Removed
I still find that even with the reduced values on the Embassy tiers and Starbase Diplomacy modules, on large maps (or maps with lots of planets) Diplomacy is still over powered. I racked my brains on how to keep compatibility with all map types and have decided to change the way the Embassy tiers work.
I have made them player wonders, so they are limited to one per faction, given them a flat bonus of 4, 8 and 12. On top of this I have further reduced Starbase Diplomacy modules to 0.1, 0.2 and 0.3. Currently testing this in game, will release an updated version once I have tested it a bit, any thoughts on this change would be much appreciated!
EDIT:
I also added a Level effect from Influence to them:
So you can gain an extra 0.9 to 2.7 Diplomacy (If my Math is right)
H ; loving this so far, had a few good laughs some or your diplo states ... dreamy
Couple of observations
* amount i get paid for open borders got pretty high ~2-3x normal
* Still have no idea on 'u know what you did' but it must have been bad .. like a -15
* 'declared friendship with my enemy' seems high; while the benefit seems low. So much so I stopped using it
* Am i getting diplo stats from improvements per turn? I did not start building any till well after turn 100 (then i built a bunch quickly), everyone hated me to some degree, over 20-30 turns things began turning around but i had 2 AI's that were ~natural declare war preemptively because i was getting too strong
* can you make it give a + for giving an AI free tech or bc's (one time, not the existing tribute)? The more you give the higher the score
MOD question
what happens if 2 or more files have the same name in the MOD directory, does it just use the first file it comes to and ignore the next or are both sets of changes incorporated in the game tables?
I did try to add a few that would make people smile . Dreamy been the one that brought the biggest smile to me when I was adding them.
I did increased Open borders treaty value. I will have a look at it (500 to 1500 I think + Trade Relation Modifier(Did not change) of upto +50% or -190%)
That's the Grudge modifier, I still don't know what triggers that.
-3 + Personality Modifiers. TBH I am happy with the way it is, it make's you think about making "friends" and not just been able to blindly friend everyone with not much penalty. It was only -1 before. Ii think its a set +2 atm for a friend declaration, I might add a couple personality modifiers, will think on it.
The Embassy chain only. And I reduced it by 60%, same for the Starbase modules. See post above for the new system. Been testing it last couple games seems to be better balanced, makes Diplomacy a lot harder, forces you to go down the whole branch rather than part way like before.
The last file loaded into memory is used.
some day someone will figure it out i hope
TBH i did just blindly friend everyone. I need to check, does the diplo report on an AI tell you who their friends and enemies are? If not you just have to guess at who to friend or not.
Thanks for the reply and a and a cool mod. I dug into it a bit, looks like you put a lot of effort into it. I hope SD dev's check it out. Its a big improvement over whats there now
From checking the xmls, there are at least a couple of triggers. One of which I am 90% certain is declaring war with a faction that one is currently trading resources with. I suppose the idea being, you are paying for 50 turns of resource usage but then turn around stab the trading partner in the back when one felt like it.
I don't think it applies to trades that had instantaneous effects (tech for gold, tech for tech) as that isn't an ongoing thing.
I think the other faction has to be aware that you broke a trade treaty with the third faction (i.e. be aware of their existence) and it might also depend on whether or not they're at war and/or what they think about them.
Grudge as a modifier shows up somewhere else in the xmls, but I can't recall what else it is at the mo. Maybe using an Open Borders treaty to sail in and attack? Dunno. But I am reasonably certain about the breaking a 50 turn trade one.
Enemies, so people they are at war with or been at war with.
Updated 1.7
Adjusted Embassy improvement chain stats:
Increased RefusedTributeRequest to -2Increased RefusedWarSupportRequest to -2Increased SharedBoarders to -2Increased TradeWithOpposingCulture to -2Added Expansionist Modifier to OpposingCulture, 25%Increased Aggressive Modifier for OpposingCulture by 15%v1.6 (Internal Only)Reduced Starbase Diplomacy modules to 0.1, 0.2 and 0.3Changed the way the Embassy tiers work:
Horemvore,
So the 'embassy' we get does not give a 1 point per turn like it used to or it does but we can only build one building? I get that we are making the diplomacy game HARDER, that is fine. My typical tech path was to rush to Embassies to plant them on a few planets to OFFSET the inevitable DOWs that come 100 turns into the game. I take it this will no longer help nor is it even a good path to follow anymore.
Your Borg are a bit Over powered. I modded the shield punch to be bypass shields 100% so it would work. Hopefully this will give me an edge against the inhuman monsters you set against me ~ the passive Vulcan Empire......
Diplomacy is still viable, Embassy(+3 Diplomacy + Level Modifiers) is a must, it is your biggest booster now, it been a wonder(1 per player) now you have to pick your planet wisely (do it right and you can get it to level 12 which is another 2.4 diplomacy), the second Tier(Diplomatic Ministry) is +5 plus Modifiers to a total of 9.8 Diplomacy, Tier 3 is +7 plus modifiers (caps out at 14.2). It is also a must to go down the whole branch of diplomacy to get the full benefits, no more cheesy "I'll just grab embassies and stick them on all my planets". You also have to build culture bases to top up Diplomacy or yes, eventually people will start to DoW you. Open Borders are kinda key too for a Diplomacy win.
