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  1. #1

    Default Diplomacy mod for 6.2

    I find that Diplomacy In 6.2 is pretty pointless. No matter how perfect relations are you will be attacked if they are near you. Alliances again are pointless, they get you into to deeper crap than they are worth.
    Which means trying to get a good rating with the pope impossible because he seems to get pissed off when you defend yourself.
    Just wondering if anyone has made a sub mod for diplomacy?

  2. #2

    Default Re: Diplomacy mod for 6.2

    Yes there is one available that works quite well. It basically makes it so alliances can only be broken via diplomacy(diplomat must inform you the alliance has ended). @ work atm but will post it later if you have not found it. I believe its called Ancillaires Diplomacy mod but could be wrong.

  3. #3
    JorisofHolland's Avatar Primicerius
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    Default Re: Diplomacy mod for 6.2

    Quote Originally Posted by soulson View Post
    Yes there is one available that works quite well. It basically makes it so alliances can only be broken via diplomacy(diplomat must inform you the alliance has ended). @ work atm but will post it later if you have not found it. I believe its called Ancillaires Diplomacy mod but could be wrong.
    It's called Archaons Loyal Allies Mod, if we're talking about the same thing: http://www.twcenter.net/forums/showthread.php?t=255238
    Allies simply can't attack eachother, forcing the AI to be loyal. It is possible to use it in SS, I use to have it some time ago when I still played 6.2
    The Enemy of Human Souls
    Sat grieving at the cost of coals;
    For Hell had been annexed of late,
    And was a sovereign Southern State.

  4. #4

    Icon5 Re: Diplomacy mod for 6.2

    Quote Originally Posted by JorisofHolland View Post
    It's called Archaons Loyal Allies Mod, if we're talking about the same thing: http://www.twcenter.net/forums/showthread.php?t=255238
    Allies simply can't attack eachother, forcing the AI to be loyal. It is possible to use it in SS, I use to have it some time ago when I still played 6.2
    I'm really bad at modding or anything like that, so I'm not sure about this... do I have to change it at all to make it work for SS instead of TATW?

    Edit: No need to answer, having read through the entire thread posted by Archaon it seems it only affects mechanics so it'll work with any M2TW mod Do I simply copy the files to "SEGA\Medieval II Total War\mods\Stainless Steel\data\" instead of "SEGA\Medieval II Total War\mods\third age\data\"?
    Last edited by Sir Walter; February 19, 2010 at 08:03 AM.
    ...ceterum autem censeo Carthaginem esse delendam.

  5. #5

    Default Re: Diplomacy mod for 6.2

    Cool cant seem to find it tho. So post the link when you can thanks

  6. #6

    Default Re: Diplomacy mod for 6.2

    That is not really correct... the AI especially on VH is more likely to attack with 6.2 but war is not guaranteed. I have 2 campaigns going on with 6.2 right now and in both have had alliances lasting over 40+ turns that are my neighbors. I do periodically give tributes and also leave my cities near the border garrisoned as a weak garrison will draw an AI stack fast. However usually you can figure out what city the AI likes the most and just leave that 3/4 garrisoned and the other cities on border just +1 or 2 over free slots.

    However if you are early in the campaign and still weak expansion requires devoting all the resources you have to one front and the AI loves to back stab on the unguarded front- best ways to prevent that is make sure those neighbors are fighting a larger faction which is their neighbor away from your border or call a Crusade on target where they will not pass thru your lands. I've had great success of seeing an probable siege stack and calling Crusade to see it gain the cross flag and speed right by my lands on the way somewhere else. 5-15 turns later it might wander back but most times its completely gone.

    Certain positions and map factions though will experience much more problems with wars... not unlike history. If your empire borders a map edge or the sea on more than 1 side you will have an easier time of it. If you are Byz or Poland etc surrounded on all sides by enemies then there is going to be more wars, especially if the neighboring factions are different religion as well. You can try to buy off one side at a time(Byz) or just try to survive and wipe out the weakest nearby faction even if you might lose 1 or 2 of your starting regions(Poland) etc. I actually think AI does better job in 6.2 with less suicidal wars started and usually the AI desires some specific city or has been provoked by religious or alliance reasons.

  7. #7

    Default Re: Diplomacy mod for 6.2

    You have it correct sir. Great mod for those who want that style of game play.

  8. #8

    Default Re: Diplomacy mod for 6.2

    Thanks I'll give this a go

  9. #9
    Gorrrrrn's Avatar Citizen
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    Default Re: Diplomacy mod for 6.2

    I'm playing my mod based on PB's most recent (Oct30th) RC/RR - ie I haven't modded the diplomacy - far too complicated.

    As Scotland on VH I made an alliance with England on T1 and on T233 we are still allies. Mind you I keep in with the Pope and my borders are heavily defended.

