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Thread: Version 2.0 RELEASED // Archaon's Loyal Allies // Compatible with TA:TW 2.1

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  1. #1

    Default Re: Diplomacy Mod - Keep Alliances!

    I like this mod as I believe in a LotR game evil should remain allied with evil and good allied with good

  2. #2

    Default Re: Diplomacy Mod - Keep Alliances!

    I do not agree that evil factions will get along all of the time - orcs and goblins fight constantly and for that matter they ARE evil and will/should back stab one another lol. The ideas you have are not bad but even the good guys do not get along all of the time, the third age is a classic example of the tensions between kingdoms of men, even elves and dwarfs have their own tensions... they should not be restricted completely from attacking one another.

    But if you need assistance getting your ideas into play maybe i could assist with some things - pm me with any specific issues you encounter and i will offer technical assistance - however, i do not want to collaborate ideas ect.

    good luck!

  3. #3

    Default Re: Diplomacy Mod - Keep Alliances!

    Quote Originally Posted by Archaon View Post
    I do not agree that evil factions will get along all of the time - orcs and goblins fight constantly and for that matter they ARE evil and will/should back stab one another lol. The ideas you have are not bad but even the good guys do not get along all of the time, the third age is a classic example of the tensions between kingdoms of men, even elves and dwarfs have their own tensions... they should not be restricted completely from attacking one another.

    But if you need assistance getting your ideas into play maybe i could assist with some things - pm me with any specific issues you encounter and i will offer technical assistance - however, i do not want to collaborate ideas ect.

    good luck!
    Maybe so, but in the grand scheme of things the good side will have the sense to put their differences to one side for the sake of defeating evil. An evil will work together because Sauron has ordered them to. Besides, it makes it more fun for me personally if me and my allies work together against evil factions and vice versa, rather than having to worry about my neighbours attacking me

  4. #4

    Default Re: Diplomacy Mod - Keep Alliances!

    Quote Originally Posted by SmurfDude View Post
    Maybe so, but in the grand scheme of things the good side will have the sense to put their differences to one side for the sake of defeating evil. An evil will work together because Sauron has ordered them to. Besides, it makes it more fun for me personally if me and my allies work together against evil factions and vice versa, rather than having to worry about my neighbours attacking me
    Thus the reason i created this mod

    Enjoy!

  5. #5
    Beorn's Avatar Praepositus
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    Default Re: Diplomacy Mod - Keep Alliances!

    Very good stuff, Sir. I'll try this immediately...

  6. #6

    Default Re: Diplomacy Mod - Keep Alliances!

    just to comfirm that the AI will definatly break an alliance with you if you dont treat them properly. I was being Eriador and askes the high elves for military access and they broke their alliance with me, shortly followed by two rather large armies

  7. #7
    Achilla's Avatar Vicarius
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    Default Re: Diplomacy Mod - Keep Alliances!

    I will most propably wait for 1.1 release because it might change things dramatically. Getting additional AI labels or making AI factions set to never attack each other is not much of a problem. My concern is, that with such low number of regions on such a huge map and placement of 'good' factions in north-west part of map, I have a feeling that even their combined force doesn't stand a chance against mordor. They are blocked by allies without military access exchange so they can't really help out gondor and rohan - they sit up near their borders to not upset allies and as such Isengard can literally 'rape' Rohan almost freely at it's southern border. From my experience Elves so far are very defensive and just try to get rid of OOMM but without any success. OOMM after 109 turns took one Silvan province and lost Grey Mountains to the dwarves. Looks like in current balance they can hold off Elves, Eriador and Dwarves at once but leak the power to change the things around them. Similar situation is with Harad unable to fight Gondor effeciently because of lack of military rights and serious inability to launch sea assault. End result is simple - good factions get wiped one after another because they don't act like cohesive body (alliance, trade rights, military access). If there were way more settlements on the map at some point one or two factions might not stand up for the competition and get wiped out, making some space for the rest. To be honest I think Eriador is efficiently blocking 'good' factions from assaulting Isengard effectively or getting rid of OOMM. Of course I'm in opposition of making 'good' factions love each other, but in current game as soon as Mordor takes over West Osgiliath it's game over. Likewise, I will finish my Rhun campaign and await version 1.1 ...
    Man is but a shadow of his former self, encased in feverish delusions of grandeur.
    Ignorance is your shield, knowledge is your weapon.
    Heart without reason is stupid, reason without heart is blind.


