View Full Version : [Modular] Realistic Diplomacy
Afforess Jun 01, 2009, 11:57 PM Realistic Diplomacy (http://forums.civfanatics.com/downloads.php?do=file&id=12838)
This mini-mod adds some realism to diplomacy with AI. Currently, as the game works now, the AI always remember past transgressions, for good or ill. If you didn't feel like parting with gunpowder because it was vital to your strategic advantage, and the AI still cares 2000 years later, and that's unrealistic. This mod fixes this, so that the AI forget things much faster. Also, its modular, so its easy to install and uninstall and should be compatible indefinitely.
Made for Rise of Mankind 2.71
Version History:
Version 1.10, Final Release
Changes from Version 1.03:
All diplomatic events like wars, razing cities, nukes etc... are now forgotten faster by the AI.
This Modmod requires a modified version of Jooyo's DLL. It includes his DLL up to version 1.18, and all of my current versions. The CoreDLL is provided in the download.
Download Here (http://forums.civfanatics.com/downloads.php?do=file&id=12838)
Credits:
Johny Smith, for helping me fix RD's bugs.
zappara Jun 03, 2009, 04:49 AM This sounds interesting and I'd like to hear some reports how AI handles the game when this module is enabled. :)
cheesemijit Jun 28, 2009, 10:04 AM i still don't understand how to get modules working. do you just dump them into the Rise of Mankind/Assets/Modules folder?
the woc_readme says "2) If you want "extra" module functionality to be installed (like audio),
double click the woc_installer.jar file and close the application after
it says it is "done". Otherwise ignore the woc_installer." but i cant find the installer in the Woc_installer archive
zappara Jun 28, 2009, 12:41 PM You don't need woc_installer for this module. It should be enough just to move it from unloaded modules to modules directory.
Afforess Jun 28, 2009, 09:39 PM Realistic Diplomacy has been updated to WOC standards. No actual changes have been made, but the new version is compatible with AAranda's mods.
johny smith Jun 29, 2009, 10:05 AM Sounds very useful. This could help any WoC mod. Thanks.:goodjob:
Deon Jul 06, 2009, 05:24 AM Actually the "problem" you have is realistic enough. It makes sense that they forget the "-" for their own demands but still remember the evil you did to them. At least from a logical standpoint.
Dancing Hoskuld Jul 14, 2009, 04:56 PM I had a problem (wrong dipolmacy music, everyone's was the same) which I traced to the way I installed this mod, I ended up with two versions in two different folders. Others have reported the same problem when they only had one copy of this mod. I suspect it is because we put it in the wrong folder.
Please help those of us who think differently and post the folder we are supposed to install this in,
Afforess Jul 14, 2009, 05:59 PM I had a problem (wrong dipolmacy music, everyone's was the same) which I traced to the way I installed this mod, I ended up with two versions in two different folders. Others have reported the same problem when they only had one copy of this mod. I suspect it is because we put it in the wrong folder.
Please help those of us who think differently and post the folder we are supposed to install this in,
The folder location doesn't matter one bit, as long as it is somewhere in the Modules folder. The leaderhead files don't link to anything, so any location should do.
Onto the problem. Realistic Diplomacy seems to be the source of the problem. Unfortunately, I cannot fathom why. Interestingly enough though, it doesn't affect ALL leaders. Saladin and Isabella still have their correct sound. I will look into this problem however. If you want your correct diplomacy sounds back, for the meantime, just move Realistic Diplomacy to the unloaded modules folder.
vincentz Jul 15, 2009, 08:29 AM Hey Afforess. You seem pretty well into the diplomatics of the game. is there any way to make friendly civs more reluctant to declare war on you. I always get stabbed in the back by my closest allies. Even civs that never complained nor demanded suddenly throws off 50+ units. I can understand civs that are anoyed or even cautious attacks, but in my current game my closest ally which I had good trade with, suddenly (and the turn after we made another trade) declared war on me. It doesnt seem to make any difference whether you have good or bad relations with a civ when they decide to declare war on you. Could that be modded or is it part of the "untouchable" game engine?
Afforess Jul 15, 2009, 09:44 AM Hey Afforess. You seem pretty well into the diplomatics of the game. is there any way to make friendly civs more reluctant to declare war on you. I always get stabbed in the back by my closest allies. Even civs that never complained nor demanded suddenly throws off 50+ units. I can understand civs that are anoyed or even cautious attacks, but in my current game my closest ally which I had good trade with, suddenly (and the turn after we made another trade) declared war on me. It doesnt seem to make any difference whether you have good or bad relations with a civ when they decide to declare war on you. Could that be modded or is it part of the "untouchable" game engine?
