Page 7 of 12 FirstFirst 123456789101112 LastLast
Results 121 to 140 of 228

Thread: Total Diplomacy v1.8.4 (Forced Diplomacy, Taking Allied Forts, Allied Allies, Osgiliath Ferry, Ally Invade) [3.2 compatible]

Hybrid View

Previous Post Previous Post   Next Post Next Post
  1. #1
    Mr_Nygren's Avatar Berserkir
    Join Date
    Mar 2009
    Location
    Sweden
    Posts
    4,303

    Default Re: Total Diplomacy v1.8 (forced diplomacy, taking allied forts, allied allies, Osgiliath Ferry) [3.2 compatible] - new feature: Ally Invade: force allies to invade other factions

    Does your mod have the epic LOTR music heard in MOS 1.25?

  2. #2
    Stylix's Avatar MOS Team Member
    Join Date
    Apr 2008
    Location
    Alabama, U.S.A.
    Posts
    2,263

    Default Re: Total Diplomacy v1.8 (forced diplomacy, taking allied forts, allied allies, Osgiliath Ferry) [3.2 compatible] - new feature: Ally Invade: force allies to invade other factions

    TD was broken in MOS and the link to v1.7 was not available at the time. (GF issues). Not knowing if it would be restored, used the v1.8 files which had previously been downloaded.
    MOS v1.6.2+ Bug fixer 30 Dec 2013

  3. #3
    Withwnar's Avatar Script To The Waist
    Join Date
    Oct 2008
    Location
    Earth
    Posts
    6,329

    Default Re: Total Diplomacy v1.8 (forced diplomacy, taking allied forts, allied allies, Osgiliath Ferry) [3.2 compatible] - new feature: Ally Invade: force allies to invade other factions

    Does this TD submod add music? No.

  4. #4
    Mr_Nygren's Avatar Berserkir
    Join Date
    Mar 2009
    Location
    Sweden
    Posts
    4,303

    Default Re: Total Diplomacy v1.8 (forced diplomacy, taking allied forts, allied allies, Osgiliath Ferry) [3.2 compatible] - new feature: Ally Invade: force allies to invade other factions

    I meant this mod: Withwnar's Submod Collection v1.5?

    I can´t play a version with original Medieval 2 music on the campaign map..
    Last edited by Mr_Nygren; September 04, 2012 at 05:36 AM.

  5. #5
    Withwnar's Avatar Script To The Waist
    Join Date
    Oct 2008
    Location
    Earth
    Posts
    6,329

    Default Re: Total Diplomacy v1.8 (forced diplomacy, taking allied forts, allied allies, Osgiliath Ferry) [3.2 compatible] - new feature: Ally Invade: force allies to invade other factions

    No. None of my submods add music.

  6. #6
    Ngugi's Avatar TATW & Albion Local Mod
    Join Date
    Jan 2011
    Location
    Sweden
    Posts
    10,687

    Default Re: Total Diplomacy v1.8 (forced diplomacy, taking allied forts, allied allies, Osgiliath Ferry) [3.2 compatible] - new feature: Ally Invade: force allies to invade other factions

    It has vanilla TATW-music, which I can't recall is 'original Medieval 2 music'?

    Kingdom of Lindon preview video out





    DCI: Last Alliance
    - WIP Second Age mod | DCI: Tôl Acharn - mighty Dúnedain Counter Invasions |
    Additional Mercenary Minimod - more mercs; for TATW and DCI | Family Tree minimods - lore improvements | Remade Event Pictures - enhance cultures trough images |
    Favorite TATW compilation: Withwnars Submod Collection
    Patron of Mank, Kiliç Alì, FireFreak111, MIKEGOLF & Arachir Galudirithon, Earl of Memory

  7. #7
    Mr_Nygren's Avatar Berserkir
    Join Date
    Mar 2009
    Location
    Sweden
    Posts
    4,303

    Default Re: Total Diplomacy v1.8 (forced diplomacy, taking allied forts, allied allies, Osgiliath Ferry) [3.2 compatible] - new feature: Ally Invade: force allies to invade other factions

    The vanilla game has the wrong music on the campaign map!

