Removed
Change Log
V1.4
V1.3
V1.2Forgot GalCiv3AIDefs.xml - This is in a seperate folder, AI Tweaks, I did it this way so anyone using the AI Tweaks mod still has compatibility.
V1.1Increase Numerical value by 5, scale is now -20 to +20.Adjusted Diplomacy treaty relations. Scales from 2-20 instead of 1-10.Adjusted Diplomacy Modifiers:- Reduced Diplomatic race modifier to +2 Increased Positive values:-
Increased Negative values:-
Adjusted Diplomacy Improvement's and Starbase Module's
v1.0Changed Diplomacy Relation's to numerical values, -15 upto +15.Added and extra 30 moods to the AI to better reflect thier relations.Added new smiley icons to better reflect AI moods.
This looks fantastic, I said way back in beta we should have numbers instead of the 1-3 +/- . Will be loading at the start of my next game
The 1-3 +/- has been bugging me since I started playing, it never reflects the true values, in my last game it got to me so much I decided to do something about it. Since the --- and +++ has no min/max range I figured numerical's would suit it better. The additional moods are just a bonus!
I did not however forsee Ripe for Conquest hitting the cap of -15 I set, so I may well change this to 20 or 25, see how far the code pushes it I guess. Thinking about it Diplomacy will prolly push the cap too, Embasies/Diplomatic modules can stack quite high on large maps.
Fantastic, I always wondered why the smileys sometimes are far away from the real relationship status.
Wow, this isn't just great, this is a must-have! I usually play with diplomacy in mind so this is particularly useful for me. I never thought of it much before as I thought there was some sort of roof on 3. Excellent work!
This should make diplomacy a lot more understandable. Numbers are a lot better than a few symbols.
I did have two problems in the Diplomacy screen:One relationship was ID_DIPLOMACY_MOOD_ENRAGEDAnother was ID_DIPLOMACY_MOOD_RESENTFUL
I didn't see all the relationships, but the other ones I saw were correct, so there must be something wrong with those two.
Yeah that was broken ID_DIPLOMACY_MOOD_ENRANGED just doesnt quite fit
Was also broken, this one actualy made me chuckle, ID_DIPLOMACY_MOOD_RESENTFUK.
TY for the report, fixed them up and I will upload a new version.
There is suposed to be a color overlay for the smileis, but it does not work, not sure why exactly, must be some internal code thats not fireing or it may be due to them using colored icons, I am not sure, just know it doesnt work, so I recoloured 8 extra smiles so each has a total of 5, split into groups of 4.
Negative goes from yellow - orange - drak orange - red - dark red - black red.
Positive goes from yellow - green - greeny blue - light blue - blue - dark blue.
Updated to 1.1
See Diplomacy Changes.txt for details.
Updated to 1.2
Forgot GalCiv3AIDefs.xml - This is in a seperate folder, AI Tweaks, I did it this way so anyone using the AI Tweaks mod still has compatibility, over write the one in AI Tweaks Mod.
This is very nice. I will have to fire up a new game after I am done crushing all currently. If you have 50 planets and each one has an embasy on it and you are generating 50 points per turn.............................
There is no way to counter it. Eventually even your most hated enemy will love you and give you all his worlds or star bases for credits. I think Diplomacy bonuses from buildings may benefit from a hard cap but I would caution we need see how to counter it gradually and making it more fun.
Yeah...I changed that reduced it by 60%, same for starbase modules. Might be overkill but, we will see.
Looks great, can't wait to try it out, looks like another plus to the game from Horemvore ...
Updated 1.3
Savegame compatible.
This looks really really great.
Couple of notes though. You mentioned splitting the mod into pieces for those who just wanted the cosmetic changes (which I REALLY appreciate as I have my own Diplomacy tweaks on the side), but I looks like it is the folder "Informative Diplomacy" that has most of the cosmetic changes in it, not "ID Gameplay". Also, it looks like you didn't transfer one of the files that DOES modify Diplomatic values, as "DiplomacyDefs.xml" is still in the Informative Diplomacy folder while all of the other things that change Diplomatic values were shifted to ID Gameplay.
Aside from that, this looks utterly fantastic. Many kudos sent in your direction!
Informatic Diplomacy does indeed have all the Cosmetic changes, DiplomacyDefs.xml is just expanded to account for the -20 to +20 realtions, doesnt impact gameplay at all, since I only doubled up the relations in it, its the same as vanilla but taking the new scale into account, same for the changes to GalCiv3AIDefs in the AITweaks folder, I adjusted Trade, Aid, Base and Tribute relations to accomodate the new scale.
If I did not do this you would max out realtions at +10 or -10 still, would kinda make the additonal scales pointless, my inital release went to 15, but Ripe for Conquest maxed that out and produced overflow +20 seems to do the trick highest I have seen RFC since is -18, I wanted the mod to have full visibility in regards to the relation modifiers, no overflow.
ID Gameplay contains the files that impact on gameplay. adjusted modifiers ect. Thinking about it, so does GalCiv3AIDefs since I changed treaty values. Hmm might have to do two mods.
Out of curiosity what changes have you made to Diplomacy? Are they worth sharing? Maybe combine this and that?
Ah, I see! Thanks.
Just a couple of little tweaks for my home games. Because I've set it up so I can build ALL starbase rings on my starbases (Yes, I know I know - but it cuts down starbase spam like nothing else ), I reduced all starbase diplomatic bonuses by a savage amount (due to the fact that ALL starbases can eventually pump them out).