    I've not had any other ally attack me - everyone else who did attack gets ex-commed soon enough and them you counter-attack with the Pope's blessing.
    Until he says stop. Then you stop.

    Defend in strength and you'll find most allies will stay onside - but give them an opportunity to attack by leaving a settlement weakly defended and you are asking for trouble.

  10. #10
    Galain_Ironhide's Avatar Semisalis
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    Default Re: Diplomacy mod for 6.2

    Quote Originally Posted by Rozanov View Post
    I'm playing my mod based on PB's most recent (Oct30th) RC/RR - ie I haven't modded the diplomacy - far too complicated.

    As Scotland on VH I made an alliance with England on T1 and on T233 we are still allies. Mind you I keep in with the Pope and my borders are heavily defended.

    I've not had any other ally attack me - everyone else who did attack gets ex-commed soon enough and them you counter-attack with the Pope's blessing.
    Until he says stop. Then you stop.

    Defend in strength and you'll find most allies will stay onside - but give them an opportunity to attack by leaving a settlement weakly defended and you are asking for trouble.
    By sounds of it my play style in way of Diplomacy is very similar to yours. I use the same tactics and have had exactly the same experiences in my TO GC. Alliances have stuck well, but you must keep your allies happy and honest.

  11. #11

    Default Re: Diplomacy mod for 6.2

    Yeah I'm playing the RR/RC compilation and I've never actually had a backstabbing ally (except the pope who excommunicated me numerous times for blatently disobeying him). Funny thing is I don't even defend my borders and have recently taken to just leaving it without monetary donations. I guess my few allies just love me.

  12. #12
    JorisofHolland's Avatar Primicerius
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    Default Re: Diplomacy mod for 6.2

    The Pope can't be counted as an ally. He just sucks to much. And that's why he should not be removed

    I rarely loose an alliance, except when my to allies meet and decide they don't like eachother. In that case, I usually try to maintain good relations with the one I loose and perhaps give them a tribute to ensure they will survive. I wouldn't say diplomacy has gone worse in 6.2, rather, I would say it has improved.
    The Enemy of Human Souls
    Sat grieving at the cost of coals;
    For Hell had been annexed of late,
    And was a sovereign Southern State.

  13. #13

    Default Re: Diplomacy mod for 6.2

    Ah he's not thaaaat bad. I mean, he makes for good target practice which is more than can be said for the damn Genoese who'll shoot you first. And in the back. The pope at least has the courtesy to make a heavenly proclomation of your damnation.

  14. #14
    JorisofHolland's Avatar Primicerius
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    Default Re: Diplomacy mod for 6.2

    Yes. And that's why he should not be removed Game's to easy without him.
    The Enemy of Human Souls
    Sat grieving at the cost of coals;
    For Hell had been annexed of late,
    And was a sovereign Southern State.

  15. #15

    Default Re: Diplomacy mod for 6.2

    The pope has helped out a little bit in my campaign. Savages AI is less likey to backstab than Graculs.

  16. #16

    Default Re: Diplomacy mod for 6.2

    I also find that some factions have a tendency to be more trust worth over others, and vice versa.


    I have also found that the most trust worth faction in the game so far is Scotland and the least trust worthy are the Egyptians. But it could just be me.

  17. #17
    JorisofHolland's Avatar Primicerius
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    Default Re: Diplomacy mod for 6.2

    It is probably their position, so if you would switch Egypt and Scotland, Egypt would be more reliable (if you're right). I mean: Scotland does not have the ability to betray anyone, except the English, but they don't ally with them regularly so that doesn't count.
    The Enemy of Human Souls
    Sat grieving at the cost of coals;
    For Hell had been annexed of late,
    And was a sovereign Southern State.

  18. #18
    Mega Tortas de Bodemloze's Avatar Do it now.
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    Default Re: Diplomacy mod for 6.2

    For SS6.2 on M/M, I've found diplomacy to be quite honorable for the most part. I'm sure things probably get really dicey for you guys on the harder settings.

    Of course the moment anyone embraces the dark side {Dread} your diplomacy will cease to exist. So.... make sure you get your alliances squared away before you... burn the world

  19. #19

    Default Re: Diplomacy mod for 6.2

    The one thing I cant stand on VH camp settings is that even if you have perfect relations with someone they never keep you as a ally if you attack one of their own. Example is Me(spain) allied with portugal who is also allied with aragon. I attack aragon after i make sure portugal and i have perf relations and a marriage alliance and still they break it with me lol.

  20. #20
    JorisofHolland's Avatar Primicerius
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    Default Re: Diplomacy mod for 6.2

    Of course, Archaon's mod is one of the few that can be used in combination with all the major mods around.
    The Enemy of Human Souls
    Sat grieving at the cost of coals;
    For Hell had been annexed of late,
    And was a sovereign Southern State.

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