I like this mod as I believe in a LotR game evil should remain allied with evil and good allied with good
I like this mod as I believe in a LotR game evil should remain allied with evil and good allied with good
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!
Archaon’s Scripting Commands Research and Guides.
M2TW & M2TW-K Files < Loyal Allies > RTW, RTW-BI, & RTW-ALEX Files
Solvo Populus Add-On [Terrae Expugnandae]
Corsair Invasions mini-mod [TATW 1.2]
Divide And Conquer - Expanded Factions Mod [TATW]
Son of the Great Silver Guard House of Siblesz
Proud father to Renown, Hross, Azim, Louis Lux, and Gaio Giulio Patrizio.
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
Archaon’s Scripting Commands Research and Guides.
M2TW & M2TW-K Files < Loyal Allies > RTW, RTW-BI, & RTW-ALEX Files
Solvo Populus Add-On [Terrae Expugnandae]
Corsair Invasions mini-mod [TATW 1.2]
Divide And Conquer - Expanded Factions Mod [TATW]
Son of the Great Silver Guard House of Siblesz
Proud father to Renown, Hross, Azim, Louis Lux, and Gaio Giulio Patrizio.
Very good stuff, Sir. I'll try this immediately...
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![]()
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.
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")
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.
That's correct, no files to overwrite.
good stuff,i will DN now,thx +rep
If anyone is interested in the code to change starting faction alliances, here it is;
Translated to show ingame faction names;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
Spoiler Alert, click show to read:
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.
Archaon’s Scripting Commands Research and Guides.
M2TW & M2TW-K Files < Loyal Allies > RTW, RTW-BI, & RTW-ALEX Files
Solvo Populus Add-On [Terrae Expugnandae]
Corsair Invasions mini-mod [TATW 1.2]
Divide And Conquer - Expanded Factions Mod [TATW]
Son of the Great Silver Guard House of Siblesz
Proud father to Renown, Hross, Azim, Louis Lux, and Gaio Giulio Patrizio.
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!
Archaon’s Scripting Commands Research and Guides.
M2TW & M2TW-K Files < Loyal Allies > RTW, RTW-BI, & RTW-ALEX Files
Solvo Populus Add-On [Terrae Expugnandae]
Corsair Invasions mini-mod [TATW 1.2]
Divide And Conquer - Expanded Factions Mod [TATW]
Son of the Great Silver Guard House of Siblesz
Proud father to Renown, Hross, Azim, Louis Lux, and Gaio Giulio Patrizio.
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.
Nice job ArchaonI'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.
Archaon’s Scripting Commands Research and Guides.
M2TW & M2TW-K Files < Loyal Allies > RTW, RTW-BI, & RTW-ALEX Files
Solvo Populus Add-On [Terrae Expugnandae]
Corsair Invasions mini-mod [TATW 1.2]
Divide And Conquer - Expanded Factions Mod [TATW]
Son of the Great Silver Guard House of Siblesz
Proud father to Renown, Hross, Azim, Louis Lux, and Gaio Giulio Patrizio.
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
Under the patronage of Archaon. Proud member of the House of Siblesz
My friend died from chain letters. If you don't post this again 100 times, he will come and kill you in your sleep!
Hey little brother!
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
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.
Archaon’s Scripting Commands Research and Guides.
M2TW & M2TW-K Files < Loyal Allies > RTW, RTW-BI, & RTW-ALEX Files
Solvo Populus Add-On [Terrae Expugnandae]
Corsair Invasions mini-mod [TATW 1.2]
Divide And Conquer - Expanded Factions Mod [TATW]
Son of the Great Silver Guard House of Siblesz
Proud father to Renown, Hross, Azim, Louis Lux, and Gaio Giulio Patrizio.
somehow this doesn't seem to work. in every campaign im playing eriador declares war on high elves at round 15-20