Originally Posted by
Aradan
@ Guedes: Your assumption that because something exists in vanilla can also exist in a mod under different circumstances is simply wrong.
For example, permanent alliance in vanilla works through the combination of several factors: the superfaction feature, the roman culture, specific placement/order of factions in descr_sm_factions. It also involves certain hardcoded mechanics, such as complete inability to attack your ally, forced sharing of line of sight, the involvement of a non-playable faction, etc. Assuming one knows exactly what the conditions are for the activation of a permanent-alliance and how exactly to manipulate it to apply to non-roman factions, etc, what if there is no empty faction slot for the non-playable faction? And if there's no room and you decide to make that faction playable, do you know what side-effects being a superfaction has and if you'd be willing to accept them gameplay-wise? And so on.
Another example is your reference to the rebels. The "slave" faction has several hardcoded (that is, tied to their internal name, "slave", which you cannot assign to any other faction) unique characteristics, one of which being lack of diplomacy. Which is why once they are war with someone (they do not automatically start at war with anyone, it has to be either set in descr_strat or initiated by another faction), they cannot be at peace.
That said, assuming both options (permanent peace and permanent war) are possible, how can you know if they can work together? Several features in RTW are incompatible (eg superfactions cannot form hordes, superfactions and hording being mechanics that individually work just fine). And how can you know if you can have multiple instances of a mechanic without any unacceptable hitches (ie multiple permanent alliance groups result in shared line of sight for *all* factions involved in *any* such group)?
What I'm saying is, do not assume that because something exists in vanilla, its general principle can be implemented in a mod just like that. The game was not coded with such flexibility in mind.