Scripted Diplomacy for SPQR:TW 4.6 and 5.0 Add-on
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Version 1.0 - Download link in TWC Download section
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Version 1.0 official Readme:
Scripted Diplomacy Add-on for SPQR 4.6 mod of Rome Total War, by Sinuhet (TWC Forum)
Version 1.0 - Creation Date: December 17, 2005, Release Date (upload to TWC Download Section): December 17, 2005
Description and Using
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This mod is add-on, which enables some kind of foreign policy after removing diplomats from the lt1956’s SPQR modification version 4.6 of the original RTW game. To use it properly you need another copy of the clean installation of the SPQR 4.6 mod next to the original Rome Total War folder. You will install this add-on by overwriting several files of the original SPQR 4.6 mod and copying several new script files to the folder for Show me scripts.
There are two parts – the core part with scripts and modified advice files for starting Show me scripts a and the second part, which is aimed for more balanced survival of all factions – this is implemented via some changes in EDU.txt and EDB.txt script files.
This mod doesn't want to be historically accurate. This mod incorporates a lot of ideas, which are publicly available in threads of the TWC and org. Forums. I am mainly grateful to Epistolary Richard and other people from the threads about scripting in forums.totalwar.org. The information collected in this place was very helpful to me in the phase of the research of the scripting techniques. Other source of information how to implement the Show me scripts was for me Epistolary Richard’s “Client Kingdoms mod“.
More information about the aim and features of this add-on is available in the official thread of this mod. Visit the Total War Center's Major Modifications Section Subforum of SPQR mod, where an official thread of this mod is.
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Installation Instructions:
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1. Make a copy the clean installation of the SPQR 4.6 mod (its Rome Total war folder), this add-on will overwrite several files of the original SPQR 4.6 mod.
2. Copy and paste the modified files included in the archive file with this Readme to this new copy of the original SPQR 4.6 mod installation. The placing of the files is obvious: Rome Total War/Data folder and its appropriate subfolders. There are two parts/folders in the zip archive file. The core part is essential for function. The second part (modified EDU and EDB.txt files) is for better functioning but the mod will be fully functional also without them – so it is on your personal preferences to use them.
3. When you will want to use this modified SPQR (i.e. SPQR 4.6 with this add-on installed) you must only rename the Rome Total War folders (a classical way for usage of multiple installations of the RTW and its modifications).
4. This mod is absolutely saved games friendly – i.e. the saved games from SPQR 4.6 mod can be used in SPQR 4.6 with this add on installed and vice versa.
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Usage in Game Instructions:
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1. This add-on is a system of several hierarchical Show me scripts. To start the execution of the appropriate script, the Human Player must click on Show me button of the appropriate Advice dialogue. Only after hitting the Show me button is the script running.
2. The main script is started from the Advice dialogue to the Diplomatic Standing. This dialogue is started by click on the question mark button (“?”) in the upper right corner of the Diplomatic Standing pane (this pane is from campaign lightly started by clicking on “D” key – as diplomacy). After the Advice dialogue appears you will not see anything new to the time you will click on the Show me Button (the button with magnifying glass below the head of the Roman woman). So to the moment you will click on the Show me button, you can cancel the whole action without starting the script. After one hitting the Show me button the script is started and form your budget will be subtracted 100 denarii (you will pay this small amount for the diplomacy). After the main script is terminated you can see the results in the Diplomatic Standing pane immediately (btw, the diplomatic messages are unreliable and sometimes a bit confusing, only in the Diplomatic pane is the information 100% complete and reliable). You can start this script x-times in one turn – it is only a question of money and your decisions.
3. During execution of the main script there can be started several other scripts. In this version of this mod only the ones related to Dacian foreign policy (clickining on the respective Show me buttons of the Dialogues about Dacian Diplomacy you can create 1 strong Dacian army near Porolissium for 500 denarii. or force a peace between Dacia and some of its neighbours).
4. There is certain grade of randomness in almost all conditions and definitions. So don’t be confused that in the same situation the scripts behaviour is a bit different sometimes.
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The Most Important Changes\ Update Log:
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12/17/2005, version 1.00
- the original version
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Known limitations:
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Naturally, this mod is incompatible with other mods, which have some of the modified files included. Otherwise no incompatibility issues are known in this stage of the development. But not systematically tested with other mods of SPQR 4.6 RTW 1.2 mod.
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If you feel you have any suggestions that could make this software better please feel free to contact me with your suggestion.
