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  1. #1

    Default Diplomatic Relations

    I'm playing as Reikland and I have several diplomats around the empire. But the thing is that unless I'm allied to a faction, I cannot enter diplomatic relations. When I select my diplomat and put my mouse on a neutral (Sylvannia because they became a protectorate of Averland) and enemy factions, I get a red x. How can I enter diplomatic relations with enemy or neutral countries?

  2. #2
    Scipio praeditus's Avatar Decanus
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    Default Re: Diplomatic Relations

    I'm having the same problem with the orcs, I would really apreciate it if someone could tell me the reason for this (how to fix it would be nice too, in that case rep would be handed out whenever the opportunity arises ad infinitum).
    "The only question that remained was whether the founders knew the final result of their creation, or if they themselves where the victims of a misunderstanding.
    In the latter case it was the duty of any thinking human, to press himself into the front of this depraved movement, to perhaps still prevent the extreme, in the former case the founders of this peoples disease must have been true devils; for only in the brain of a monster - not of a human - could the plan for an organisation take meaningfull form, whose purpose must lead toward the end result of a collapse of human culture and thus to the desolation of the world.
    In this case only battle remained as a means of final delivery, battle with any weapons that the human mind, intellect and will are able to comprehend, regardless, of whom fate would gift with it's blessing."

  3. #3

    Default Re: Diplomatic Relations

    I think it is simply to follow warhammer lore...I dont think that the Orcs dont want allies (non greenskins) they just want to conquer...Sylvannia I think follows the same approach ...the only good non vampire is a dead(drained of bloodfirst)one.

  4. #4
    Scipio praeditus's Avatar Decanus
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    Default Re: Diplomatic Relations

    Sure, if I where to play a regular Orc campaign I would have no need for diplomats, but in this case I'm playing an Orc campaign that is specifically designed to result in an engaging AAR, I need them diplomats to realise the storyline I have written.
    I would greatly apreciate it if someone could tell me how to make my Orc diplomats be able to engage in diplomatic negotiations, as I said rep will ge given ad infinitum.

    Telling me how it would work for any other nation is enough (like for instance the opening post relating to Reikland), I will be able to figure it out, I did for adding diplomats to Orcs so I see no reason why it would not work in this instance.
    "The only question that remained was whether the founders knew the final result of their creation, or if they themselves where the victims of a misunderstanding.
    In the latter case it was the duty of any thinking human, to press himself into the front of this depraved movement, to perhaps still prevent the extreme, in the former case the founders of this peoples disease must have been true devils; for only in the brain of a monster - not of a human - could the plan for an organisation take meaningfull form, whose purpose must lead toward the end result of a collapse of human culture and thus to the desolation of the world.
    In this case only battle remained as a means of final delivery, battle with any weapons that the human mind, intellect and will are able to comprehend, regardless, of whom fate would gift with it's blessing."

  5. #5

    Default Re: Diplomatic Relations

    Quote Originally Posted by Scipio praeditus View Post
    Sure, if I where to play a regular Orc campaign I would have no need for diplomats, but in this case I'm playing an Orc campaign that is specifically designed to result in an engaging AAR, I need them diplomats to realise the storyline I have written.
    I don't believe Orcs ever had "diplomats", or Chaos. It seems a good choice to me...
    You can fake diplomatic relations in your AAR (or just mod the mod as suggested).



    "With such valorous troops, I could easily become King of Italy"
    Frederick II the Great, after the Piedmontese victory at the Battle of the Assietta (1747)

  6. #6
    Kahvipannu's Avatar Bring me Solo & wookie
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    Default Re: Diplomatic Relations

    Quote Originally Posted by GrumpyBean View Post
    Ok this is easy Just go here: C:\Program Files\SEGA\Medieval II Total War\mods\teutonic\data and find a file called "descr_cursor_actions". Open it with notepad and you should see alot of stuff, dont worry it's not complicated at all. scroll down a bit until you see this in the code tags:


    All you do is change a few things here and there (its really easy like i said ) Where the red text are, those ones you change. For instance you can see that under "over enemy", default Na tooltip cannot_perform_mission (it might be different in yours, nonetheless you should make these corrections in the same spots): this basically says that you cant perform missions...period(i think). This needs to be changed, so in order to do that replace the red with the green (below the red for convenience). Just go through and make the changes below. The Blue text explains some things and tells you what the letters mean (you can also check it out on the top of the descr_cursor_actions document for reference).

