Results 1 to 15 of 15

Thread: Some modest results with force_diplomacy

Hybrid View

Previous Post Previous Post   Next Post Next Post
  1. #1
    Member Member Dromikaites's Avatar
    Join Date
    Jan 2005
    Location
    Bucharest, Romania
    Posts
    151

    Default Some modest results with force_diplomacy

    Hi!

    I am currently playing with the force_diplomacy command in order to mod the diplomacy.

    Here's the first script which worked:

    script

    command_console force_diplomacy accept

    end_script
    The script was loaded at the begining of the game, through the descr_strat.txt

    I started the game as Julii, moved my armies and diplomat north and in the second turn I've besieged Mediolanum (owned by the Gauls) in order to have a war. In the same 2nd turn my diplomat offered them to become protectorate and they've accepted even though they've still owned all their starting provinces. So the command worked.

    The next turn I tried to get money out of my Gaulish subjects and asked them for 100 denarii without offering anything in exchange. They've refused. I asked the Senate for the same and got nothing again. Aparently the command works only once then it needs to be reactivated.

    I also wanted to see what happens when AI approaches the human player while the command is still valid. So I refrained from initiating any diplomatic activity and waited for the AI to contact me. The Gaulish diplomat came to me and offered me trade rights. I rejected the offer and there were no automatic trade rights granted to the Gauls. Then I wanted to check if the command was still effective and started a war with Gaul only to offer them protectorate the same turn. It worked again.

    So it seems that only the human player benefits from it. However it would be interestig to see if AI vs AI can use it. I'll keep you posted with the results.

    A question: did anyone manage to use Bribery and FootInTheDoor as diplomats' traits in any meaningful way to influence the outcome of the diplomatic activities? I've tested the effect of a various levels of the Bribery trait on the size of the requested bribe and it didn't seem to make any difference (in theory it was supposed to reduce the amount of money needed)
    Last edited by Dromikaites; 09-22-2005 at 22:56.

  2. #2

    Default Re: Some modest results with force_diplomacy

    I suppose this would help with things like protectorates of say the roman empire at the start of the game (as it can't be done through the descr_strat).

    Now a question: How loyal is the AI to these diplomatic agreements? Like with your protectorate did they break it quickly? It would be good if the AI didn't break some of these agreements, in something like an alliance.

  3. #3
    Member Member Dromikaites's Avatar
    Join Date
    Jan 2005
    Location
    Bucharest, Romania
    Posts
    151

    Default Re: Some modest results with force_diplomacy

    Quote Originally Posted by militiaman
    I suppose this would help with things like protectorates of say the roman empire at the start of the game (as it can't be done through the descr_strat).

    Now a question: How loyal is the AI to these diplomatic agreements? Like with your protectorate did they break it quickly? It would be good if the AI didn't break some of these agreements, in something like an alliance.
    According to one of Jerome Grasdyke's posts the AI doesn't break the protectorate. However the Senat behaves a little bit strange. Yesterday I did some more testing with the protectorate obtained through force_diplomacy.

    I used the same script but this time I waited for the Senate to order me to take Patavium. The I dashed north, laid siege to that city triggering a war with Gaul and immediately offering them protectorate. No surprise they've accepted it. However the Senate still kept counting the turns, waiting for me to take Patavium.

  4. #4
    aka AggonyAdherbal Member Lord Adherbal's Avatar
    Join Date
    Oct 2004
    Location
    Belgium
    Posts
    1,014

    Default Re: Some modest results with force_diplomacy

    I doubt that will be a usefull command if they will accept anything the player asks. Except for testing or cheating purposes that is.

    diplomacy_mission and diplomatic_stance are much more promising if you want to improve diplomacy.
    Member of The Lordz Games Studio:
    A new game development studio focusing on historical RTS games of the sword & musket era
    http://www.thelordzgamesstudio.com

    Member of The Lordz Modding Collective:
    Creators of Napoleonic Total War I & II
    http://www.thelordz.co.uk

  5. #5
    Member Member Dromikaites's Avatar
    Join Date
    Jan 2005
    Location
    Bucharest, Romania
    Posts
    151

    Default Re: Some modest results with force_diplomacy

    Quote Originally Posted by [cF]Adherbal
    I doubt that will be a usefull command if they will accept anything the player asks. Except for testing or cheating purposes that is.

    diplomacy_mission and diplomatic_stance are much more promising if you want to improve diplomacy.
    He, he, anything needs to be used with moderation . We can use it to force the AI to accept protectorates when it has only one province left and we have a huge army near his capitol.

  6. #6

    Default Re: Some modest results with force_diplomacy

    What I'm wondering about is whether we'll be able to effect a Protectorate with any diplomatic missions... because that's the really cool diplomatic stance that does not have as much limelight as it deserves. So far I'm a bit bummed that the command that forces diplomatic stance only has ally/enemy/neutral, but I am hoping that these commands which FORCE a faction to accept a diplomatic proposal will be able to force it to accept protectorate.

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  
Single Sign On provided by vBSSO