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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
    Withwnar's Avatar Script To The Waist
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    Default Re: Diplomacy Mod - Keep Alliances!

    Thanks for this, just what I needed! +rep

    I know that this is Total War and there was much talk of lore vs game mechanics, but while playing the Silvan Elves I was starting to feel like I was the only good faction willing to unite against the baddies. Worse, some are weakening each other (yes, you, High Elves and Eriador).

    No offense or criticism to the team, of course. It's a frustration at the "idiocy" of M2TW factions sometimes; when they fail to see the big picture. And it's a big picture: Sauron is out to destroy all of us! (And Saruman, but he's been a nice chap so I have no reason to distrust him.)

    I may look at changing the starting alliances some day too, thanks for that. But for now it's a weight off my mind knowing that Eriador isn't going to turn on me. Or Dale and the Dwarves once I finally secure an alliance with them (what the hell are you spying on me for? I'm here to help! Look to Rhun!).

    One thing I did notice, which is new to me. Eriador and High Elves were at war and I was allied with High Elves. When my diplomat reached Eriador he was able to request an alliance with them. I thought that wasn't possible because they're an enemy of my ally. And when I did ally with Eriador then hostilities ceased between those two. Which felt great! I brought peace to two of my favourite factions! Now if only I can get them to ally with each other... now that I know they will stay allied...

  2. #2

    Default Re: Diplomacy Mod - Keep Alliances!

    Thank you!
    Great addition for a great mod.

    Quote Originally Posted by Withwnar View Post
    One thing I did notice, which is new to me. Eriador and High Elves were at war and I was allied with High Elves. When my diplomat reached Eriador he was able to request an alliance with them. I thought that wasn't possible because they're an enemy of my ally. And when I did ally with Eriador then hostilities ceased between those two. Which felt great! I brought peace to two of my favourite factions! Now if only I can get them to ally with each other... now that I know they will stay allied...
    Yes, when you get allied with 2 factions who allready at war with each other, you will make them to ceasfire. Usually though, after something like 5 turns they start fighting again and you need to choose who you side with.

  3. #3

    Default Re: Diplomacy Mod - Keep Alliances!

    Quote Originally Posted by Seleukos_I. View Post
    somehow this doesn't seem to work. in every campaign im playing eriador declares war on high elves at round 15-20
    In the files that come with the game eriador and high elves are neutral - my files in the first post only stop 'Allies' from attacking one another.
    If you use the file in post #35 as well as the one in the first post you will not see eriador declares war on high elves until late in the game if at all..

  4. #4

    Default Re: Diplomacy Mod - Keep Alliances!

    First of all hello

    I'm french so sorry for my english but I want to ask something.

    I have a problem with the file post #35, I downloaded it, alliances are correct but nobody is a protectorate.

    Is it normal ? Can you give me the way to correct it ?

    Thanks

  5. #5

    Default Re: Diplomacy Mod - Keep Alliances!

    Ok guys i am here..
    Looks like it isn't explained well.. in the original file released in the unmodded TATW Harad and Rhűn are set to be protectorates of Mordor however they do not appear to be - this setting allows these factions to start off as allies who share military access.

    In my descr_strat i have many allies using this feature, e.g. Rohan are protectorates of Gondor so they share military access. It is unknown to me how to set up a true protectorate system at game start - and it is unknown to me how to set military access for one ally but not the other ally. they are both possible in game but i do not know of a way to set it in the descr_strat.txt...

    none the less the way the command works fits well with what i try to achieve for TATW - the good guys are either allied or given military access depending on the need - and all without the nessessity of draining one allies coffers every turn! such is the way of protectorate system..

    To those who do not see the alliances show up as they are explained in my post - the installation may be incorrect - please re-instate the original file and start again remembering to delete the map.rwm file.

    thank you, and report any furhter issues here.

  6. #6

    Default Re: Diplomacy Mod - Keep Alliances!

    Quote Originally Posted by Archaon View Post
    Ok guys i am here..
    Looks like it isn't explained well.. in the original file released in the unmodded TATW Harad and Rhűn are set to be protectorates of Mordor however they do not appear to be - this setting allows these factions to start off as allies who share military access.

    In my descr_strat i have many allies using this feature, e.g. Rohan are protectorates of Gondor so they share military access. It is unknown to me how to set up a true protectorate system at game start - and it is unknown to me how to set military access for one ally but not the other ally. they are both possible in game but i do not know of a way to set it in the descr_strat.txt...

    none the less the way the command works fits well with what i try to achieve for TATW - the good guys are either allied or given military access depending on the need - and all without the nessessity of draining one allies coffers every turn! such is the way of protectorate system..

    To those who do not see the alliances show up as they are explained in my post - the installation may be incorrect - please re-instate the original file and start again remembering to delete the map.rwm file.

    thank you, and report any furhter issues here.
    So you mean that they are not protectorates, they have military access to each other? Well that explains why you dont see them really as protectorates...

    Well thank you for your explaination.

  7. #7

    Default Re: Diplomacy Mod - Keep Alliances!

    "P.S. This will work with ANY OTHER M2TW MOD - so long as you do not have to over-right any of the files. PM me if you have a question or suggestion."

    Hi; just a question, so ur mod is compatible with mod from M2TW 1.3 like Brokent Crescent ?