I will say in the current build of GST it is 2, 5, 8 + Modifiers (0.3, 0.6, 0.9). I nerfed it a bit after my test games.
Hehe, Yeah they are OP, but I like them that way . They are the Borg! You can pacify them, it just takes a lot of work(Pragmatic 50 turn immune to DoW helps). Did you happen to use the Vulcan shipset for your faction? I have not had time to test that shipset yet. I am quite gutted Shield punch is broken tbh, I added 1% to each Borg Weapon on a ship. I do not ever see them having 100 weapons
If you struggle with them, drop them down 1 difficulty. They have hidden bonuses(well not so hidden, they are tied to techs) that if you play on Gifted its the equivalent of them having the Genius bonuses. Oh and they have some dam nice improvements too.
Horemvore:
This mod works great, but did you nerf the diplomacy bonuses for race specific buildings in it as well? I was playing Krynn last week and noticed the Shadow Temple gave +2. I built 3 for other reasons then noticed everyone was in love with me....
Thanks
Was not aware there are other Diplo buildings! My bad for not searching I guess. Do they replace the Embassy or?
EDIT:Ah I see Krynn and Thalan get additional improvements on top of Embassy chain!
Krynn Shadow Temple is now a player wonder. Added Wealth(Its classed as a wealth hub) modifier to compensate. Wealth +8 and an additional +1 per level (Wealth) Diplomacy +1 and an additional 0.1 per level (Wealth)Thalan Xeno Anthropology, Universal Outreach & Future Studies are now player wonders. They have had the Influence per turn increased to compensate. Xeno Anthropology - 0.4 Influence per Turn + Additional 10% per level (Influence) Universal Outreach - 0.7 Influence per Turn + Additional 10% per level (Influence) Future Studies - 1 Influence per Turn + Additional 10% per level (Influence)
Sound fair?
I always wondered why it was a wealth hub and had nothing to do with wealth lol.
I don't play either of those races much, but your changes sound reasonable.
Thanks!
For patch compatibility and for those using other mods, I would make any changes outside of the diplomacy screens optional.
This looks amazing, can't wait to get a chance to try it out
I make sure my mods are updated prior to official patch launches. (Beta Opt-Ins)
No way to make the changes that are outside of the diplo screen optional, they are an integral part of the mod.
Did you remeove all diplomacy points from the Thalan tech tee?
I have not touched the Tech trees Diplomacy boosters, yet.
Well the buildings you build from the thalan tech tree xeno anthropology gave influence and diplomo per turn...did you remove the dilpomo per turn?
Horemvore...i just remembered...Did you do something to the UPN voting?
When it came time to viote on chairman I was not even represented. ..
Nope.
Getting hard crashes with the Cosmetic version and the diplo screen.
Looks to be a pretty damn obscure bug triggering around the +17 mark or so as I haven't had much trouble before this.
There is a possibly releated bug at the +17 mark which I'll show below:
There is a missing mood display def that MIGHT have something to do with my troubles.
If I try to open the Diplo screen for either the Iconians or the Thalans, I get a CTD. Curiously, if I talk to the Moraught Pride, it's fine. Might be a rounding thing at play where the Iconians and Thalans are on one side of the line, triggering a CTD while the MP are on the other. Or maybe it's the fact that the first two are animated. Who the heck knows.
I'm going to do a deep dive on your xmls tonight to see if anything immediately leaps out. I can attach a link to a save file here if you want to play witjh it, but I warn you my game is pretty heavily modified.
Nothing really stood out to me when I looked at the debug.err file, FWIW.
Since this is the first whisper of trouble I've had with the mod, I am thinking it's something to do with the +17 marker for mood relations, though I can't say for certain.
Aside from this, the mod's been excellent and well worth it.
I'll take a look at the code.
This should fix it. Extract to ...Informative Diplomacy/Game
Thanks! Too late at night for me to test it with a brand new game (since I know it won't take affect with my current game), so I'll cheat something up tomorrow and see what happens.
Thanks again for the quick turnaround,
Started a brand new game with the file you linked and sorry to say, still getting the "Missing Mood Display Def" problem and related crashes:
Almost certain it has something to do with 'unbounded' diplomacy and animated leaders, as I am able to talk to folks with an 'infinite' bonus to diplomacy if they have a static pic, but if they have an animated one, it's CTD. Even get a CTD on the initial meeting.
Now that I think about it, since the Happy/Neutral/Angry pic is defined by diplomacy, maybe that's what is causing the CTD. The game is looking for a certain bk2 file, can't find it, and CTDs.
*thinks some more*
Yesssss, that's almost certainly it. That's the only real difference between animated and non-animated races: The pic that shows what they think of you.
If I have time, I'll poke about about and see if I can find an obvious culprit.
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