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Thread: An Interesting Modification: Loyal Alliances for RTW & M2TW

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  1. #1

    Default An Interesting Modification: Loyal Alliances for RTW & M2TW

    A bright fellow in the TWC fora has apparently done the impossible. He managed to mod the game and prevent the AI from attacking allies due to hardcoded AI stupidity or inherently aggressive stance, and without modifying any AI files to boot. Here's a short description of the mod, which is primarily designed for the TATW mod:

    If two factionsare not allies, then the changes no longer apply in any way. The only thing the mod does is stop allies from attacking one another straight out with an army or navy. So when an allies army is hanging around you don’t have to be afraid of them attacking you, you can rest assured they are there to help you as the decision to send it there was made that way, my mod removes the attacking ally with an army decision, so by sending the army there they intend to help.

    So anyone is capable to forge an alliance the same way as usual, at any time, I do not interfere with anything at all other than simply removing armies, and navies, decision to attack your army, port, or settlement. If they want to be hostile they have the option to do so through ‘cold war’ tactics (spy, merchant, assassin, bad diplomacy) and eventually when you become annoying enough a diplomatic exchange will trigger them to advise they want to shift from allies to neutral which will allow them to attack you.

    Like I said, do not ever use the word ‘unbreakable’ as it is a title only (thus thread name change), my mod in no way forces alliances, what my mod does is create a foundation to set up other ai files such as the descr_strat and AI.xml files to create the true ‘unbreakable’ alliances.

    Oh, and additionally, scripted conditions can break an alliance, they are useful because sometimes the allied factions never decide to break the alliances on their own if everything is working out. So say like turn 500 we check if two are allied and if they are we break it. Or if a character with a nasty trait like betrayer or simply he has low respect/loyalty, ect, if he is in an allies region we can check that and break the alliance so he has an opportunity to strike! Or the region owner can try to expel him..
    Here is the link to the mod: http://www.twcenter.net/forums/showthread.php?t=255238

    I'm interested in knowing if this is ever going to be ported to EB one day. Maybe that will make the AI a bit less treacherous and more self-contained? It does not prevent wars completely since alliances can still be broken before a war, but it makes alliances actually worth it now and can be used to direct the AI war effort to an acceptable and historical direction (ie Ptolies not attacking the Carthies and so on).

    And lastly here's the link for RTW vanilla: http://www.twcenter.net/forums/showt...37#post5875037

  2. #2

    Default Re: An Interesting Modification: Loyal Alliances for RTW & M2TW

    Quote Originally Posted by Topic regarding the RTW mod
    This will work with Vanilla AND ANY OTHER MOD - so long as you do not have to over-write any of the files.
    Which one of us will test out this poison chalice for EB?

  3. #3
    Tuba Son Member Subotan's Avatar
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    Default Re: An Interesting Modification: Loyal Alliances for RTW & M2TW


    Yesssssssssssssssssss
    EDIT: Seeing as how I should probably have some serious comment for this, then I must say that this looks really, really promising. One of the things which has turned me off from the TW series - and by extension, sadly EB - has been the totally illogical and random diplomacy. Now, thanks to this, there may be a glimmer of hope for TW yet.
    Last edited by Subotan; 08-30-2009 at 23:46.

  4. #4
    That's "Chopper" to you, bub. Member DaciaJC's Avatar
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    Default Re: An Interesting Modification: Loyal Alliances for RTW & M2TW

    Works well enough for me (EB 1.2).

    I can imagine, though, how this may be abused, with players grabbing an alliance from every nearby faction and then sitting back in comfort while building up a massive invasion force while the AI can't do much anything.
    + =

    3x for this, this, and this

  5. #5
    alterego Member Tartaros's Avatar
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    Default Re: An Interesting Modification: Loyal Alliances for RTW & M2TW

    Whow - thats very interesting. i enjoy the alliancescript in tatw 1.2 very much.
    didn´t know that they release a mod for rtw.
    thanx for the info

  6. #6

    Default Re: An Interesting Modification: Loyal Alliances for RTW & M2TW

    Works well enough for me (EB 1.2).
    Thanks for dipping your toe into the water...it seems its safe then to install this mod for EB.

  7. #7
    Tuba Son Member Subotan's Avatar
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    Default Re: An Interesting Modification: Loyal Alliances for RTW & M2TW

    @EB Team
    Is it likely that we'll see this is EBII?

  8. #8
    Speaker of Truth Senior Member Moros's Avatar
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    Default Re: An Interesting Modification: Loyal Alliances for RTW & M2TW

    Quote Originally Posted by Subotan View Post
    @EB Team
    Is it likely that we'll see this is EBII?
    Well personally I feel it might not be a bad idea to include, either standard or as an option. An internal discussion on this has yet to occurs, I think.

  9. #9
    Tuba Son Member Subotan's Avatar
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    Default Re: An Interesting Modification: Loyal Alliances for RTW & M2TW

    KK. Keep us posted.

  10. #10
    Speaker of Truth Senior Member Moros's Avatar
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    Default Re: An Interesting Modification: Loyal Alliances for RTW & M2TW

    Sure. :)

  11. #11
    Member Member Kevin's Avatar
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    Default Re: An Interesting Modification: Loyal Alliances for RTW & M2TW

    Hm, does anyone know if it works for alex.exe?

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