  8. #8

    Default Re: Diplomacy Mod - Keep Alliances!

    sorry - more specifically it will work with kingdoms installed.

    you can try - and if it does not work then delete the files.

  9. #9

    Default Re: Diplomacy Mod - Keep Alliances!

    Np thanks so quick

  10. #10

    Default Re: Diplomacy Mod - Keep Alliances!

    please, can the TO please post the descr_strat in the OP?

    second: in all my games (have restarted a lot!) either eriador fights elves or elves fight eriador.

    if eriador attacks, he loses all alliances (and thus he becomes target of all the rest)
    if elves do, the inverse happens.

    anyway, there is always one faction that starts in the evil side... weird that elves can be that faction right?

  11. #11

    Default Re: Diplomacy Mod - Keep Alliances!

    I am turn 25 and I see no problem, Eriador is allied with Elves

  12. #12

    Default Re: Diplomacy Mod - Keep Alliances!

    how did you copy it. i tried a few things, like saving the file in the folder or copying the text to decr_strat but all the time eriador and high elves weren't allied

  13. #13

    Default Re: Diplomacy Mod - Keep Alliances!

    Edit : I just verify and that's true they aren't allied.

    I am lucky because they aren't in war (for the moment...)
    Last edited by Azael456; May 03, 2009 at 12:09 PM.

  14. #14

    Default Re: Diplomacy Mod - Keep Alliances!

    now i managed that they are allied. i worte it for myself in the descr_strat and it worked .
    btw: @archaon: in your file high elves are allied with high elves. maybe thats the fault

  15. #15

    Default Re: Diplomacy Mod - Keep Alliances!

    Quote Originally Posted by ivanhoex View Post
    second: in all my games (have restarted a lot!) either eriador fights elves or elves fight eriador.

    if eriador attacks, he loses all alliances (and thus he becomes target of all the rest)
    if elves do, the inverse happens.

    anyway, there is always one faction that starts in the evil side... weird that elves can be that faction right?
    Quote Originally Posted by Seleukos_I. View Post
    how did you copy it. i tried a few things, like saving the file in the folder or copying the text to decr_strat but all the time eriador and high elves weren't allied
    Yes I had the same problem, Eriador and High Elves were not allies. I did delete the map.rwm file from the base folder, and still it did not work. All other alliances work ok.

    Because of that I modded my descr_strat.txt file and made them protectorates(like Archaon explained, not real protectorates, only share military access), and now they are allies, and you can see that in the game.

    Remeber to backup your file before start changing it!

    You just need to go down in your desct strat file (almost completely), and look for these lines:

    Code:
    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
    Then you need to replace those lines with these lines:

    Code:
    faction_relationships  turks, allied_with  scotland, mongols, moors
    faction_relationships  turks, protectorate_of milan, sicily, egypt
    faction_relationships  egypt, at_war_with  slave, hre
    faction_relationships  egypt, allied_with  milan, mongols, moors
    faction_relationships  egypt, protectorate_of sicily, turks
    Now you should see in game that Eriador and High Elves are allied.

    Remeber you must delete the file called map.rwm found in “"SEGA\Medieval II Total War\mods\third_age\data\world\maps\base\" directory.

    Enjoy!
    Last edited by Skeleton Of The West; May 03, 2009 at 12:30 PM.

  16. #16

    Default Re: Diplomacy Mod - Keep Alliances!

    thx guys for the feedback - I'll do an overhaul today and make sure there are no more issues.
    @Skeleton Of The West, thank you for your code however i didn't intend the high elves and Eriadorto share military access..

    @Azael456, Gondor allied with Silvian elves was not my goal, i had feedback from other members explaining reasons to have the alliances the way they are set, not everyone has an alliance.. too many alliances..

  17. #17

    Default Re: Diplomacy Mod - Keep Alliances!

    So there is a mistake in your file, it didn't change anything but... :

    SILVAN ELVES , allied_with SILVAN ELVES , DWARVES, ERIADOR, HIGH ELVES, GONDOR

    faction_relationships mongols, allied_with mongols, moors, turks, egypt, sicily

  18. #18

    Default Re: Diplomacy Mod - Keep Alliances!

    Quote Originally Posted by Azael456 View Post
    So there is a mistake in your file, it didn't change anything but... :


    in that case it should work for you - there is no reasonable explanation for it to be ignored by the engine..

  19. #19

    Default Re: Diplomacy Mod - Keep Alliances!

    Thanks for this man, just what I was looking for. Fits my gameplay style perfectly. +rep

    "And I have felt the sudden blow of a nameless wind's cold breath,
    And watched the grisly pilgrims go that walk the roads of Death,
    And I have seen black valleys gape, abysses in the gloom,
    And I have fought the deathless Ape that guards the Doors of Doom."
    -Robert E. Howard "Recompense"

  20. #20

    Default Re: Diplomacy Mod - Keep Alliances!

    Quote Originally Posted by Archaon View Post
    thx guys for the feedback - I'll do an overhaul today and make sure there are no more issues.
    @Skeleton Of The West, thank you for your code however i didn't intend the high elves and Eriadorto share military access..
    I just wanted to provide a temporary solution to the problem until you were able to update and fix the problem.

    I read now this forum and I see you managed to fix last version's problem. I will download it now.

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