  8. #8

    Default Re: Diplomacy Mod - Keep Alliances!

    Quote Originally Posted by Achilla View Post
    I will most propably wait for 1.1 release because it might change things dramatically. Getting additional AI labels or making AI factions set to never attack each other is not much of a problem. My concern is, that with such low number of regions on such a huge map and placement of 'good' factions in north-west part of map, I have a feeling that even their combined force doesn't stand a chance against mordor. They are blocked by allies without military access exchange so they can't really help out gondor and rohan - they sit up near their borders to not upset allies and as such Isengard can literally 'rape' Rohan almost freely at it's southern border. From my experience Elves so far are very defensive and just try to get rid of OOMM but without any success. OOMM after 109 turns took one Silvan province and lost Grey Mountains to the dwarves. Looks like in current balance they can hold off Elves, Eriador and Dwarves at once but leak the power to change the things around them. Similar situation is with Harad unable to fight Gondor effeciently because of lack of military rights and serious inability to launch sea assault. End result is simple - good factions get wiped one after another because they don't act like cohesive body (alliance, trade rights, military access). If there were way more settlements on the map at some point one or two factions might not stand up for the competition and get wiped out, making some space for the rest. To be honest I think Eriador is efficiently blocking 'good' factions from assaulting Isengard effectively or getting rid of OOMM. Of course I'm in opposition of making 'good' factions love each other, but in current game as soon as Mordor takes over West Osgiliath it's game over. Likewise, I will finish my Rhun campaign and await version 1.1 ...
    Maybe the solution would be to start all the good factions allied all with military access the player and the AI can both break alliances but that seems to take a while just an idea, im no expert on the AI so i dont know weather it would help much, also i dont know about everyone else but whenever i play good side i make it a priority to help gondor and rohan as much as possible as they seem to have the most trouble on my campaigns, (that and i play high elves alot and its fun when i get my uber people to go and "save the day")

  9. #9
    Alkarin's Avatar Praepositus
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    Default Re: Diplomacy Mod - Keep Alliances!

    i dont see any files to overwrite in the text folder. are they normally not there and i just put them in?
    You look great today.

  10. #10

    Default Re: Diplomacy Mod - Keep Alliances!

    That's correct, no files to overwrite.

  11. #11

    Default Re: Diplomacy Mod - Keep Alliances!

    good stuff,i will DN now,thx +rep

  12. #12

    Default Re: Diplomacy Mod - Keep Alliances!

