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Thread: How do I make AI factions go to war with each other?

  1. #1
    EBII Hod Carrier Member QuintusSertorius's Avatar
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    Default How do I make AI factions go to war with each other?

    I know the diplomacy AI is tricky and random at the best of times, but I'm having problems with it right now. It seems nothing I do will cause the Lusotanii and Qarthadast to break their alliance and go to war with each other. I've got an ahistorical situation where the Iberians are acting in support of their Punic "oppressors", and only Force Diplomacy is keeping them from warring with my single army in Spain.

    I recently took Sucum-Murgi off the Lusotanii and gave it to the Qarthadastim, in the hopes that might provoke something, but no. They meekly wandered off into their lands. Early I gave Qarthadast Arse and similarly there was no response.

    Is there anything that can be done in the console commands to sour relations? Anything short of taking control of one of them and actually attacking?

    Would boosting the Lusotanii's military through create_unit help? Or giving them money in the console?

    Help!
    It began on seven hills - an EB 1.1 Romani AAR with historical house-rules (now ceased)
    Heirs to Lysimachos - an EB 1.1 Epeiros-as-Pergamon AAR with semi-historical houserules (now ceased)
    Philetairos' Gift - a second EB 1.1 Epeiros-as-Pergamon AAR


  2. #2

    Default Re: How do I make AI factions go to war with each other?

    2 Things I can note


    1-The AI does not disband troops, if the Luso is millions in the red, they can't disband their military to recoup, and if they have no money, they don't attack, sometimes the cost of the military is so much the script can't give enough money. So you should cheat using add_money 40000 about 10 times, then give them it.
    2-Use the force diplomacy mod and ask them to -Attack Carthage- sometimes this doesn't work if they're allied, but if they have enough money they sometimes attack them anyway, or they suck up rebel provinces and attack once they are large enough.
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    Elephant Master Member Conqueror's Avatar
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    Default Re: How do I make AI factions go to war with each other?

    Force Diplomacy mod may be your best bet. You could also send spies and assassins to cause riots in Sucum-Murgi; if the town rebels for the Lusos, it'll trigger a war.

    RTW, 167 BC: Rome expels Greek philosophers after the Lex Fannia law is passed. This bans the effete and nasty Greek practice of 'philosophy' in favour of more manly, properly Roman pursuits that don't involve quite so much thinking.

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    EBII Hod Carrier Member QuintusSertorius's Avatar
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    Default Re: How do I make AI factions go to war with each other?

    Aha, some spy action might be my best bet if rebellions trigger war. I'm already using Force Diplomacy.

    Is there any way of checking how much money they have?
    It began on seven hills - an EB 1.1 Romani AAR with historical house-rules (now ceased)
    Heirs to Lysimachos - an EB 1.1 Epeiros-as-Pergamon AAR with semi-historical houserules (now ceased)
    Philetairos' Gift - a second EB 1.1 Epeiros-as-Pergamon AAR


  5. #5
    Elephant Master Member Conqueror's Avatar
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    Default Re: How do I make AI factions go to war with each other?

    The Faction Rankings scroll displays graphs comparing chosen factions in overall strength, military, size, and economy.

    EDIT: it doesn't show negative values though, so if a faction is "in the red" it will look like it's treasury it at zero level.
    Last edited by Conqueror; 05-03-2008 at 19:03.

    RTW, 167 BC: Rome expels Greek philosophers after the Lex Fannia law is passed. This bans the effete and nasty Greek practice of 'philosophy' in favour of more manly, properly Roman pursuits that don't involve quite so much thinking.

  6. #6

    Default Re: How do I make AI factions go to war with each other?

    I made a few threads on this subject.

    Generally, I wanted to see if others had managed to use the, "Attack Faction", offer in the diplomatic menu effectively.

    Apart from a few flukes, I can't say it is at all.

    The AI sends one or two units into the territiory of the target, and considers the debt repaid.

    As for your situation, the AI isn't half as random and stupid as everyone criticises, especially on Medium campaign difficulty.

    If I were playing with other people, I would behave the same way - in that I would not by into anybody's schemes - because everyone plans for world domination in Total War games.

    So generally, unless there is really something in it for the AI, they won't agree to a deal - especially in matters of security.

    Now, there is one way already mentioned to create wars though - brilliant for taking out large empires such as the Ptolemaics all the way from Britain.

    All you have to do is have a great economy, stimulated enough to pay a faction of your choice 1000 mnai per turn.
    Money makes for warfare as far as the AI is concerned.

    I do this all the time when I am not a western faction;
    I note the Arverni are besieged and defeated by the Aedui - and start paying them 1000-2000 mnai per turn, and within twenty years they have not only taken Gaul, but Italy also.

    Money is the best way to influence the growth of factions, you won't manage anything otherwise.

    You can cheat of course, and pay as much as you like - but I enjoy earning my right to create kings from slaves.

  7. #7
    EBII Hod Carrier Member QuintusSertorius's Avatar
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    Default Re: How do I make AI factions go to war with each other?

    What about the diplomatic_stance console command? How does that work? Does it still work?

    Having done some searching, apparently it goes thus:

    diplomatic_stance {faction1} {faction2} {stance}
    diplomatic_stance gauls germans allied

    Where stance is allied/neutral/war. No idea if it works, though.
    Last edited by QuintusSertorius; 05-04-2008 at 11:36.
    It began on seven hills - an EB 1.1 Romani AAR with historical house-rules (now ceased)
    Heirs to Lysimachos - an EB 1.1 Epeiros-as-Pergamon AAR with semi-historical houserules (now ceased)
    Philetairos' Gift - a second EB 1.1 Epeiros-as-Pergamon AAR


  8. #8

    Default Re: How do I make AI factions go to war with each other?

