Drones found throughout the galaxy are {{Starter Villain}}s and will always be hostile towards you.you.
** Marauders will periodically venture out to raid settled empires, but can be paid off most of the time. After enough dealings with them they can be hired as mercenaries, until the Great Khan unites them and sets out to conquer the galaxy.
** Marauders will periodically venture out to raid settled empires, but can be paid off most of the time. After enough dealings with them they can be hired as mercenaries, until the Great Khan unites them and sets out to conquer the galaxy.
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** [[FinalSolution Fanatic Purifiers]], though not necessarily at war with everyone else, have a permanent -1000 opinion modifier toward everyone else and are incapable of any positive diplomatic action towards any other species. They ''can'' negotiate with other civs of the same civilization, but [[{{Jerkass}} they're not very pleasant even then]]. This is also true for [[HungryMenace Devouring Swarms]] and [[KillerRobot Determined Exterminators]]; the former cannot negotiate ever, the latter ''can'', but only with other Machine Empires (except Rogue Servitors, who go absolutely ballistic when encountering Exterminators) and organics who became Synths.
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** [[FinalSolution [[AbsoluteXenophobe Fanatic Purifiers]], though not necessarily at war with everyone else, have a permanent -1000 opinion modifier toward everyone else and are incapable of any positive diplomatic action towards any other species. They ''can'' negotiate with other civs of the same civilization, species, but [[{{Jerkass}} they're not very pleasant even then]]. This is also true for [[HungryMenace Devouring Swarms]] and [[KillerRobot Determined Exterminators]]; the former cannot negotiate ever, the latter ''can'', but only with other Machine Empires (except Rogue Servitors, who go absolutely ballistic when encountering Exterminators) and organics who became Synths.