No, that too is in the XML. It's in the leaderheadinfos.xml. Here is a sample code of what you are looking for. <NoWarAttitudeProbs>
<NoWarAttitudeProb>
<AttitudeType>ATTITUDE_ANNOYED</AttitudeType>
<iNoWarProb>10</iNoWarProb>
</NoWarAttitudeProb>
<NoWarAttitudeProb>
<AttitudeType>ATTITUDE_CAUTIOUS</AttitudeType>
<iNoWarProb>50</iNoWarProb>
</NoWarAttitudeProb>
<NoWarAttitudeProb>
<AttitudeType>ATTITUDE_PLEASED</AttitudeType>
<iNoWarProb>85</iNoWarProb>
</NoWarAttitudeProb>
<NoWarAttitudeProb>
<AttitudeType>ATTITUDE_FRIENDLY</AttitudeType>
<iNoWarProb>100</iNoWarProb>
</NoWarAttitudeProb>
</NoWarAttitudeProbs>
vincentz Jul 15, 2009, 08:15 PM Nice. Thanks :)
Afforess Jul 15, 2009, 08:36 PM Realistic Diplomacy has been updated to version 1.01. This version fixes the Diplomacy music bug. Please delete any previous versions before installing.
NBAfan Jul 15, 2009, 09:14 PM Great! Can you tell me what caused the music bug?
Afforess Jul 15, 2009, 09:18 PM Great! Can you tell me what caused the music bug?
No idea. According to my understanding of XML and Modules, there should have been no problem. The update just adds all the music references into the files now too, forcing the game to play the correct diplomacy music.
Dancing Hoskuld Jul 16, 2009, 12:45 AM No idea. According to my understanding of XML and Modules, there should have been no problem. The update just adds all the music references into the files now too, forcing the game to play the correct diplomacy music.
It turns out that not all XML tags are equal - as I discovered when I was doing the missing wonder movies. Some need to have the correct value because they actually update the original. Putting nothing in the tag overwrites with nothing. Latitude was the one that caused me the problems - all wonders with missing movies provided by me had to be built on the equator - until I fixed it ;)
Edit: doid you also fix the extra leaderhead pack?
Afforess Jul 16, 2009, 11:09 AM It turns out that not all XML tags are equal - as I discovered when I was doing the missing wonder movies. Some need to have the correct value because they actually update the original. Putting nothing in the tag overwrites with nothing. Latitude was the one that caused me the problems - all wonders with missing movies provided by me had to be built on the equator - until I fixed it ;)
Interesting. I will remember that.
Edit: doid you also fix the extra leaderhead pack?
Yes, they both were re-uploaded with the new version simultaneously.
Afforess Jul 16, 2009, 05:03 PM Updated for Rise of Mankind 2.71. Please re-download.
DO NOT USE THE VERSION PROVIDED IN THE UNLOADED MODULES FOLDER. IT IS OUT OF DATE AND HAS BUGS.
zappara Jul 18, 2009, 08:17 AM Just made a quick glance at the files and seems that at least few leaders are missing Transhuman era sound defines. Also all leaders which are in custom leaders folders need dependancy types in realistic diplomacy defines for the case if player removes some custom leaders - in this case there would be errors as the mod can't find the needed leaders when it's trying to load realistic diplomacy for those removed leaders (This I had fixed in the version I included in RoM 2.71).
Afforess Jul 18, 2009, 12:03 PM Just made a quick glance at the files and seems that at least few leaders are missing Transhuman era sound defines. Also all leaders which are in custom leaders folders need dependancy types in realistic diplomacy defines for the case if player removes some custom leaders - in this case there would be errors as the mod can't find the needed leaders when it's trying to load realistic diplomacy for those removed leaders (This I had fixed in the version I included in RoM 2.71).
Oh, I just noticed the tag, it looks like this, right?
<DependencyType>LEADER_AFONSO</DependencyType>
I made a new version, with the dependency tags. I didn't see any leaders with the missing transhuman tags. Which one's exactly are missing?
zappara Jul 22, 2009, 11:32 AM Yes, that's the dependency tag. I can't remember who was missing some Transhuman defines as it was really a quick glance to those files but I could take another look.
poundmaker Jul 28, 2009, 11:03 PM I extracted the RD folder into the Assets\Modules folder as instructed and played a game. When I rechecked the file location after the game the RD Folder is now located in Assets\Unloaded Modules folder. I moved it back to Modules but it keeps getting moved back to Unloaded Modules at the end of play. It's hard to say if the module actually works while playing the game since memory decays are not always explicit.
Afforess Jul 29, 2009, 02:51 AM I extracted the RD folder into the Assets\Modules folder as instructed and played a game. When I rechecked the file location after the game the RD Folder is now located in Assets\Unloaded Modules folder. I moved it back to Modules but it keeps getting moved back to Unloaded Modules at the end of play. It's hard to say if the module actually works while playing the game since memory decays are not always explicit.
Maybe your confused. ROM 2.71 shipped with an older version of RD in the unloaded section, don't use it. It had bugs. And trust me, it works. When I didn't code it quite right, I had tons of people complaining about the bugs... There is even a post on the main RoM forums with a complaint from someone who didn't get the new version. :crazyeye:
auronic1 Aug 03, 2009, 10:53 AM I would love to use this mod however I dont want them only remember all the bad things i did (declare war/raze cities) so i will have to wait on this for now.
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