    You should play MOS v 1.25 to realize the difference. I mean that Isengard for an example has the "Isengard music" in MOS 1.25, in the vanilla game it is not like that.

    And even if the vanilla game do have LOTR music on the campaign map it doesn´t have the same in battles.. In some of the battles it uses the "vanilla" music fråm Medieval 2 total war.

    In MOS 1.25 there is Rohans music in Rohan territory, Shire music in Eriador territory and so on.. Much better.

  8. #8
    Withwnar's Avatar Script To The Waist
    Join Date
    Oct 2008
    Location
    Earth
    Posts
    6,329

    Default Re: Total Diplomacy v1.8 (forced diplomacy, taking allied forts, allied allies, Osgiliath Ferry) [3.2 compatible] - new feature: Ally Invade: force allies to invade other factions

    Okay. But this has nothing to do with Total Diplomacy.

  9. #9
    Mr_Nygren's Avatar Berserkir
    Join Date
    Mar 2009
    Location
    Sweden
    Posts
    4,303

    Default Re: Total Diplomacy v1.8 (forced diplomacy, taking allied forts, allied allies, Osgiliath Ferry) [3.2 compatible] - new feature: Ally Invade: force allies to invade other factions

    But it has, cause i want a mos version with Total diplomacy v 1.8 =).

  10. #10
    Withwnar's Avatar Script To The Waist
    Join Date
    Oct 2008
    Location
    Earth
    Posts
    6,329

    Default Re: Total Diplomacy v1.8 (forced diplomacy, taking allied forts, allied allies, Osgiliath Ferry) [3.2 compatible] - new feature: Ally Invade: force allies to invade other factions

    TD 1.8 is currently being added to MOS.

  11. #11
    Mr_Nygren's Avatar Berserkir
    Join Date
    Mar 2009
    Location
    Sweden
    Posts
    4,303

    Default Re: Total Diplomacy v1.8 (forced diplomacy, taking allied forts, allied allies, Osgiliath Ferry) [3.2 compatible] - new feature: Ally Invade: force allies to invade other factions

    Quote Originally Posted by Withwnar View Post
    TD 1.8 is currently being added to MOS.
    That sounds great . When will it be ready?

    I hate the "attack faction" -option because they will only fight one battle and then they´re done.. I want it to be a "total war" between factions, they shouldn´t stop the war until one of the factions are destroyed!

    Can you order every faction to have one "destroy faction" -opponent?

  12. #12
    Withwnar's Avatar Script To The Waist
    Join Date
    Oct 2008
    Location
    Earth
    Posts
    6,329

    Default Re: Total Diplomacy v1.8 (forced diplomacy, taking allied forts, allied allies, Osgiliath Ferry) [3.2 compatible] - new feature: Ally Invade: force allies to invade other factions

    You will need to ask the MOS guys. I have sent Stylix a MOS-compatible version but I have no idea what the MOS release schedule is.

    Can you order every faction to have one "destroy faction" -opponent?
    From the OP...

    There can only be one sponsor per faction. e.g. You can't tell Gondor to invade Harad and Mordor. But you can tell multiple allies to invade the same faction. Also, "good" factions can only invade "evil" factions and vice versa. e.g. You can't tell Gondor to invade Rohan, nor Mordor to invade Harad.
    e.g. You can tell all good factions to attack Mordor. Or all evil factions to attack the Silvans. And so on. But a faction needs to be your ally before you can tell them what to do. e.g. Playing as Gondor you can't tell evil factions to attack Dale, unless those evil factions happen to be your ally.

    I'm not sure that "destroy faction" is the way to put it. There is no guarantee that your allies will be successful because in their effort to follow your command they may very well be leaving their own lands open to attack (from other enemies) and rebellion. i.e. It could destroy them.

    Furthermore, as I'm sure I wrote somewhere but now can not find it, if the ally does not share a border with the target faction then it seems that they will not invade. e.g. You can tell Gondor to invade Rhun but, from what I've seen in testing, they will not do it unless they are neighbours. (I have added this info to the OP.)
    Last edited by Withwnar; September 05, 2012 at 06:41 AM.

