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

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  1. #1

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

    I've just tested this out, and I have to say that this file does not work, well it does *work* but it doesn't live up to the promises made by it's creator.

    Sure, you're not allowed to attack your allies as that is disabled (so I know I installed it and got it to *work* correctly), but playing as Pontos I was still greeted by the AS randomly attacking, like usual. And this was a saved game I already had, so contray to the creators claims, it doesnt seem to be compatible with saved games.

    Yes, I know the creator of this mod such a thing was not possible, with the AI only being able attack after breaking an alliance via diplomacy, but this did not happen. Me and the AS are allied, the mod is installed, I can't attack them, I end the turn and the next thing I know without any diplomatic dealings I was attacked - just like the good old days before this supposed holy grail arrived.

    Just to test things, I forced diplomacy to have a peace and an alliance with the AS again...and lo and behold, five turns down the line I was attacked (with me not being allowed to attack them prior to this due to the alliance) without any diplomatic warnign at all.

    In short, a disappointment. :/

  2. #2

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

    Edit, sorry just saw you said it was with an already saved game. Will post later and let you all know whether the AI goes beserk with me on the new game or not.

    Scud, did you start using it mid-campaign? I'm testing it out with just vanilla RTW (much quicker play/turns to test with than EB) and on a totally new campaign, so far my allies border me (on campaign "Hard"), have some large armies next to my relatively small garrisons, and aren't bothering me yet (40 turns in or so, been aliied for at least 20)- a far cry from the instant whack-a-mole game most vanilla RTW campaigns quickly devolve into.

    I tried starting a campaign without the mod, making an alliance, then adding the mod in, and they attacked me relentlessly despite it. Not sure if this is just a fluke thing, or if you absolutely need to start a new campaign with it, though it doesn't sound like it should matter.
    Last edited by mlc82; 09-01-2009 at 01:41.
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  3. #3
    Member Member mountaingoat's Avatar
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    Default Re: An Interesting Modification: Loyal Alliances for RTW & M2TW

    interesting , keep testing out the vanilla camp , from what i have read about the changes , seems like it should work ..

  4. #4

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

    That's actually interesting - I mean the conflicting reports. Better to keep testing it on both previous saves and new games to find a result. If the problem lies with the mod not being entirely save compatible, then it's just a minor thing we can warn the creator of. And hopefully, not be backstabbed in the next Pontos campaign.

  5. #5
    That's "Chopper" to you, bub. Member DaciaJC's Avatar
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    Default Re: An Interesting Modification: Loyal Alliances for RTW & M2TW

    Strange, I did some extensive testing with my current Getai campaign and the mod seem to deliver. However, if one feels the need to do away with the mod, the two files can be simply deleted. There was supposed to be no overwriting.
    + =

    3x for this, this, and this

  6. #6
    Villiage Idiot Member antisocialmunky's Avatar
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    Default Re: An Interesting Modification: Loyal Alliances for RTW & M2TW

    Doesn't this mean you'll ahve to fight some sort of MONOLITHIC PONTUS/HAY/BAKTRIA/PARTHIA/SELUKIA SUPER BLOC?
    Fighting isn't about winning, it's about depriving your enemy of all options except to lose.



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  7. #7

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

    lol

    To say something useful, it's not like alliances are permanent.
    Last edited by A Terribly Harmful Name; 09-01-2009 at 04:29.

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