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  1. #1

    Default Stopping ceasefires and maintaining terrible relations?

    Is there a simple way of stopping factions from agreeing ceasefires and maintaining terrible relations? I'm planning on having several factions start at war with each other in descr_strat and I'd like them to remain that way through the campaign. I'd also like their relations to stay at the worst possible -1.0.

  2. #2

    Default Re: Stopping ceasefires and maintaining terrible relations?

    Quote Originally Posted by Eothese View Post
    Is there a simple way of stopping factions from agreeing ceasefires and maintaining terrible relations? I'm planning on having several factions start at war with each other in descr_strat and I'd like them to remain that way through the campaign. I'd also like their relations to stay at the worst possible -1.0.
    The -1.0 thing can be achieved via CS while the other thing has to be maintained via campaign AI.

  3. #3

    Default Re: Stopping ceasefires and maintaining terrible relations?

    Any hints on how?

  4. #4

    Default Re: Stopping ceasefires and maintaining terrible relations?

    Why not you have helped a lot Eothese during my early times and it will be a honor to help you on something
    Like in the CS you can use this command
    Code:
    set_faction_standing Denmark Norway -1.0
    so create a small script for it and put the command inside without using terminate_monitor so that it fires every turn.

    And about the AI i'm not that familiar with descr_campaign_ai_db.xml but i know it's possible for sure.
    hey why not try Archeon's link in his sig that Loyal allies one it alters the campaign AI so if he can make it loyal with Allied command in it so just replace it with At_War and it should work.

  5. #5
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    Default Re: Stopping ceasefires and maintaining terrible relations?

    Hi Eothese, this would set faction standing:

    Code:
    monitor_event FactionTurnStart FactionIsLocal 
    set_faction_standing mongols turks -1.0
    set_faction_standing turks mongols -1.0
    end_monitor
    But if you already have anything scripted to run every turn then you can just add the 2 commands to that already existing script.

    To really get 2 nations to love warring with each other it might be a good idea to write seperate AI scripts (or 'labels') for them. That way you can use the same AI but with extra scripting to deal with each other. 'Target_faction' will help them target each other. Higher invasion priorities, invade_immediate stance, can_force_invade, at_war stance on, want peace false, want protectorate false, etc. Campaign_ai_db.xml is not a difficult file to mod, the text explaining how it works at the top of the file is good and useful.

    If you have any probs then upload your campaign_ai_db and I'll try to help
    Last edited by Taiji; August 25, 2010 at 04:06 PM.

  6. #6

    Default Re: Stopping ceasefires and maintaining terrible relations?

    Thank you both for your prompt reply's. At the moment my CS is completely blank as this is an almost from scratch, fantasy mod. It may not be as difficult as I had first thought as my Good v's Evil idea is basicaly 12 ai_label catholic factions v's 1 ai_label islam (for crusade and jihad exploiting purposes) with some neutral ai_label pagan and ai_label orthodox factions thrown into the mix. It just seemed the
    descr_campaign_ai_db was a massive file to edit.

    Currently only neutrals have more than one region, so I'm going to add some more to my map, and then put your suggestions into place for a good testing. +rep

  7. #7
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    Default Re: Stopping ceasefires and maintaining terrible relations?

    Sounds like a cool project, lots of potential for interesting differences in the way these 12 factions will relate to one another. Glad to be of help
    Last edited by Taiji; August 26, 2010 at 01:01 PM.

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