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  1. #1

    Default Some questions...

    It sees there is still much for me to learn about Stainless Steel... I gotta a few questions:

    1) I've heard it's possible to increase your reputation by gifting attack proposals (I assume that person mean vanilla M2). Is the same true for SS? I've checked for triggers, but I didn't find any for keeping the agreement, only a penalty for breaking it...

    2) Would it be possible to make that rebel and siege prisoners could be ransomed/released/executed? The option seems to appear from time to time, but very rarely...

    3) What should I mod to limit number of agents? I'm pretty sure that AI spamming diplomats makes the turns quite slow - in one of the games HRE lost all lands except one and had no armies, but still took quite a lot of time to finish its turns as it had loads of diplomats and other agents... very annoying.

    4) Changing the agent movement rates would be awesome too...


    Edit:
    5) How do I allow recruitment of multiple agents each turn?

    6) AI reinforcements I mentioned. How do I remove them?


    Thanks in advance.
    Last edited by Re_Minder; July 27, 2011 at 05:11 AM.

  2. #2
    Losthief's Avatar Campidoctor
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    Default Re: Some questions...

    Quote Originally Posted by Re_Minder View Post
    It sees there is still much for me to learn about Stainless Steel... I gotta a few questions:

    1) I've heard it's possible to increase your reputation by gifting attack proposals (I assume that person mean vanilla M2). Is the same true for SS? I've checked for triggers, but I didn't find any for keeping the agreement, only a penalty for breaking it...

    2) Would it be possible to make that rebel and siege prisoners could be ransomed/released/executed? The option seems to appear from time to time, but very rarely...

    3) What should I mod to limit number of agents? I'm pretty sure that AI spamming diplomats makes the turns quite slow - in one of the games HRE lost all lands except one and had no armies, but still took quite a lot of time to finish its turns as it had loads of diplomats and other agents... very annoying.

    4) Changing the agent movement rates would be awesome too...


    Thanks in advance.
    1) don't think so....anyways that option is messed up in diplomacy in the game in general.

    2) yes, theres a submod by bane called rge (rebel generals enhanced) that does that, pretty simple...just got to remember to reapply after you run ss_setup.exe each time. Couple of lines to change in the scripts. In the submod section directions in the download.

    3) hmmm....i suppose you could mod the buidlings file and make diplomats spawn only at a higher level of town hall building tree, but someone else will probably have a better idea.

    4) haven't messed with that myself....but i know its possible to adjust movement rates. check the mod forum.

  3. #3

    Default Re: Some questions...

    Hmm...there's a way to limit the number of merchants you have to be proportional to the number of markets you have, so there must be a way to make the number of diplomats proportional to the number of town halls.

  4. #4
    Losthief's Avatar Campidoctor
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    Default Re: Some questions...

    Quote Originally Posted by k/t View Post
    Hmm...there's a way to limit the number of merchants you have to be proportional to the number of markets you have, so there must be a way to make the number of diplomats proportional to the number of town halls.
    it is...it's one to one (agent limit), but i think he wants it even lower. And i know the higher tier increase the agent limit as well.

  5. #5

    Default Re: Some questions...

    Now that you mention it, yes, the diplomats are already set up that way.

    So how did the HRE have so many agents with one region? They must have been left over from before.

    Or maybe the AI gets some extra agents.

  6. #6

    Default Re: Some questions...

    Losthief, thanks for answering #2, rep given. And I've already modded my town halls... quite annoying as I find myself not being able to build a diplomat when it matters most (the first 10 turns). Delaying merchants ( and priests (church or better) seems to work fine tho.

    Now about the agents... yeah, I'd like to introduce an upper limit of 5 agents of each type for a country. In my example HRE lost its lands pretty quickly, so there was a load of leftover agents... it's not that I minded it, but it gave me a perfect opportunity to see how much agents influence turn times.

    AI does indeed get some extras, which is bugged a bit too. Every now and then AI nations receive 1 priest and 2 merchant "pack", and the bug is that these appear even when their nations are already destroyed... quite annoying to find a priest of other religion "appear" in the lands you conquered ages ago.
    Last edited by Re_Minder; July 27, 2011 at 12:02 PM.

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