ok, here is a pack for the alliances at least (military or defensive, client/satrapies won't be counted sadly)
https://www.mediafire.com/file/4nifi...ance.pack/file
it works for:
- rome 2 vanilla grand campaign only (tell me if you need it for others campaigns)
- it has an external script which means this mod will conflict with any other mod that has an external script too (I can fix this if you tell me what other mod you're using, check if it contains "campaigns > whatever campaign folder > scripting.lua")
basically it gives a factional effect (which is not visible since it is for AI) to every AI faction who has at leaast one alliance.
Effects I've put in:
- +10% to research
- +10% to tax rate
- +5% to attack to every unit (non mercs)
- +5% to defense to every unit (non mercs)
- +5% to morale to every unit (non mercs)
you can add the effects you want (keep in mind to put the correct effect scope and to leave end_round_completed as the only advancement stage) or change their values into "effect_bundles_to_effects_junctions_tables"
here is the script (really simple):
Code:
-- 000---------------------
--******* Current scripts and concepts by: Jake Armitage and alhoon from TWC
--******* Mod "ALHOON'S ALLIANCE"
--******* October 2019
-- 000---------------------
module(..., package.seeall);
_G.main_env = getfenv(1);
-- ###------------------------- START *******
-- LIBRARIES REQUIRED ---------------------------------------------------------------------
-- ###-------------------------
events = require "data.lua_scripts.events"
local scripting = require "lua_scripts.EpisodicScripting"
-- ###---------------------------------- END*
-- ###------------------------- START *******
-- ALHOON'S ALLIANCE ---------------------------------------------------------------------
-- ###-------------------------
local function ALHOON_ALLIANCE(context)
if context:faction():is_human() == false
then
if context:faction():num_allies() >= 1
then
local faction = context:faction():name()
scripting.game_interface:apply_effect_bundle("alhoon_alliance" ,faction, -1)
elseif context:faction():num_allies() < 1
then
local faction = context:faction():name()
scripting.game_interface:remove_effect_bundle("alhoon_alliance" ,faction)
end
end
end
-- ###---------------------------------- END*
-- ###------------------------- START *******
-- CALLBACKS ---------------------------------------------------------------------
-- ###-------------------------
scripting.AddEventCallBack("FactionTurnStart", ALHOON_ALLIANCE);
-- ###---------------------------------- END*
if you want to make it works for player only (so to actually see the effect into faction panel) just change:
if context:faction():is_human() == true
if you want to make it enabled for both just put this line too:
if context:faction():is_human() == false
or context:faction():is_human() == true
----------------------------
The client/satrapy thing should be doable.
I've found a CA script (gaul campaign) that more or less do this, it retrieves the type of diplomatic stance between 2 factions.
It is a little tricky to be used and not really immediate. I will surely work on this ('cause I'll need it for the DeI submod VPS) but I don't think I'll do that too soon.
I'm actually modding other features right now and I want to finish them.
So, please, have some patience.