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Current status of the project:
Defining the aim of the project: 100% completed, in October 2005
(A complete removing of all foreign policy from SPQR 4.0 RTW mod has always bothered and provoked me, the decision to implement an idea of scripted foreign policy I have made on the base of a poll about giving back the diplomats – circa 50% of users wanted give back totally or partially a functionality of dips)
Research of the scripting techniques: 100% completed, in October – November 2005
(in the starting phase was crucial for me information in the org. site, Scripting subforum moderated by Epistolary Richard and his Client Kingdoms mod, in further selection and refining of the scripting techniques for needs of my project I had to do still a large investigations, with revealing or developing some new solutions, a nightmare were mainly the syntax CA jokes)
technical REM: for those, who can use this, I have revealed also still undocumented condition for “if” in Show me scripts – I_DiplomaticStanceFromFaction bla bla (from head not sure with real syntax of the statement, the main new is the usage of the diplomatic stance condition also for “if”, not only for Advice triggers), which tests a diplomatic stance between Local Faction and the faction defined in argument
Defining desired diplomatic stances for all factions in various situations of their relative power: 100% completed, in October – November 2005
(mainly defining for every faction directions of natural aggressions, natural alliances and alliances in time of common powerful enemys expansions, high level relations of factions and groups of factions)
Balancing the relative power of every faction for maximal probability of surviving for all: 100% completed, in October – December 2005
(trespassing lt1956s suggestion in House rules not to modify in manner to change a gameplay, but it was necessary, strictly using “approach of minimal changes” – technically speaking, I have done some changes in “export_description_buildings.txt” and “export_description_units.txt” files – for example: 1. boosting Dacian economy and population recover ability by means of happiness, population and trade bonuses for government houses, walls and infantry barracks, let survive this faction, otherwise destructed around 250BC, 2. newly based the creation of caravans and higher for more factions in dependence on the camels resource – to define them geographically), with usage permissions of them still for wider pool of factions – an attractive priest for attackers, 3. increased attacking abilities of Dacian infantry, which is normally facing paralelly minimally 3 awful enemies (Macedon, Germans, Greece/Gauls), 4. boosting very carefully and slightly some settings for Romans buildings and some other minor changes (Easterns, Parthians). However, these are only for balancing purposes and the main feeling is still quite SPQR style campaign and battles. If I tested it repeatedly via –AI in shortcut, the Romans survive maximally circa 100 years, still Gauls and Carthage invading in wave after wave, and more deadly matches between all factions gradually in wars each against each. But more balanced as for surviving chances for every faction more equally).
Exact definitions of behaving between all factions mutually in new Showme script file: 100% completed, in October – December 2005
(script is started via the help button in Diplomacy Information window – so 3 key strokes possibility to start the whole thing, exactly defined all diplomatic stances via cites holding conditions, in wars, peaces and alliances sections, spheres of influences for groups of allied factions)
Roman influences on Dacian foreign policy: 100% completed, in October – November 2005
(Mainly dialogues for forcing a peace between Dacians and Germans, Gauls, Macedon and Greek_cities, respectively. Further ability to support financially creation of one strong Dacian army near Porolissium – for possibility of controlled changing a weak balance of power on Balcan peninsula – thanks to explained bad script syntax in SpawnArmy statement.)
Roman foreign policy, dialogues about peaces and creating or broking alliances: 5% completed, in October – November 2005, only in status of research sample
Possibility to create diplomat for Roman Local Faction: I am not decided if to implement it, it will be good only from one main reason – to create a possibility of short moments of peace between HPs Roman Local faction and some of its 5 natural enemies (Gauls, Germans, Carthage, Greece and Macedon) for high costs.
Spawn armies in islands: 100% completed, in December 2005, against the easy financial life of "undefended-islands-cheaters", I have spent the last week with debugging this part, now 100% stable (there were random CTDs due to a syntax error for one army - "merc merc samnite" was the reason, a lot of restarts before this error was isolated and this time lost took me away an enthusiasm a bit)
(to avoid relatively un-defended and un-invasioned islands exploit – now “the miracles” with finances by taking Rhodes etc, after that it will be a really bad decision to want to make money in this un-natural manner, I have decided in the end to implement as a basic pattern a system of 1 full army of mercenaries - high maintenance costs - with 80% chance of appearance and second full army of regulars with 20% chance of app., for some strategical important provinces there will be still one army of features between of these two extremes with chance of app. 50%)
The last beta testing of the whole mod: planned in January 2006, just completed beta-testing of the version 1.0 - without Human Player (i.e. Roman factions) diplomacy
Public relations, marketing and distribution related things: started by this post, in December 2005 - ?
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P.S.: In December was released the version 1.0 of this mod for SPQR 4.6. I have decided not to include the Romans diplomatic dialogues in this 1st version - it is not the core part of the whole mod, only its extension, and there is relatively large probability that I will spent several other weeks with its implementation. Till this time it is possible to enjoy the core part of the mod for the AI.
I have tested this version of the mod also with SPQR 5.0 - the core part is fully functional also with this version of the SPQR:TW. I have not revealed any problem during this testing, but theoretically there could be still some minor issue with spawn armies - I have not tested all of them with SPQR 5.0, on the other hand the probability of this is very, very low. So dont be afraid to use the core part of this mod also with SPQR 5.0. However, dont use the modified EDU and EDB txt files (i.e. Balanced fgactions survival part), because they are based on the files from the SPQR 4.6 and you would lose the new features of the version 5.0 by this way.
Bye Sinuhet
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