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Good grief.
It might still function but you are better off not trying it, as I cant test to make sure its working as intended. I havent got the time anymore to update my mods unfortunately, but they are up for grabs if anyone wants to continue them and make their own versions, anyone is allowed to do anything with any part of any mod I made.
The script uses 'math.random' to generate the random number which will likely cause desyncs in multiplayer games. 'cm:random_number(max,min)' would be better, and I think it also makes it deterministic.
Instead of using 'cm:model():world():faction_list()' a shorter and more relevant list of factions can be generated with 'faction:factions_met()'. It should speed it up a lot.
The faction interface has some checks that can help ignore invalid factions, similar to 'is_human()', so that there's less need for 'string.find' checks: 'is_dead()', 'is_vassal()', 'is_rebel()', and 'is_quest_battle_faction()'. Right now the script ignores Last Defenders and Vampire Coast Rebels (this one probably doesn't matter cause it's so minor), and lets vassals (except for Defenders of the Great Plan) declare war on other factions. Also sometimes makes factions declare war on dead factions, which doesn't seem to matter, but it would be better not to do that.
I believe the factions declaring war are backwards, e.g. angrund hates skryre but the script makes skryre declare war on angrund.
The bug that other users are talking about, the one where the buttons turn gray and the game stalls, is because one faction declares war on multiple members of the same alliance and the player has to choose to join the war or not. The ui bugs out because it wants to open multiple dialogs. The script checks if the faction is already at war, so it shouldn't happen but it does. A bug or something with stale data, I don't know. Either way it breaks the game. Easiest fix is to limit it to one declaration per faction per turn, or don't invite any allies.
In addition, I think the force_declare_war function has the behavior of not showing a war declaration diplomacy screen when the player is involved. Then again, I have not tested what happens when the player is involved in that function so I could be wrong. Either way, the player should not be involved at all in this mod.
congrats!!
use pfm or rpfm to open the pack file, open the script.
and change line:
if faction:diplomatic_attitude_towards(current_faction_name) < -200 then
to
if faction:diplomatic_attitude_towards(current_faction_name) < -100 then
or 150 or whatever you want, I changed it to 100 for my personal taste.
Another test: Used Intrigue on Border Princes vs Grimgor, they were at peace ~-100. I used Intrigue so they went to the -200 range. Some 5-10 turns after I checked again and they were at war... pretty sure this is either working, or doing no harm at all.
Anyway, would like to ask again for this threshold to be lowered to ~150 :s
I think its pretty rare to see AIs not at war in the -200 range; mostly factions that hate each other a lot stays at -50~-150 without declaring for ages, far as I've seem ¯\_(ツ)_/¯
Good mod tho; hope these messages were useful for anyone out there
Was playing without it, when I noticed Grimgor at peace with Thorgrim at ~-300 negative relations.
Turned this mod on, and two turns after they declared war on one another.
But the idea looks great as I see many AI trespasses each other and they do nothing about it only gain penalties