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  1. #1

    Default Diplomacy Help!

    I've been using Sullas Force Diplomacy script for my new campaign and it works great, except that every 2-3 turns every nation you made a ceasefire/trade rights with, declares war on you; even if you have no troops near there borders and arent fighting any of there allies. I dont want to use the script to cheat, just to establish trade around the map and not be at war with nations hundreds of miles away. I would also love to team up with the Greeks considering that during this time period(220BC-197BC), while Carthage and Macedon teamed up to fight Rome, Greece asked for Romes help to fight Macedon.

    I wonder if anyone has taken the time to succesfully edit the descr_strat file to manually change each nations diplomacy at the start of the game. I tried too(I'm very new to modding, so im sure i made mistake), at the start of the game only Carthage, Gaul and Macedon were at war with me, but by the 2nd or 3rd turn nearly every nation had declared war.
    Anyone got any ideas on how to do a campaign without being at war with everyone?

    ps- I realize how strict everyone is in here regarding cheating but I still follow all the house rules(except using the killsheet); I dont want to use this to cheat, just to have a more realistic campaign.thanks

  2. #2
    Raglan's Avatar ~~~
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    Default Re: Diplomacy Help!

    well first thing i will say, is that you don't really need trade rights. The game is designed with the knowledge that your unlikely to have them, so provides other ways to make the cash.

    and again, this mod isn't designed with perfect historical accuracy in mind, more to be a really good challenge, hence why everyone dislikes you so.

    I would be carefull with using the force diplomacy, since you can end up in situations where your unable to go to war with someone. However all that said, having peace with nations just isn't needed, because only a couple will be active in attacking you, otherwise your lands are pretty safe. Though you will find it much more of a challenge when you start invading people.

    As to the diplomacy, you can effect the initial attitudes, but they pretty quickly get thrown out of the window, and you'd have to go to the modding workshop to learn how, since i don't really know how.

  3. #3
    czePowerslave's Avatar Primicerius
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    Default Re: Diplomacy Help!

    Diplomacy is jsut broken. Dont use it. No point. The force diplomacy script is fun, limited, but fun. All we have.

    Roman Rebel
    Installation FAQ + troubleshooting
    We shall stand side by side even unto death. SPQR for life.
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  4. #4

    Default Re: Diplomacy Help!

    Send me a pm, ill send you the file.
    http://www.twcenter.net/forums/showt...of+the+legions
    Last edited by BiggBudd; December 12, 2009 at 01:37 AM.

  5. #5

    Default Re: Diplomacy Help!

    Diplomacy is really not part of SPQR 7.0 as far as I have understood it.

    The force diplomacy script was made for 6.4 when the superpower fix was floating around, not perfected as in 7.0. In 6.4 some factions managed to get out of their barriers by bribery. The script was an intention to counter this and to make it possible to hand back a settlement to the original faction again.

    In my opinion, the force diplomacy script is completely redundant for 7.0 + unit addon. Lt's adjustments in the addon made the superpower fix into perfection.

  6. #6

    Default Re: Diplomacy Help!

    Thanks for the responses. I'm gonna continue playing this MOD regardless as there are way too many improvements to the game to stop over diplomacy.

    maybe someone would care to enlighten me to there best strategy vs Spartans as it looks like I'm gonna need another option than diplomacy to re-take Sicily.

  7. #7

    Default Re: Diplomacy Help!

    One unit of Velites to counter each Spartan unit. Same tactics as for Elephants.

  8. #8
    czePowerslave's Avatar Primicerius
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    Default Re: Diplomacy Help!

    Sulla I wouldnt completely agree on your statement about FPS being useless.
    It opens up some options should anything happen. And you can use it to play the game way you like. Just my 2 cents on this.

    Roman Rebel
    Installation FAQ + troubleshooting
    We shall stand side by side even unto death. SPQR for life.
    Mgr. Šohaj Pavel

  9. #9

    Default Re: Diplomacy Help!

    Well you have a point Cze. Its just that the reason for creating it is no longer valid.

  10. #10
    czePowerslave's Avatar Primicerius
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    Default Re: Diplomacy Help!

    It was created long before the add-on and fixes

    Roman Rebel
    Installation FAQ + troubleshooting
    We shall stand side by side even unto death. SPQR for life.
    Mgr. Šohaj Pavel

  11. #11

    Default Re: Diplomacy Help!

    Superfaction issue has been there until 7.0. Force diplomacy was created to control AI settlements. Now it is redundant for what it was created for. Factions stay put now and you no longer need to hand back settlements. Unless you WANT TO allow a faction to become superfaction lol

    What else? Money? Well AI has tons of it and if you play well you do not need to steel from AI ... Peace/Alliance? Well the AI will break it next turn/couple of turns anyway ... Map info? Common! Use spies. Make AI hand over a settlement against cash? Well personally I prefer taking settlements by the sword.

    It is redundant for me and my style of play. Others play the game differently and might enjoy it, which is fine with me.
    Last edited by S u l l a; December 13, 2009 at 01:19 PM.

  12. #12
    czePowerslave's Avatar Primicerius
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    Default Re: Diplomacy Help!

    Yeah exactly. Maybe some want to more imitate the Roman style and bribe settlements, bribe armies, do this do that. Well let them enjoy the script for that purpose

    Roman Rebel
    Installation FAQ + troubleshooting
    We shall stand side by side even unto death. SPQR for life.
    Mgr. Šohaj Pavel

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