Further NO-NEGOTIATIONS difficulties

insurgent

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Despite the fact that I have this in my events file:

@IF
NEGOTIATION
talker=ANYBODY
talkertype=HumanOrComputer
listener=ANYBODY
listenertype=HumanOrComputer
@THEN
@ENDIF

The AIs constantly make cease fires and peace with each other, when they should be fighting.
I know the proper use of the DELEVENT function and I am playing the scenario, not the "source sav-file".

Is this event defect? Does that event not work at all? In my previous scenarios I always found it necessary to create one negotiation ban for each possible combination - but I can't afford to use all that events space this time.

What is wrong?
 
You should also add the makeagression event.

For every civ that is at war...

Here is an example from my 2194 Scenario...

@IF
TURN
turn=-1
@THEN
MAKEAGGRESSION
who=Axis
whom=Americans
@ENDIF

@IF
TURN
turn=-1
@THEN
MAKEAGGRESSION
who=Axis
whom=British
@ENDIF

@IF
TURN
turn=-1
@THEN
MAKEAGGRESSION
who=Chinese
whom=Japanese
@ENDIF

@IF
TURN
turn=-1
@THEN
MAKEAGGRESSION
who=Americans
whom=Japanese
@ENDIF

@IF
TURN
turn=-1
@THEN
MAKEAGGRESSION
who=Americans
whom=Axis
@ENDIF

@IF
TURN
turn=-1
@THEN
MAKEAGGRESSION
who=British
whom=Japanese
@ENDIF

@IF
TURN
turn=-1
@THEN
MAKEAGGRESSION
who=British
whom=Axis
@ENDIF

The -1 in the turn means every turn if you didn't know, hope this works.

Pap
 
Thanks, but it'll consume some events space... Well, I'll have to be cutting down... :(
 
Err, just saw the message "The war between X and Y has ended".
 
Does that mean that pap's above proposal isn't necessary (will save me a lot of trouble with events-cutting)?

I'll check it myself, when I get the time...
 
Originally posted by insurgent
Is this event defect? Does that event not work at all? In my previous scenarios I always found it necessary to create one negotiation ban for each possible combination - but I can't afford to use all that events space this time.

What is wrong?

The ANYBODY parameter doesn't always work correctly and this is one of those cases. You would need to create negotiation bands for each possible combination to get what you want.

When the ANYBODY parameter malfunctions, what happens is this. The ANYBODY parameter takes on the value of the first tribe to trigger it. You can see this happen if you start a scenario, play it for a few turns, (i.e. until the event is triggered), go into cheat mode, then bring up the event editor. You will see a tribe name where ANYBODY was before, when this malfunction occurs.
 
Yes, oryx, I've experienced this before... Interesting that you can see the malfunction that way... But I only experienced the ANYBODY malfunction in UNITKILLED events, and I thought it only occurred there.

I checked it and it seems that kobayashi's diagnosis is the one that applies to my scenario. I've now changed the text of the cease fire popup, so that it says that a peace process has failed and the war has intensified.
 
Originally posted by insurgent
Yes, oryx, I've experienced this before... Interesting that you can see the malfunction that way... But I only experienced the ANYBODY malfunction in UNITKILLED events, and I thought it only occurred there.

I guess it doesn't apply to negotiations. It's just that a bug in one area makes me distrust it everywhere. When I want tribes to fight I start them out with bad reputations. That way, the most they will do is a cease fire and they will shortly be at war again.
 
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