    If anyone is interested in the code to change starting faction alliances, here it is;
    Code:
     faction_relationships         england, at_war_with      slave, sicily, mongols
      faction_relationships       england, allied_with        france, hre
      faction_relationships       france, at_war_with        slave
      faction_relationships       france, allied_with          england, hre, venice, spain
      faction_relationships       hre, at_war_with             slave, moors, mongols, egypt
      faction_relationships       hre, allied_with   france, england, venice, spain
      faction_relationships       spain, at_war_with         slave, sicily
      faction_relationships       spain, protectorate_of     england
      faction_relationships       spain, allied_with           france, hre, venice
      faction_relationships       venice, at_war_with        slave, scotland
      faction_relationships       venice, protectorate_of    england
      faction_relationships       sicily, at_war_with          slave, england, spain
      faction_relationships       sicily, allied_with            milan, moors, turks, egypt
      faction_relationships       milan, at_war_with         slave
      faction_relationships       milan, allied_with           scotland, egypt
      faction_relationships       milan, protectorate_of     sicily
      faction_relationships       scotland, allied_with       moors
      faction_relationships       scotland, at_war_with     slave, venice
      faction_relationships       moors, allied_with          scotland, sicily, egypt, mongols, turks
      faction_relationships       moors, protectorate_of    milan
      faction_relationships       moors, at_war_with        slave, hre
      faction_relationships       turks, at_war_with          slave
      faction_relationships       turks, allied_with            scotland, egypt, mongols, moors
      faction_relationships       turks, protectorate_of     milan, sicily
      faction_relationships       egypt, at_war_with         slave, hre
      faction_relationships       egypt, allied_with           milan, mongols, moors, turks
      faction_relationships       egypt, protectorate_of     sicily
      faction_relationships       mongols, at_war_with     slave, hre, england
      faction_relationships       mongols, allied_with       mongols, moors, turks, egypt, sicily
      faction_relationships       mongols, protectorate_of            milan
    Translated to show ingame faction names;
    Spoiler Alert, click show to read: 
    MORDOR, at_war_with BANDITS, GONDOR , SILVAN ELVES
    MORDOR, allied_with ISENGARD , ORCS MM
    ISENGARD , at_war_with BANDITS
    ISENGARD , allied_with MORDOR, ORCS MM , EASTERLINGS, HARAD
    ORCS MM , at_war_with BANDITS, DWARVES, SILVAN ELVES , HIGH ELVES
    ORCS MM , allied_with ISENGARD , MORDOR, EASTERLINGS, HARAD
    HARAD , at_war_with BANDITS, GONDOR
    HARAD , protectorate_of MORDOR
    HARAD , allied_with ISENGARD , ORCS MM , EASTERLINGS
    EASTERLINGS, at_war_with BANDITS, DALE
    EASTERLINGS, protectorate_of MORDOR
    GONDOR , at_war_with BANDITS, MORDOR, HARAD
    GONDOR , allied_with ROHAN , DWARVES, ERIADOR, HIGH ELVES
    ROHAN , at_war_with BANDITS
    ROHAN , allied_with DALE, HIGH ELVES
    ROHAN , protectorate_of GONDOR
    DALE, allied_with DWARVES
    DALE, at_war_with BANDITS, EASTERLINGS
    DWARVES, allied_with DALE, GONDOR , HIGH ELVES, SILVAN ELVES , ERIADOR
    DWARVES, protectorate_of ROHAN
    DWARVES, at_war_with BANDITS, ORCS MM
    ERIADOR, at_war_with BANDITS
    ERIADOR, allied_with DALE, HIGH ELVES, SILVAN ELVES , DWARVES
    ERIADOR, protectorate_of ROHAN , GONDOR
    HIGH ELVES, at_war_with BANDITS, ORCS MM
    HIGH ELVES, allied_with ROHAN , SILVAN ELVES , DWARVES, ERIADOR
    HIGH ELVES, protectorate_of GONDOR
    SILVAN ELVES , at_war_with BANDITS, ORCS MM , MORDOR
    SILVAN ELVES , allied_with SILVAN ELVES , DWARVES, ERIADOR, HIGH ELVES, GONDOR
    SILVAN ELVES , protectorate_of ROHAN


    And for those whom do not know how to implement this I have attached the descr_strat.txt that needs to be placed in;
    "SEGA\Medieval II Total War\mods\third_age\data\world\maps\campaign\imperial_campaign\" directory.
    NOTE: And you must delete the file called map.rwm found in “"SEGA\Medieval II Total War\mods\third_age\data\world\maps\base\" directory.

  13. #13

    Default Re: Diplomacy Mod - Keep Alliances!

    Thank you!

  14. #14

    Default Re: Diplomacy Mod - Keep Alliances!

