Page 2 of 4 FirstFirst 1234 LastLast
Results 21 to 40 of 63

Thread: Revised Diplomatic Effects - Imperium and Cultural Effects

Hybrid View

Previous Post Previous Post   Next Post Next Post
  1. #1

    Default Re: Revised Diplomatic Effects - Imperium and Cultural Effects

    Update: Fixed the issue with political power diplomatic effects. Created a few new effects (really just re-added effects that were in Rome 2, but not Attila) that work properly with "Hates Rival Empires" and other traits. I'm also going to add this to the governor/court chain in my building overhaul mod in a few minutes.

    EDIT: Hmm. You know, the positive effects might not actually be working. I'm looking into it.
    Last edited by Augustusng; March 05, 2015 at 04:08 PM.

  2. #2

    Default Re: Revised Diplomatic Effects - Imperium and Cultural Effects

    Okay, fixed again. Hopefully this time I actually fixed it. Forgot to add in a table that actually defined what my new effect bonuses are.

  3. #3

    Default Re: Revised Diplomatic Effects - Imperium and Cultural Effects

    is their anyway you could make the Ai more likely to accept peace. I just think its strange that a one city nation will not sign a peace when I destroy all their armies including their only cities garrison because it sallied out to join another battle.

  4. #4

    Default Re: Revised Diplomatic Effects - Imperium and Cultural Effects

    Maybe, but I'm not sure exactly which tables govern that. I assume one of the CAI tables.

  5. #5
    Yerevan's Avatar Campidoctor
    Join Date
    Mar 2012
    Location
    Germany
    Posts
    1,504

    Default Re: Revised Diplomatic Effects - Imperium and Cultural Effects

    Quote Originally Posted by Augustusng View Post
    Very simple, but it means that the personality and political power of leaders will have a bigger impact on diplomatic relations, while imperium level has a smaller one. I might add more to this mod and flesh it out once I know this basic part is working as it should.
    Does it mean that the attitude of a faction towards yours wil be affected by their leaders' personality ? I dreamed of something like that !
    " Gentlemen, you can't fight in here! This is the War Room! "

  6. #6

    Default Re: Revised Diplomatic Effects - Imperium and Cultural Effects

    Do i need to restart my campaign for this mod to work? Thanks in advance.

  7. #7

    Default Re: Revised Diplomatic Effects - Imperium and Cultural Effects

    Quote Originally Posted by Yerevan View Post
    Does it mean that the attitude of a faction towards yours wil be affected by their leaders' personality ? I dreamed of something like that !
    Yes. To be fair though, this is already the case in vanilla, but my mod increases the effect. You'll notice when an allied king dies and is replaced by his son who hates you.

    Quote Originally Posted by Shinay View Post
    Do i need to restart my campaign for this mod to work? Thanks in advance.
    No.

  8. #8

    Default Re: Revised Diplomatic Effects - Imperium and Cultural Effects

    Is there a way to slow down imperium "growth"? Or do we even know how is it working? In Rome 2 it was based on provinces. Now research is fueling it if i am not mistaken, or is there something else?

  9. #9
    SharpEyed's Avatar Be Fair and Thankful!
    Join Date
    Oct 2013
    Location
    the Vale of Tears
    Posts
    3,384

    Default Re: Revised Diplomatic Effects - Imperium and Cultural Effects

    Quote Originally Posted by gregnaar View Post
    Is there a way to slow down imperium "growth"? Or do we even know how is it working? In Rome 2 it was based on provinces. Now research is fueling it if i am not mistaken, or is there something else?
    Thats exactly what im looking for, slowing down.

    Quote Originally Posted by mmarekk11 View Post
    I know it is really strange. I used a ton of mods in R2 and something like this never happend.
    Yes it was mitch's mod manager. Firstly I just copied your pack file into data folder. But in game nothing changed. So I downloaded mod manager, launched mod via it, and it worked. But then I deleted mod, and now the game always crashes when launching. But when I put your mod back, everything works. I absolutely dont understand . I even deleted data.pack and downloaded new one, after integrity check, but didt help. I guess the only option for me is reinstall.

    EDIT: I found a solution without reinstalling game. I just opened mod manager, clicked on Tool - Revert to vanilla and the game now works again even withou your mod. Very very weird
    i think u got ur answer here : http://www.twcenter.net/forums/showt...-Manager/page2 by Mitch himself, and that helped me a lot too, wasnt be able to get my mods work..

    So i just shared here for the ones may get problems..
    Last edited by SharpEyed; March 16, 2015 at 08:15 PM.

  10. #10

    Default Re: Revised Diplomatic Effects - Imperium and Cultural Effects

    Yes, it's mostly research-based. Provinces and things still count, but much less. I'd like to change that, but I don't know how/if it can be changed. There are some imperium tables, but I'm not totally sure what all the values do.

