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no factions that grow quickly without having made a fight ...
the army of chaos has more trouble to reduce the empire in the center of the map ...
in one of my parts they did not arrive there and were destroyed
the MOD works perfectly and allows to know more faction in the game, excellent ...
thx
Won't let you gain favour no matter how many razed settlements and idols happen
Could you do a bit of code review for me? I'm trying to disable Greenskin and main dwarf confederations when I'm playing as Angrund. Would this snippet do it?:
local belegar = get_faction("wh_main_dwf_karak_izor");
if belegar:is_human() then
cm:add_default_diplomacy_record("faction:wh_main_dwf_dwarfs", "subculture:wh_main_sc_dwf_dwarfs", "form confederation", false, false, false);
cm:add_default_diplomacy_record("faction:wh_main_grn_greenskins", "subculture:wh_main_sc_grn_greenskins", "form confederation", false, false, false);
end;
I've squeezed this in apply_default_diplomacy(), at line 417, to be exact.
Some interesting stuff can be learned, just by reading that script file. Like the fact the AI controlled Belegar does not have any upkeep penalty. Or that the Crooked Moon Mutinous Gits are called the Neck Snappers in the game files.
From what I know the three booleans refer to the three entries present in the function in the same order, so to disable something it is usually false, false, true and to enable something 3x true.
I'm not fully sure about the part you mentioned as I mainly copy and paste existing functions or modify them a little, but the third part being false or true might be related to whether a diplomatic function is just set or available at all over the course of the game.
For example, when the original script wants to disable a diplomatic option, it writes something like cm:add_diplo...(..., false, false, true ). But you do it by writing cm:add_diplo...(..., false, false, false ). What's the difference?
- Garrison Commanders
- Extra Lord Levels
- Extra Winds of Magic
- 33 new skills for Lords
- Chaos please WAIT!
- Half upkeep only (for all)
- Higher Replenishment Rates
- Walls to Tier 4 Settlements
- Better Auto Resolve
- No Public Order Penalties from Difficulty
- Unit Formations
- Happiness Matters
- Better Artifacts
- Better trade
- Dark Water
- Better Campaign Map - Overhaul
- Tier 4 Minor Settlements
- Olympian Campaign Camera
- Building Progression Icons
- I also had No AI Confederations, but it was not working either.
- Fear the Chaos Tide
- Fear the Green Tide
- Diplomacy and Resurrection
- Ironsiders: Men of the Empire
- Home region movement - larger bonus
- Fire for Effect - Artillery Upgrades
- Better Garrisons ALL Factions
- Seasons of War
- No Agressive AI Agents!
- Legendary Boris Todbringer
- Empire Expanded - State Troop Officers
- Reiksguard Expanded - Handgunners
- Reiksguard Expanded - Handgunners Altdorf Submod
- Reiksguard Expanded
- Reiksguard Exanded - Altdorf Submod
- Better Camera Mod
- Elder Griffon - Karl Franz
- Rich Empire Farms
- Public Order Rebalanced
- More time for Bonus Objectives (for completionists)
- Chaos Water
- UI Unit Marker
- Zone of Control
- Rise of the Beastmen
- No more infighting
- Empire Expanded - Unit Pack
- Starting Traits Remastered
- Full Plate Greatswords
- AI Building and Recruitment
- Less population surplus needed
- Prayers of the Old World
- Bons Varied Generals
- Guv’s Griffon Knights
- Settlement Re Textures Vampires
- MINOS Combo Pack
- More Horse Variations
- Black Uniforms, ui, territory and black and white banners and flags for Empire
- Better Wood Elves “Lookout” Settlements
- Guv’s Free Company Archers
- Guv’s Shielded Halberdiers
- Diplomatic Affinity Overhaul
- Province Coloring - State Troop Unit Cards
- Improved Borders
- Agent Limiter Mod
- Valuable Veterans
P.S. modding help: where can I see the original wh_start.lua, from before you altered it? By seeing what you changed, I could maybe figure out how to make the mod myself (or how to tweak yours).
I can see how that might happen, as my mod only disables confederations at the start of the campaign and anything that enables them later on would break it. However, I may be able to modify the script that enables confederation between two factions to only work for human players.
@DisturbingLackOfFaith
Possible certainly, but not so easily, as you would have to add make separate confederation disabling scripts with each checking for the player culture and I have no idea how that would even work in Coop with different player races.
Just checking if your mod allows Bretonnian factions to confederate even if they're controlled by AI?
I'm playing as a Mousillon and just after I signed peace treaty with Artois and forced them become my defensive allies, couple of turns later get a pop up saying Couronne and artois confederate together creating Kingdom of Bretonnia.
I'm using your mod for quite a while now, and that's the first time when I'm actually seeing this.
I'll test it anyways, thanks for the response.
I mainly tested it with Greenskins as those tend to confederate the fastest and didn't do so for 20 turns (while usually it happens within the first few), so other than that, I have no confirmation of it working 100% as it should.