    Code:
    selected diplomat {when you select your diplomat and move your cursor over an object, these are what actions you are allowed to carry out}
    {
        over own {Just ignore this whole section, if you mess with this your game might get screwy, but its easy to change if you feel like you need to}
        {
            initial_never_seen                             Mov Mov
            land                        Mov Mov
            sea                                Na Na                                tooltip characters_cannot_go_on_sea
            army                                Mer* (S) Mer (S)
            admiral                                Em*  (S) Em  (S)                                tooltip embark_character
            diplomat                                S  (S) S (S)
            princess                                S  (S) S (S)
            merchant                                S  (S) S (S)
            priest                                S  (S) S (S)
            heretic                                S  (S) S (S)
            witch                                S  (S) S (S)
            inquisitor                                S  (S) S (S)
            spy                                S  (S) S (S)
            assassin                                S  (S) S (S)
            family                                S  (S) S (S)
            settlement                                G* (S) G  (S)                                tooltip enter_settlement
            fort                                G* (S) G  (S)                                tooltip enter_fort
            rally_point                                Mov
            naval_rally_point                                Na Na                                tooltip characters_cannot_go_on_sea
            garrisoned_settlement                                G*  (S) G  (S)                                tooltip enter_settlement
            garrisoned_fort                                G*  (S) G  (S)                                tooltip enter_fort
            garrisoned_ship                                Em* (S) Em (S)                                tooltip embark_character
            sieged_settlement                                S                                tooltip cannot_enter_sieged_settlement
            sieged_fort                                S                                tooltip cannot_enter_sieged_fort
            garrisoned_dock                                Mer* (S) Mer (S)
            port                                Mov
            dock                                Na    
        }
        over enemy
        {
            default                                Na                                tooltip cannot_perform_mission
            default Na
    
            land                                Mov Mov
            sea                                Na Na                                tooltip characters_cannot_go_on_sea
            army                                Na Na                                tooltip cannot_diplomacy_mission { Na = this means not available; cant carry out this specific action } 
            army                                TB Na                                tooltip diplomacy_mission { TB = this means that you can talk/bribe armies; basically initiate the normal diplomacy menu with bribe enabled}
            diplomat                                Na Na                                tooltip cannot_diplomacy_mission
            diplomat                                T Na                                tooltip diplomacy_mission { T = this means you can just talk to characters/armies/settlements; initiating the diplomacy window without bribery } 
            princess                                Na Na                                tooltip cannot_diplomacy_mission
            princess                                T Na                                tooltip diplomacy_mission
            family                                Na Na                                tooltip cannot_diplomacy_mission
             family                                T Na                                tooltip diplomacy_mission
            settlement                                Na Na                                tooltip cannot_diplomacy_mission
             settlement                                T Na                                tooltip diplomacy_mission
            fort.                                Na Na                                tooltip cannot_diplomacy_mission
             fort                                T Na                                tooltip diplomacy_mission
            rally_point                                Mov
            naval_rally_point                                Na Na                                tooltip characters_cannot_go_on_sea
            garrisoned_settlement                                Na Na                                tooltip cannot_diplomacy_mission
            garrisoned_settlement                                TB Na                                tooltip diplomacy_mission
            garrisoned_fort                                Na Na                                tooltip cannot_diplomacy_mission
             garrisoned_fort                                TB Na                                tooltip diplomacy_mission
            port                                Mov
        }
        over allied
        {
            default                                Na
    { Just do the same thing here as you did above. Just replace the FIRST "Na"'s with "T" or "TB" (look above for reference). }
            land                                Mov Mov
            sea                                Na Na                                tooltip characters_cannot_go_on_sea
            army                                Na Na                                tooltip cannot_diplomacy_mission
            diplomat                                Na Na                                tooltip cannot_diplomacy_mission
            princess                                Na Na                                tooltip cannot_diplomacy_mission
            family                                Na Na                                tooltip cannot_diplomacy_mission    
            settlement                                Na Na                                tooltip cannot_diplomacy_mission
            fort                                Na Na                                tooltip cannot_diplomacy_mission
            rally_point                                Mov
            naval_rally_point                                Na Na                                tooltip characters_cannot_go_on_sea
            garrisoned_settlement                                Na Na                                tooltip cannot_diplomacy_mission
            garrisoned_fort                                Na Na                                tooltip cannot_diplomacy_mission
            port                                Mov
        }
    }
    This is VERY monotonous so just bear with it. Just in-case you're wondering why i didn't attach my file with all the changes in place i have two reasons: 1: Ooops and 2: it doesnt hurt to learn a bit of modding a file (even though it's not that exciting)