  11. #11

    Default Re: Revised Diplomatic Effects - Imperium and Cultural Effects

    You know, that mod works so well I think a mod where every leaders traits effects are doubled, and every generic ones halved, would be kind of cool.
    They really built a good/solid diplomacy base in Attila (so many tables to work on), always wanted the leaders to affect their diplomacy a lot, like in old times where they were all kind of despots in that matter.

  12. #12

    Default Re: Revised Diplomatic Effects - Imperium and Cultural Effects

    Yeah, but I'm not sure I want to just double all of them. The changes I've already made have a big effect, and I'm not really sure I want to increase something like the "diplomat" trait further, which I think makes an AI leader less likely to accept deals that would anger his allies. That's a cool mechanic, sure, but at the moment it's already somewhat hard to get deals with leaders that have certain traits. I'll have to look into exactly what each of the traits do, as it's not immediately obvious for all of them.

    Also CA is reducing the likelihood of faction leaders having that "hates rival empires" trait in the next patch, which is great. My last Jutes campaign, I was only able to trade with the Romans, since most other factions hated me!

    On the other hand, I got really lucky in a Sassanid campaign, which I played up to a minor victory... fighting exactly one battle the whole campaign (I got bored of turtling ). Because the imperium penalties were decreased, and there weren't too many factions that hated rival empires, I made most of the map my puppet states. Was a "diplomatic victory," I guess. Also that Sassanid bonus to tribute wealth from puppet states is pretty ridiculous. I was getting some 60k in tribute each turn, just from the Romans.
    Spoiler Alert, click show to read: 

  13. #13

    Default Re: Revised Diplomatic Effects - Imperium and Cultural Effects

    If CA nicely balanced each traits with every other, a blanket mod could maybe work and stay balanced, notwithstanding random trait picking ofc. Probably would need some tweaks... and then its much longer to find the good balance! I'll stay tuned on that thread

  14. #14

    Default Re: Revised Diplomatic Effects - Imperium and Cultural Effects

    Hi,has this mod been updated for the new patch (Tin isle mercs)?Or it does not need to ?

  15. #15

    Default Re: Revised Diplomatic Effects - Imperium and Cultural Effects

    I'm working on an update right now, but it should still work with the new patch anyway if you can't wait. Mainly, the update will just rebalance the Great Power penalties and political power bonuses to fit with CA's changes (you'll have an even smaller penalty than before).

  16. #16

    Default Re: Revised Diplomatic Effects - Imperium and Cultural Effects

    And it's updated. Nothing major, just a rebalance of the Great Power effects.

  17. #17

    Default Re: Revised Diplomatic Effects - Imperium and Cultural Effects

    Hello,im using your mod i found a bug:
    Im playing as the Alans and i've been killing the ERE left and right and when i open the diplomacy menu,this happens:Click image for larger version. 

Name:	2015-03-26_00002.jpg 
Views:	21 
Size:	514.1 KB 
ID:	323317
    Can you fix that?Its kinda odd haha!

  18. #18

    Default Re: Revised Diplomatic Effects - Imperium and Cultural Effects

    Quote Originally Posted by Shinay View Post
    Hello,im using your mod i found a bug:
    Im playing as the Alans and i've been killing the ERE left and right and when i open the diplomacy menu,this happens:Click image for larger version. 

Name:	2015-03-26_00002.jpg 
Views:	21 
Size:	514.1 KB 
ID:	323317
    Can you fix that?Its kinda odd haha!
    That reminds me, I ran into something similar in one of my campaigns (yes, this is that Sassanid campaign where I fought only one battle ).
    Spoiler Alert, click show to read: 


    Now I thought at first that this was due to my mod, but I disabled it and this still occurred - I think it's some way that the AI faction leader traits interact with each other (the Alamanni leader has the "rebellious" trait, so I think he might have a bonus to relations with my satrapies because of it. The weird relations bonuses were gone entirely after he died a few turns later). But I'm not really sure what could be causing your issue. Does it persist after disabling this mod?
    Last edited by Augustusng; March 26, 2015 at 09:31 PM.

  19. #19

    Default Re: Revised Diplomatic Effects - Imperium and Cultural Effects

    Quote Originally Posted by Augustusng View Post
    That reminds me, I ran into something similar in one of my campaigns (yes, this is that Sassanid campaign where I fought only one battle ).
    Spoiler Alert, click show to read: 


    Now I thought at first that this was due to my mod, but I disabled it and this still occurred - I think it's some way that the AI faction leader traits interact with each other (the Alamanni leader has the "rebellious" trait, so I think he might have a bonus to relations with my satrapies because of it. The weird relations bonuses were gone entirely after he died a few turns later). But I'm not really sure what could be causing your issue. Does it persist after disabling this mod?
    It does persist.Well,thats odd.

  20. #20
    PumpkinBread's Avatar Miles
    Join Date
    Dec 2006
    Location
    Many places.
    Posts
    396

    Default Re: Revised Diplomatic Effects - Imperium and Cultural Effects

    Quote Originally Posted by Shinay View Post
    It does persist.Well,thats odd.
    Is it 'baked' into the save game perhaps?

Page 2 of 4 FirstFirst 1234 LastLast

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
  •