  13. #13
    Ngugi's Avatar TATW & Albion Local Mod
    Join Date
    Jan 2011
    Location
    Sweden
    Posts
    10,687

    Default Re: Total Diplomacy v1.8 (forced diplomacy, taking allied forts, allied allies, Osgiliath Ferry) [3.2 compatible] - new feature: Ally Invade: force allies to invade other factions

    Quote Originally Posted by Withwnar View Post
    You will need to ask the MOS guys. I have sent Stylix a MOS-compatible version but I have no idea what the MOS release schedule is.
    Very true: And we won't tell.

    Quote Originally Posted by Withwnar View Post
    I'm not sure that "destroy faction" is the way to put it. There is no guarantee that your allies will be successful because in their effort to follow your command they may very well be leaving their own lands open to attack (from other enemies) and rebellion. i.e. It could destroy them.
    That's why it's a strategic decision
    Last edited by Ngugi; September 05, 2012 at 06:58 AM.

    Kingdom of Lindon preview video out





    DCI: Last Alliance
    - WIP Second Age mod | DCI: Tôl Acharn - mighty Dúnedain Counter Invasions |
    Additional Mercenary Minimod - more mercs; for TATW and DCI | Family Tree minimods - lore improvements | Remade Event Pictures - enhance cultures trough images |
    Favorite TATW compilation: Withwnars Submod Collection
    Patron of Mank, Kiliç Alì, FireFreak111, MIKEGOLF & Arachir Galudirithon, Earl of Memory

  14. #14
    Withwnar's Avatar Script To The Waist
    Join Date
    Oct 2008
    Location
    Earth
    Posts
    6,329

    Default Re: Total Diplomacy v1.8 (forced diplomacy, taking allied forts, allied allies, Osgiliath Ferry) [3.2 compatible] - new feature: Ally Invade: force allies to invade other factions

    From a PM but best asked (and answered) here instead...

    Quote Originally Posted by ppetrus
    I would like to suggest to make different player stances possible. If the player chooses to play according to the lore, he should be rewarded for, eg. conquering fallen allied province and giving it back, backing up allied armies during battles or simply invading enemies of an ally. The rewards could include money or experienced, elite units.

    However, if the player chooses to dominate the whole map (which he cannot be forbidden of, maybe even encouraged, as it is still a Total War game) scripts should allow him to incorporate weaker allies into his realm. The best example here are Free Peoples and High Elves. During my games as one of them I find it very difficult to end other way than having another encircled by my provinces. Having my Arnor developped economically, I buy out all I can, but usually end with Mithlond and Imladris inside my kingdom. Leading High Elves, it is usually Bree and Annuminas/Hobbiton.

    My solution is to deploy a script that destroys a realm and gives it lands under player's ruling if:
    a. player is an ally of the realm
    b. they both have "perfect" relations for some turns
    c. the allied realm does not border with anyone else except the player (or their common ally)
    d. player has a diplomat in their capital
    If those conditions are met, player would be informed that the allies notice the superiority of the player and wants to become part of his empire.
    Thanks for the suggestions, ppetrus.

    Ally Rewards:
    I think that money would be the best reward. The player can then decide whether to spend that on the units of his choosing or on something else entirely. I would also prefer not to have TD reliant on the existence of specific units (which could disappear in other submods/compilations and future TATW versions).

    I help out my allies all of the time and I find that it is its own reward, both in interest and long term strategy for my own faction. But it can be a very expensive pursuit.

    I would need to think about this though. I'm not sure if script can know whether a city was gifted to another faction or sold to them; if it was sold then the player would be getting a double reward. As for invading an ally's enemy: in my experience my ally's enemies are typically the same as my enemies, so this would mean rewarding myself for attacking my own enemies. I take it that you mean only when invading one that is not already the player's enemy?

    World Domination:
    So, basically, the ability to destroy a faction without going to war with them? I see where you're coming from but I wouldn't be interested in doing this one. I mean, you say "become part of his empire" but what it really means is kicking the characters and armies out of that land (killing them actually) and taking ownership of the region. Unless you mean that those characters and armies should join the player's faction? Possible, to an extent, but I believe that only those units that are in both factions' rosters will be transferred over; this effectively means that no units will, or very few.

