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I wonder if there's a way to fix that so that it actually checks whether a war took place instead of just looking at truces
@KingSkunk Aww, thank you! I'm glad you like them! Yes, right now all my mods work together, as none of them touch the same files. Using this one along with Defensive Alliances is no issue. ^^
If eventually there are compatibility issues, I'll make a patch for them and link to them in the description. So at least between mods I make, you can look at the description and if there's no patch there you can safely assume they work together fine.
@radwilly1 Oh no. D: I'll look into it. I'll be updating as soon as I can, probably the next couple of days, and hopefully it's easily fixed.
@Carni No and yes? The changes to the defines make it so it applies to everyone, no way to separate it. But theoretically I could manually make marriages create alliances when it's an AI. If I got some time, I'll look into it.
@Jeron I once made a sort of "Desires Potential Alliance" modifier when trying to make the AI be smarter about marriages...since it didn't seem to help, I scrapped it. But maybe I can make a submod for people who want it.
@Geeky I wish, and I tried, but if it's possible it's beyond my scope of knowledge so far. I may try again in time, and try asking modders who know how to do more advanced stuff in GUI, but I can't promise anything.
It's in the works. It will be a new mod, as I think it's outside the scope of this one, but I'll of course make sure it's compatible. :)
@AshDragon
Honestly I myself am still trying to figure it out. When I messed with the Negotiate Alliance interaction I looked at the modifiersa lot, and tweaked them a number of different ways... I see what the AI is SUPPOSE to want, but then the AI just does...whatever. It just keeps doing stuff I don't really get. The HRE and Hungary keep snubbing each other. Feudal rulers get into alliances with their vassals, even though there is a modifier that should make that impossible!
It's just really weird. x_x
No need to apologise. :) You don't need a new game, but unless you use the Gamerules Gadget mod (linked in the description) to apply the mod's game rules, it will only disable the automatic alliances. So truces will not be applied.
You can disable Gamerules Gadget afterward, it's just the only way to change game rules in existing saves.
Apart from that: Really love this essential mod. Great work! :D
And you're welcome! :D
Based on my looking at the files, I think there is overlap with the "negotiate_alliance_interaction".
Is this something that you could patch? -thank you!
Like I said, I made the HRE sail their whole army to Iceland, to help me subjugate them.
Thats basically a cheat code and it is completely insane for the HRE to do so.
But a pledge, in marriage, to help each other in need, and to tell everyone that we protect each other so dont attack.. thats a lot more sane.
Also makes blobbing harder for me as a player.
@[Army of Two] AXIS Hmm...it's probably not impossible. Could maybe change the Call to War interaction to filter certain alliances. But then you'd have to decide in which cases it's Defensive, teach the AI to decide it, etc.
If you just want all of them to be defensive though that might be doable?
It annoys me that I can exploit an alliance to blob... even got HRE to sail 8000+ men to Iceland just now in my offensive war.
@Sloppy Sausage Yeah it seems the AI makes few alliances. I found that changing ai_frequency on the interaction helped a little but still not quite as much as I would like, and they still mostly make alliances with their family members.
I might tweak with AI requirements for the interacting, right now I'm also messing with marriage modifiers to try and see if them picking a spouse more based on a potential alliance will help. If nothing else works I might try and make an on_action/event for marriage to try and force an alliance-less AI seek one. x_x
But, yeah, that's pretty much what I'm working on right now, so I don't have any tips as I'm still futzing around with it to try and find something that works.