    Try putting it in the script with console command infront.

  9. #9
    EBII Hod Carrier Member QuintusSertorius's Avatar
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    Default Re: How do I make AI factions go to war with each other?

    Quote Originally Posted by alatar
    Try putting it in the script with console command infront.
    Well it doesn't work as a console command. Does it need anything more than just being dropped into the script as a line?
    It began on seven hills - an EB 1.1 Romani AAR with historical house-rules (now ceased)
    Heirs to Lysimachos - an EB 1.1 Epeiros-as-Pergamon AAR with semi-historical houserules (now ceased)
    Philetairos' Gift - a second EB 1.1 Epeiros-as-Pergamon AAR


  10. #10

    Default Re: How do I make AI factions go to war with each other?

    Generally, you can lead those Artificial bastards to water, but you can't make them kill each other.

    Even if you used a script to make them go to war - they would not attack each other with military force unless they were going to anyway - I've tried myself.

  11. #11
    EBII Hod Carrier Member QuintusSertorius's Avatar
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    Default Re: How do I make AI factions go to war with each other?

    Even not being allies and not acting in support of each other would be a nice change.
    It began on seven hills - an EB 1.1 Romani AAR with historical house-rules (now ceased)
    Heirs to Lysimachos - an EB 1.1 Epeiros-as-Pergamon AAR with semi-historical houserules (now ceased)
    Philetairos' Gift - a second EB 1.1 Epeiros-as-Pergamon AAR


  12. #12
    EBII Hod Carrier Member QuintusSertorius's Avatar
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    Default Re: How do I make AI factions go to war with each other?

    Putting it in the script on it's own stopped me from being able to activate the script. I've now put it underneath the Hannibal script, but I'm tempted to take it out if he doesn't appear as a result. Not sure it works at all.
    It began on seven hills - an EB 1.1 Romani AAR with historical house-rules (now ceased)
    Heirs to Lysimachos - an EB 1.1 Epeiros-as-Pergamon AAR with semi-historical houserules (now ceased)
    Philetairos' Gift - a second EB 1.1 Epeiros-as-Pergamon AAR


  13. #13
    EBII Hod Carrier Member QuintusSertorius's Avatar
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    Default Re: How do I make AI factions go to war with each other?

    Turns out causing a rebellion works, only it isn't reliable in when it occurs. Because of the failures of my Hannibal script, I've been doing a lot of reloading the same game after edits to the background script, and now it never seems to occur any more. Revolt, but no rebellion.
    It began on seven hills - an EB 1.1 Romani AAR with historical house-rules (now ceased)
    Heirs to Lysimachos - an EB 1.1 Epeiros-as-Pergamon AAR with semi-historical houserules (now ceased)
    Philetairos' Gift - a second EB 1.1 Epeiros-as-Pergamon AAR


  14. #14

    Default Re: How do I make AI factions go to war with each other?

    Hmm, excuse me.

    Revolt, but no rebellion? Even though you caused a rebellion, and it worked?

    Explain the situation again. You are Rome, and you want Karthago and the Iberian tribes to stop being so nice to each other...

  15. #15
    EBII Hod Carrier Member QuintusSertorius's Avatar
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    Default Re: How do I make AI factions go to war with each other?

    No, I mean the peasants were revolting (pitchfork on fire, etc), but several times over there's been no actual rebellion (as in kicked out the Qarthadastim and installed Lusotanii troops).
    It began on seven hills - an EB 1.1 Romani AAR with historical house-rules (now ceased)
    Heirs to Lysimachos - an EB 1.1 Epeiros-as-Pergamon AAR with semi-historical houserules (now ceased)
    Philetairos' Gift - a second EB 1.1 Epeiros-as-Pergamon AAR


  16. #16

    Default Re: How do I make AI factions go to war with each other?

    Ahhh, yes I see, I made a thread on this - as you no doubt noticed.

    Keep trying, use 3 spies at the maximum - eventually the AI will forget to manage the settlemet correctly, or run out of options, and you'll have your revolt.

    Just keep that pitchfork visible for two turns.

  17. #17
    EBII Hod Carrier Member QuintusSertorius's Avatar
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    Default Re: How do I make AI factions go to war with each other?

    Funny thing is in the first save I continued past summer 216BC, it happened. Since then none of the re-loads have done, they've just stayed for several turns on burning pitchfork.

    Course I'm stuck in limbo right now with being unable to get my Hannibal script to work, I may just call it a day and use move_character to bring one of their FM's across (preferably one without any troops, then use create_unit to give him an army).
    It began on seven hills - an EB 1.1 Romani AAR with historical house-rules (now ceased)
    Heirs to Lysimachos - an EB 1.1 Epeiros-as-Pergamon AAR with semi-historical houserules (now ceased)
    Philetairos' Gift - a second EB 1.1 Epeiros-as-Pergamon AAR


  18. #18
    EBII Hod Carrier Member QuintusSertorius's Avatar
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    Default Re: How do I make AI factions go to war with each other?

    I have a horrible feeling I completely failed in my attempt at preserving the rebels as long as possible by misunderstanding how add_money works. As in you can only add 40,000 in one go, and any number above that doesn't actually work.

    I've been adding 250k-400k a turn to the rebels each turn, but as a single command, which means they've probably only been getting an extra 40k a turn, which is rubbish. Now there's only about ten rebel settlements left on the map.
    It began on seven hills - an EB 1.1 Romani AAR with historical house-rules (now ceased)
    Heirs to Lysimachos - an EB 1.1 Epeiros-as-Pergamon AAR with semi-historical houserules (now ceased)
    Philetairos' Gift - a second EB 1.1 Epeiros-as-Pergamon AAR


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