For instance, the Diplomatic Office in the base game gives a +.25 bonus to diplomacy. In my home mod, I give it +.05. The Diplomatic Outpost went from .5 to .05 as well. Things like that.
I also cut back on the influence generated per turn by the Cultural SB modules, though not nearly as much.
Really only applies to games where there are no restrictions on SB rings, IMO, so it probably isn't worth it for me to provide the entire set of differences. Still messing around with the values and I might cut them down even more. Having the numeric values (if only to the nearest whole digit) will probably help me quite a bit in figuring out how much I still need to nerf things, especially as I tend to play on VERY large maps.
AH! I did the same in regards to Mining Rings in my Trek mod, just wish I could get the AI to use it too.
Whoa on the Diplo changes, how does that effect a Diplo win? Still easy to get or? I cut it to 0.2, 0.3, 0.4 for this mod and I thought that might be a bit harsh, prolly is for small maps but I play Huge-Imense maps, not sure if ppl actualy play small maps!?
There are OTHER victory settings besides Conquest? News to me!
Still easy to get or? I cut it to 0.2, 0.3, 0.4 for this mod and I thought that might be a bit harsh, prolly is for small maps but I play Huge-Imense maps, not sure if ppl actualy play small maps!? Seriously though, I really don't know. Though I do know that I still get a ton of Close relations everywhere. At least until I get my murder on, in the words of Adam Biesneer. When I start playing in earnest again (in a couple of weeks, got things on my plate right now), that's one of the reasons I am looking forward to this mod - to see just how much diplomacy I am racking up on Immense and larger maps.
As for smaller maps, as I understand it, the vast majority of the player poll plays on Small and Tiny maps. It's just psychos like us who play on the larger ones.
I finaly found the Ripe for Conquest modifiers. Its labled as EasyTarget I was looking for RipeForConquest
I have a calculation that I beleive to be correct, feel free to correct me if I am wrong:
We have a base of -3, set in DiplomacyModifiers.xml.
There are modifier's in DiplomacyModifiers.xml of 1.25 for certain personalities:
There is a scaling global modifer in GalCiv3GlobalDefs.xml of 1-1.5.
I have a race (The Borg) with 3 personalities that effects Ripe for Conquest:
So I have: Base x (Aggressive + Cruel + Expansionist) x Global Modifier = Ripe for Conquest
-3 x 3.75 x 1.5 = 16.875.
They are showing in game as -17 so it fits. A race with all four personalities would take it to 22.5
A Race with none of the personalities would end up with 4.5, Base x Global.
In regards to this. I am finding out slowly, from test games that what I actually thought to be Cosmetic changes are not purely Cosmetic, mainly the DiplomacyDefs.xml this seem to reflect how the AI relates to you in regards to how they will react to a given relation, ie go to war. With the added scale just doubling up the values in this file does not really work since hitting the -20 is harder than hitting -10. I will be reducing the values in this file by 2 in the next release.
I will split this mod into two versions that will not be compatible with each other due to this file and GalCiv3GlobalDefs.xml, base relations in this file seem to work in a similar manar to what is in DiplomacyDefs.xml. One mod will be pure Cosmetic, and will prolly only scale to +10 to -10 (Might do 15). I will prolly add a symbol for anything over 10 or 15 to reflect realtions are dire. The other mod will contain the gameplay changes and a scale of -20 to +20.
Fantastic work as always!
I've been pounding the table for a while now about expanding the diplomatic scale, to alleviate too easy (and too fast) diplomatic victories, and too much early game Ai warmongering. Well done.
I can't believe I played all this time without actual numbers for the modifiers! Even after all my hours of play I thought "-" was -1 and "---" was -3. I never realized there were degrees of severity. In the test game I'm playing, I watched the Ripe for Conquest go from -15 to 0 in several steps as I built more ships.
As of 1.4 there are now two options for download:-
You only need to download the version you wish to use. However if you only download Informative Diplomacy you can upgrade to the Gameplay changes by downloading the file and extracting it over the top of Information Diplomacy and overwriting when prompted.YOU CAN NOT downgrade from ID Gameplay Changes to Informative Diplomacy, you will have to uninstall the mod then re download Informative Diplomacy.
Hoermvore, I like to modify my game XML directly. For example I will go into my game files (not the mod folder but the actual xml under steam) and mod up the sensors to 30 or add +1 move to all the engines and change the Shield Punch value from .60 to 1.(note shield punch does not work currently unless the value is 1 or higher.)
Also I have started tinkering with the starting planets for my custom race, I have been playing a recent game where I wanted to see what happened if I changed earth to class 25 and Mars to 20. Crazy overpowered but still rather fun!
My question is this. I want to start a new game using your Star Trek mod with everything you include in it, (star trek races, diplomo fixes and such) while still using my own custom race which I call the Empire of Vulcan (they are the 'Mirror Mirror' Vulcan's with bearded Spock!). Can I still make changes to the game files like that and still have your mod work?
Thanks,
<Happy 4th!>
Not if i include them in my mod. You will have to modify the files in my mod folder, ShipComponentsDefs.xml is in Star Trek - Core and StarSystemDefs.xml is in Star Trek - Map Changes
Updated:
1.5 Cosmetic
Added Infinite Symbol to represent any overflow.
1.5 Gameplay
Increase positive and negative counters to +29 and -29, scale unchanged pure cosmetic increase.
Decrease Diplomacy stat to +1 for any non Diplomatic races.
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