Archaon's Loyal Allies
Inspired by the overwhelming response to my files made for TA:TW a M2TW mod - I have made this mod for both M2TW & M2TW-K. !!!
The thread for the TA:TW version of this mod can be found here.
NOTE: THIS DOES NOT MAKE UNBREAKABLE ALLIANCES - Read the entire first post, and the thread itself for more info.
This will work with Vanilla AND ANY OTHER MOD - so long as you do not have to over-write any of the files.
PM me if you have a question or suggestion.
Do you want two factions that are Allied to honor the Alliance?
To make the AI not send a vessel to a port and blockade, ruining the alliance!
To stop the AI roaming armies turn on their allies' undefended region instead of reinforce it like a ally would!
To send an Emissary (Diplomat) to tell their ally they want to break the alliance?
Then this is the perfect mod!
This file will disable any army or navy units attempting to attack an ally Army, Settlement, Navy, or Port.
Yes that is right - the AI will not break alliances by simply following their silly coded invasions!
If you ever wanted to invade an Ally's settlement or attack their armies, you will first need to send in a diplomat and tell them you no longer want the alliance.
For the AI and player alike, there are many other ways the Alliance can break. For instance, an allied factions diplomat receives a terrible proposal, they inform you an alliance is no longer necessary! happens all the time!
Other ways the alliance can break, is if two factions are allied, but one goes to war with a faction the other ally is allied to, then the original 2 factions will break their alliance.
Then the cold war tactics could also break to alliance, (AS IT SHOULD), Assassins, spies, merchant, any of these fail a mission or acquisition, it is highly possible your ally will find out an not be too pleased.
In Game;
Installation;
Download the attached files
*descr_cursor_actions.txt
*descr_cursor_tooltips_lookup.txt
*cursor_action_tooltips.txt
- Copy the first two files to your "SEGA\Medieval II Total War\data\" directory. (i.e. *descr_cursor_actions.txt & descr_cursor_tooltips_lookup.txt)
- Copy cursor_action_tooltips.txt to your "SEGA\Medieval II Total War\data\text\" directory.
Load the game!
It is savegame compatible.
Licensing:
Open - free for anyone to use (with Credit given).
This is directed at anyone who wishes to use my modified files.
Optional script options to enhance AI realism using this mod:
- If the player breaks an alliance, all his other allies might choose to break their alliance with the player too!
Code:
monitor_event FactionBreakAlliance FactionType FactionA
and not IsFactionAIControlled
if not I_LocalFaction FactionB
and DiplomaticStanceFromFaction FactionB = Allied
and RandomPercent < 25
console_command diplomatic_stance FactionA FactionB neutral
end_if
if not I_LocalFaction FactionC
and DiplomaticStanceFromFaction FactionC = Allied
and RandomPercent < 25
console_command diplomatic_stance FactionA FactionC neutral
end_if
ect
… continue for each faction ...
end_monitor
2. A new leader, means new views. If the leader has low Authority it is likely he holds less respect for the legacy he has behind him, so it likely that he may choose not to keep the alliances once forged by the old leader, or the allies might see this leader in a different light and not keep to their vowels.
Code:
monitor_event BecomesFactionLeader FactionType FactionA
and DiplomaticStanceFromFaction FactionB = Allied
and I_FactionLeaderAttribute FactionA Authority <= 2
and RandomPercent < 10
console_command diplomatic_stance FactionA FactionB neutral
end_monitor
3. Any leader spying on an ally is bound to be found out, do you think the alliance will hold after such transgression?
Code:
monitor_event LeaderOrderedSpyingMission FactionType FactionA
and TargetFactionType FactionB
and DiplomaticStanceFromFaction FactionB = Allied
and RandomPercent < 25
console_command diplomatic_stance FactionA FactionB neutral
end_monitor
4. Any leader who is found assassinating allies is bound to be caught, do you think the alliance will hold after such transgression?
Code:
monitor_event LeaderOrderedAssassination FactionType FactionA
and TargetFactionType FactionB
and DiplomaticStanceFromFaction FactionB = Allied
and RandomPercent < 25
console_command diplomatic_stance FactionA FactionB neutral
end_monitor
5. Get caught sabotaging and ally, pay the price!
Code:
monitor_event LeaderOrderedSabotage FactionType FactionA
and TargetFactionType FactionB
and DiplomaticStanceFromFaction FactionB = Allied
and RandomPercent < 25
console_command diplomatic_stance FactionA FactionB neutral
end_monitor
Thanks to Vegas_bear for support and the below;
First rule of modding - make a back-up of all files that are going to be changed/replaced. I usually place a "Z_" in front of the file that is to be changed/replaced. Keeps them all together at the bottom of the folder. You could do that with the cursor_action_tooltips.txt.strings.bin.
With just a text file in the text folder, the game will create a new .strings.bin file when the game starts up.
If you add any files to vanilla, either packed or unpacked, you need to add " --io.file_first" to your shortcut.
IE -
HTML Code:
....SEGA\Medieval II Total War\Launcher.exe" --io.file_first