    Currently looking at creating 4 individual profiles in descr_campaign_ai_db.xml
    1) Good
    2) Evil
    3) Default (e.g. DALE, any advice welcome)
    4) slave (Bandits)

    So far i cannot see any change made by King Kong's team, they still have profiles for pagan, islam, mongol, catholic, ect and showing no real structure..

    This is probably the biggest issue with the AI in the campaign – their decision making has been based on the presets originally intended for vanilla cultures.. This definitely needs fixing!

  15. #15
    Achilla's Avatar Vicarius
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    Default Re: Diplomacy Mod - Keep Alliances!

    Quote Originally Posted by Archaon View Post
    Currently looking at creating 4 individual profiles in descr_campaign_ai_db.xml
    1) Good
    2) Evil
    3) Default (e.g. DALE, any advice welcome)
    4) slave (Bandits)

    So far i cannot see any change made by King Kong's team, they still have profiles for pagan, islam, mongol, catholic, ect and showing no real structure..

    This is probably the biggest issue with the AI in the campaign – their decision making has been based on the presets originally intended for vanilla cultures.. This definitely needs fixing!
    XAI 3.4 will be out soon and since this mod is incorporating XAI I believe all of the issues will be ridden off once coding buttheads (lolz) start customizing 3.4 to the game. At this point making a submod that I suggested might be nonsensical, although I doubt we will see integration in 1.1 ... more like 1.2
    Man is but a shadow of his former self, encased in feverish delusions of grandeur.
    Ignorance is your shield, knowledge is your weapon.
    Heart without reason is stupid, reason without heart is blind.


  16. #16
    Big Pacha's Avatar Campidoctor
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    Default Re: Diplomacy Mod - Keep Alliances!

    Nice job Archaon I'm gonna try your file right now (daybreak today) but without the protectorates, Id on't like that because I don't like to play a "vassal" faction.
    I've edited your descr_strat and erased the protectorate_of lines. Crash test begins, I'll let you know guys
    +rep 2U






  17. #17

    Default Re: Diplomacy Mod - Keep Alliances!

    Quote Originally Posted by Big Pacha View Post
    Nice job Archaon I'm gonna try your file right now (daybreak today) but without the protectorates, Id on't like that because I don't like to play a "vassal" faction.
    I've edited your descr_strat and erased the protectorate_of lines. Crash test begins, I'll let you know guys
    +rep 2U
    Thx but i warn you that by removing the protectorates you will notice allied faction who do not border an enemy turn very inactive - they seem too afraid to march across allies land to reach the battlefront.

    In my test campaign i set on auto AI (i do not control any faction) all factions spread out filling up the map and fought constantly afaik the protectorates do not suffer any noticeable disadvantage, they expand and send armies out to conquer the enemy even if they do not border their regions.

  18. #18

    Default Re: Diplomacy Mod - Keep Alliances!

    Very interesting. So, how does this script work?

    ...
    And how do you turn on auto AI?

    Dominion of the Sword, a Medieval II: Total War Supermod
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  19. #19

    Default Re: Diplomacy Mod - Keep Alliances!

    Hey little brother!
    Quote Originally Posted by Azim View Post
    Very interesting. So, how does this script work?
    This mod doesn't use any scripts - it simply does what it states on the box. It removes the ability for AI and human alike from being able to attack an ally. take a peak into the files and see for yourself
    Quote Originally Posted by Azim View Post
    And how do you turn on auto AI?
    since RTW we have been able to use it, this is how my shortcut looks;
    .exe" -ai -show_err -nm

    others i occasionally use are;
    -movie_cam

    -enable_editor
    -multirun This allows you to run more than one instance of the game at a time.

    The -ai switch gives the AI control over all factions. This allows you to watch how all the factions progress without human intervention.

  20. #20

    Default Re: Diplomacy Mod - Keep Alliances!

    somehow this doesn't seem to work. in every campaign im playing eriador declares war on high elves at round 15-20

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