    Hope this Helps!!! (sorry if it's too much)
    Did you miss this Grumby beans advice for you in other thread, or didn't it work?
    http://www.twcenter.net/forums/showt...64#post6667164

    I believe the reason for dumping down diplomats in campaign, is to prevent weird alliances etc.. If I remember right, Isilendil told that AI did this in beta-stage

  7. #7
    Scipio praeditus's Avatar Decanus
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    Default Re: Diplomatic Relations

    Quote Originally Posted by Kahvipannu View Post
    Did you miss this Grumby beans advice for you in other thread, or didn't it work?
    http://www.twcenter.net/forums/showt...64#post6667164

    I believe the reason for dumping down diplomats in campaign, is to prevent weird alliances etc.. If I remember right, Isilendil told that AI did this in beta-stage
    No it worked, I posted in this thread before GrumpyBean answered my question in that thread.
    I was just spreading my bets, and hoped that posting the same question as mrhamster in his OP would increase the chances of someone bothering to answer.

    Well, as long as I don't add diplomats to other factions there shouldn't be any such alliances taking place.

    @mrhamster
    Your answer is in the link above, just change the part concerning enemies and you'll be able to enter diplomatic relations with neutrals.
    "The only question that remained was whether the founders knew the final result of their creation, or if they themselves where the victims of a misunderstanding.
    In the latter case it was the duty of any thinking human, to press himself into the front of this depraved movement, to perhaps still prevent the extreme, in the former case the founders of this peoples disease must have been true devils; for only in the brain of a monster - not of a human - could the plan for an organisation take meaningfull form, whose purpose must lead toward the end result of a collapse of human culture and thus to the desolation of the world.
    In this case only battle remained as a means of final delivery, battle with any weapons that the human mind, intellect and will are able to comprehend, regardless, of whom fate would gift with it's blessing."

  8. #8
    Kahvipannu's Avatar Bring me Solo & wookie
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    Default Re: Diplomatic Relations

    Quote Originally Posted by Scipio praeditus View Post
    No it worked, I posted in this thread before GrumpyBean answered my question in that thread.
    I was just spreading my bets, and hoped that posting the same question as mrhamster in his OP would increase the chances of someone bothering to answer.
    That clears things up.
    Well, I'll have to check that AAR when it's published

  9. #9

    Default Re: Diplomatic Relations

    Hi guys... if you can't have a diplomat, how do you attack an allie? It says I need to send a diplomat to tell them my intentions before I can attack.

    Sorry, i'm not a computer genius or anything, just trying to play the game. Thanks

  10. #10
    Tiro
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    Default Re: Diplomatic Relations

    Quote Originally Posted by Remalf00 View Post
    ^up^
    yeah, actually I wondered as well as Kislev doesn't get no diplomats aside from the one at the start

  11. #11

    Default Re: Diplomatic Relations

    Go into the EDB and find city hall or something that your faction can build. then make sure it looks something like this:
    Spoiler Alert, click show to read: 
    building city_hall
    {
    levels city_hall_1 city_hall_2 city_hall_3 city_hall_4 city_hall_5
    {
    city_hall_1 city requires factions { eastern_european, southern_european, }
    {
    capability
    {
    agent diplomat 1 requires factions { yourfaction, }
    law_bonus bonus 1
    taxable_income_bonus 5
    population_health_bonus bonus 1
    agent_limit diplomat 1
    }
    material wooden
    construction 6
    cost 5200
    settlement_min town
    upgrades
    {
    city_hall_2
    }
    }

    the lines you want are:
    Spoiler Alert, click show to read: 
    agent diplomat 1 requires factions { yourfaction, }
    agent_limit diplomat 1

    Should now be able to make a diplomat if you have that building. It can be any building so if you are not a 'European' faction say for instance dark elves, do this for a different building.

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