Originally Posted by
Macaras
I think It would be very helpful to know some details about the diplomacy, for example these 3 settlements in 16 turns that makes your neighbours angry its something I have never heard about before.. I thought you just loose reputation. In addition in the descr_campaign_ai_db I saw something like trusted ally, that prevents AI from attacking you and some other conditions depending on your global reputation. If you could add one message window explaining some of these details that would be very helpful (like those about generals, agents etc..) I think many players get discouraged about the diplomacy because it seems sometimes that the AI is unreasonable, while in reality it is logical, but considers factors in its decisions that are not obvious for the player..What do you think about this idea?
Actually the "3 settlements in 16 turns" thingyt is a suggestion that Jurand just made for my current modding of diplomacy and relations. For the rest, well I agree with you, that's why I'm working on this with my mini-mod!
Originally Posted by
Berk
I could also move a turn forward with your save, sorry I don't see why you had a CTD except bad luck with some random event in the script maybe, as Jurand suggested?
Originally Posted by
Jurand of Cracow
The problems you campaign shows relate to one-player-stack-of-doom. You've taken 3 settlements in 16 turns, and yet you can have peace (and actually alliances, iirc) with the factions around. Such fast expansion should make your neighbours very angry. I think it's for Belovese to code punishment for quick expansion in the diplomatic relations triggers. Perhaps with cool-down period (normalization is the tool I think). Or maybe it's already coded with the spheres of influnces? I don't know, this was coded by VineFynn in the past (and perhaps by MWY earlier).
I cannot keep track of that in descr_faction_standing, so I'll have to create and event_counter in campaign_script. Here's my idea:
Having a event_counter in campaign.script to keep a memory of player conquest, and another to gradually forget those conquests:
Code:
declare_counter memoryOfCapturedSettlements ; do I need to set the counter value before using inc_event_counter?
event_monitor GeneralCaptureSettlement TrueCondition ; is TrueCondition needed?
if I_EventCounter is_the_ai < 1
inc_event_counter memoryOfCapturedSettlements 10 ; number of turn needed to forget about the capture, to be adjusted
end_if
end_monitor
event_monitor FactionTurnStart TrueCondition
if I_EventCounter is_the_ai < 1
inc_event_counter memoryOfCapturedSettlements -1 ; ai gradualy forgets about conquered settlements
end_if
end_monitor
and a triggers in descr_faction_standing to apply the effects:
Code:
Trigger TurnStart_malusForConqueringSettlements
WhenToTest FactionTurnStart
Condition I_EventCounter memoryOfCapturedSettlements > 15 ; random value, to be adjusted!
FactionStanding global normalise -1.0 50 ; random values, to be adjusted!
FactionStanding exclude_factions { } normalise -1.0 100 ; random values, to be adjusted!
what do you think?
EDIT - Sphere of influence just makes the reputation and relation impact smaller when your take back one of your "core settlements". Witch are very few, by the way, so I feel it has limited impact. I was thinking the core settlement could be modified to be the same as the settlements required to acquire the crown?
EDIT 2 - just thought that it make possible to have a second trigger that reward players expanding slowly with a bonus in relation and reputation:
Code:
Trigger TurnStart_malusForConqueringSettlements
WhenToTest FactionTurnStart
Condition I_EventCounter memoryOfCapturedSettlements < 5 ; random value, to be adjusted!
FactionStanding global normalise 1.0 50 ; random values, to be adjusted!
FactionStanding exclude_factions { } normalise 1.0 100 ; random values, to be adjusted!