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  1. #1
    The Real Ad miN Member Tran's Avatar
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    Default Re: Trusted allies in 1.02

    This probably has been posted somewhere but I couldn't find it, so I'lll ask:

    How do you revert the AI behaviour to act like in leaked 1.02 patch instead of the (current) official 1.02 patch? What files do I need to edit and how?

    Also, I agree with FactionHeir that some factions tend to attack certain territory regardless of the owner. Is there anyway to edit this to make those factions behave "more reasonable"? (e.g: check who's the territory owner first)
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  2. #2
    Relentless Bughunter Senior Member FactionHeir's Avatar
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    Default Re: Trusted allies in 1.02

    Afraid not. Even with them behaving like in 1.02L, they will end up blockading the port of their target regions eventually.

    But as to how to fix it....I think in 1.02L it looked more like this:
    Code:
    //////////////////////
    	// GLOBAL AI PARAMS //
    	//////////////////////
    	-->
    
    	<trusted_ally_fs_threshold float="0.5"/>
    	<trusted_ally_target_fs_threshold float="0.5"/>
    	<trusted_ally_target_human_fs_threshold float="0.0"/>
    	<trusted_ally_gs_threshold float="0.1"/>
    	<trusted_ally_target_gs_threshold float="-1.0"/>
    	<trusted_ally_enemy_auto_war bool="true"/>
    In the descr_campaign_ai_db.xml
    Vaguely like that anyway. Don't have the leaked copy of that files anymore, but you could redownload the leaked version and get it from there.
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  3. #3
    The Real Ad miN Member Tran's Avatar
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    Default Re: Trusted allies in 1.02

    About the last line:
    Code:
    <trusted_ally_enemy_auto_war bool="true"/>
    Does it mean the allies will automatically declare war against any faction who declared war on us? Or will they just "break alliance" with that (our enemy) faction?

    About the port blockade: I supposed it's a glitch, no?
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    World War 3 erupted in mid-1960's: NATO - Warsaw Pact Conflict multiplayer Interactive, choose one from several available countries

  4. #4
    Relentless Bughunter Senior Member FactionHeir's Avatar
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    Default Re: Trusted allies in 1.02

    Its somewhere in the hardcode I think.
    As for ally auto declare, that was part of 1.02L. Allies would declare war on mutual enemies unless allied to the faction you go to war with, in which case its random who they break alliance with (they won't declare war just yet then until a bit later)
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  5. #5
    Confiscator of Swords Member dopp's Avatar
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    Default Re: Trusted allies in 1.02

    Sea invasion is handled by "can_force_invade=true" in the code.

    Ally auto-declare is disabled in official v1.2 for reasons unknown.

    I strongly, strongly suspect that in official v1.2 the reputation of your ally must be mixed or higher for them to honor the alliance agreement, while in leaked v1.2 their reputation made no difference.

    Also, there's a series of random checks present in official v1.2 (dunno about leaked) that allows the computer to backstab you anyway if they are failed.

    - If you are a trusted ally: 90% chance no invasion.
    - If you are an ally and he's trustworthy (0.5): 80% chance no invasion.
    - If you are an ally and he loves you (0.5) and he's not a backstabber (-0.1): 80% chance again.
    - If you are an ally and he sort of likes you (0.25) and he's not a treacherous git (-0.25): 65% chance no invasion.
    - If you are an ally and he doesn't mind you (0.0) and he's not the sneaky type (-0.25): 50% chance no invasion (naval/scripted invasions allowed).
    - If you are neutral and he loves you (0.5): 75% chance no invasion (naval/scripted invasions allowed).
    - If you are neutral and he sort of likes you (0.25): 50% chance no invasion (naval/scripted invasions allowed).
    - If you are neutral and he doesn't mind you (0.0): 25% chance no invasion (naval scripted invasions allowed).
    - If you have been allied or under ceasefire for less than 10 turns and he is trustworthy (0.25): No invasion.
    - If you have been allied or under ceasefire for less than 3 turns: No invasion.
    - Otherwise, look to your border defenses, production rating and deep strategic reserves to dissuade the enemy from attacking.

    As you can see, no foolproof alliances. You have to work on keeping relations high, making sure your borders are strong and never trust a successful AI faction (the more successful they are, the more likely they have done enough sacking/extermination/assassination/spying/diplomatic insulting/random invasions to cause their reputation to plummet) to keep its word for more than 3 turns.
    Last edited by dopp; 05-24-2007 at 11:07.

  6. #6
    The Real Ad miN Member Tran's Avatar
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    Default Re: Trusted allies in 1.02

    Quote Originally Posted by dopp
    Sea invasion is handled by "can_force_invade=true" in the code.
    Does it mean if we change the code into "can_force_invade=false" the ally or other faction won't backstab/attack in a non-sense way by sea?

    Quote Originally Posted by dopp
    - If you are a trusted ally: 90% chance no invasion.
    What's the clasification or requirement for being a trusted ally?
    Medieval 2: Total War Guide to Traits and Retinue
    "Tenderness and kindness are not signs of weakness and despair but manifestations of strength and resolution." - Khalil Gibran

    World War 3 erupted in mid-1960's: NATO - Warsaw Pact Conflict multiplayer Interactive, choose one from several available countries

  7. #7
    Confiscator of Swords Member dopp's Avatar
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    Default Re: Trusted allies in 1.02

    Yes. Naval invasions are considered 'forced' invasions.

    How you (the player) can spot a trusted ally as of official v1.2:

    - You must love him (0.5). Not necessary in the case of human player.
    - He must love you (0.5).
    - You must not be a backstabber (-0.1).
    - He must not be a backstabber (-0.1).

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