  15. #15

    Default Re: Total Diplomacy v1.8 (forced diplomacy, taking allied forts, allied allies, Osgiliath Ferry) [3.2 compatible] - new feature: Ally Invade: force allies to invade other factions

    I am sorry for double posting. I have lame internetz and got some error.
    Last edited by ppetrus; October 20, 2012 at 09:06 AM.

  16. #16
    Withwnar's Avatar Script To The Waist
    Join Date
    Oct 2008
    Location
    Earth
    Posts
    6,329

    Default Re: Total Diplomacy v1.8.1 (Forced Diplomacy, Taking Allied Forts, Allied Allies, Osgiliath Ferry, Ally Invade) [3.2 compatible] - 15-Oct: minor update

    v1.8.1 released. A minor update, mainly just adding the missing unit images for the Ferry.

  17. #17

    Default Re: Total Diplomacy v1.8.1 (Forced Diplomacy, Taking Allied Forts, Allied Allies, Osgiliath Ferry, Ally Invade) [3.2 compatible] - 15-Oct: minor update

    You could possibly add a trait or ancillary as another reward, something to the effect of, "United We Stand" or "Defender of Allies" or "Our Word is Our Bond" or some such title. Make it a one time event so that no matter how many times you help out, you only receive it once per faction leader and that it would gives a bonus to respect and authority to the faction leader.

  18. #18
    Withwnar's Avatar Script To The Waist
    Join Date
    Oct 2008
    Location
    Earth
    Posts
    6,329

    Default Re: Total Diplomacy v1.8.1 (Forced Diplomacy, Taking Allied Forts, Allied Allies, Osgiliath Ferry, Ally Invade) [3.2 compatible] - 15-Oct: minor update

    Thanks for the suggestion Mike. Ultimately, though, I think that this would just translate to a "declared war on another faction" trait. I mean, if they are already your enemy then it is a reward for fighting your own enemy. If they are not already your enemy then you're declaring war on them and there's a good chance that they are already at war with at least one of your allies.

    Making it work could be quite tricky. A lot of effort for a little bonus, I'm afraid. However, perhaps some kind of reward when:
    1) Faction A is your ally
    2) Faction B is an enemy of Faction A
    3) You attack a Faction B army in Faction A's lands
    That could be difficult too, finding out whether the region belongs to an ally. Possible but I think that it would take hundreds of monitors.

  19. #19
    Withwnar's Avatar Script To The Waist
    Join Date
    Oct 2008
    Location
    Earth
    Posts
    6,329

    Default Re: Total Diplomacy v1.8.2 (Forced Diplomacy, Taking Allied Forts, Allied Allies, Osgiliath Ferry, Ally Invade) [3.2 compatible] - 17-Oct: minor update

    v1.8.2 released. export_units.txt had some wrong text and extra entries.

    Also, fixed a bug regarding Ally Invade's sponsorship display.

    Nothing game breaking.
    Last edited by Withwnar; October 17, 2012 at 03:53 AM.

  20. #20

    Default Re: Total Diplomacy v1.8.2 (Forced Diplomacy, Taking Allied Forts, Allied Allies, Osgiliath Ferry, Ally Invade) [3.2 compatible] - 17-Oct: minor update

    Hi withwnar, your alley invade script is very interesting to me, I've been going through it the last few days. I was wondering what you've generally seen in terms of turns till you see an affect in the game that is appropriate for allied assistance. I only ask to get an idea of the consequences if the script was rigged to terminate after X turns so that a faction could resume a more balanced AI for a while.If I understand whats going on, in the larger totalwar universe, this script could be used to make actual effective use of the vassal feature?
    EDIT: actually the more I think about it, a stripped down version could this be used be used to swap in AI parameters for a whole bunch of reasons, this script could revolutionize campaign AI across the board. please correct me if I'm wrong.
    Last edited by alleycat; October 18, 2012 at 01:23 PM.

Tags for this Thread

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •