About this mod
This is intended as a patch for Diplomacy 3.3.2, implementing a number of Diplomacy-related features from the suggestions thread and fixing a few bugs in the current code. Source code is provided as well as .txt files, for others to modify or include in their own projects.
- Permissions and credits
Forum Links
For download: Allow fief trading, and other improvements (Diplomacy 3.3.2) (initial thread)
About Diplomacy (description of Diplomacy's features)
[rule]
Major update, 2011-06-06, last bugfixes 2011-06-15
Contains fixes for various bugs from the previous "Diplomacy plus fiefs etc." release. (The vassal titles bug. The ladies speaking as lords bug. The terrain advantage/loot/renown bug. Various string problems. Thanks to Caba`drin and others. The INFAMOUS Diplomacy battle continuation bug is finally fixed, also thanks to Caba`drin.)
[hr]
I made some modifications to Diplomacy 3.3.2 to implement some features from the suggestions thread. The primary one was adding support for trading fiefs with other lords of the same faction.
I realized that if I waited until I was done tinkering, I'd never release my changes, and since it was my intention from the start to do so (for people to use themselves, or for Wahti to take if he wants -- I'd be totally pleased if he took any of this) I'm uploading what I have.
The major features are somewhat tested. From what I understand about save compatibility, it should be compatible with Native. It *probably* can be copied over vanilla Diplomacy and used with the same savegames; I performed most of my testing that way, but there could be subtle problems.
Source code notes
My additions are started with #diplomacy start+ and end with #diplomacy end+. When I was editing an existing Diplomacy script, I usually used #nested diplomacy start+ for some reason that probably made sense at the time but now seems stupid to me.
Major features
- Lords in halls are sorted by the time you last spoke to them, so you can speak to every lord in your feast by repeatedly leaving and entering the hall.
- Enabled exchanging fiefs with other lords of the same faction (altered 2011-03-27).
- Allowed male PCs to marry female lords (such as promoted companions in Native).
- You can try to convince a lord to support another candidate (not just yourself) to receive a fief or to become marshall (released 2011-04-03).
- It is now possible to marry pretenders and become the co-ruler of a kingdom (added 2011-06-06).
- Female players have the option to play with or without sexist game elements (added 2011-06-06).
- Optionally allow lords to eventually return from exile, either pardoned by an NPC king or seeking a pardon from the player. This option is ON by default, and can be changed in the Camp menu (experimental 2011-04-03; full 2011-06-06).
Diplomacy features altered
- New Mercantilism policy slider (added 2011-06-06)
- Fixed mistake in Diplomacy truce cost calculations (there was a sign error that was making the computer almost always agree to truces when it shouldn't). Made enemy kingdoms slightly less easy to take advantage of.
- When the AI is the one asking for peace, and the player imposes terms, make the AI more intelligent regarding whether or not it agrees to them. (Before, there was a random chance that the AI would agree to any demand no matter how large, so you could repeatedly make absurd demands until they accepted.) (added 2011-06-06)
- For paying to escape in sieges, increased the cost to be similar to ransom (since the player is effectively ransoming himself). Removed the bonus reputation this gives with the enemy. Also, before castles conquered this way didn't get initial garrisons; changed the code to give them some.
- Various minor improvements to Chancellor's lord descriptions. Made the Chancellor's descriptions use the correct pronouns for the lord's gender. Altered love interest display script to stop printing things like "knight_lady_1_1", but it still sometimes gives garbage. Suppressed information about rivalries with characters who are in exile or retirement, and added descriptions for marriage.
- Unlike most lords, Custodian lords (i.e. merchants and similarly-minded companions like Marnid and Artimenner) like a kingdom culture that is biased towards Plutocracy rather than Aristocracy. Benefactor lords (i.e. benevolent companions such as Bunduk and Jeremus) prefer freedom to serfdom (added 2011-03-27)
- Lords remember the things the player said to recruit him (e.g. "I will uphold your rights as a noble"). If the player doesn't follow through, the lord might be disgruntled depending on whether he liked the idea in the first place (added 2011-06-06)
- When the player recruits a lord with various promises (e.g. "I will uphold your rights as a noble"), if he rules in a way that violates those promises the lord will be disgruntled (added 2011-06-06)
- The "Quality" setting is now reflected slightly in troop composition. Before, the benefit of more Quality was taken into account in AutoCalc battles but not in the actual troops, while the benefits of Quantity were applied in ways that always mattered. (added 2011-06-06)
- AutoLoot no longer uses a "pool" troop. The requirements have changed from "Inventory Management 3+ and a Chamberlain" to at least one of the following: the player has Inventory Management 2+, the party has Looting 2+, or a companion has Inventory Management 3+ (added 2011-06-06).
- Added a version of rubik's AutoSell, modified so that it sells from the player's inventory. The way it works is described in the in-game "Game Concepts" help documents: it doesn't sell anything the player has equipped or in the first three slots of his inventory, and uses certain rules to avoid selling your alternate gear. (added 2011-06-06)
- For bribing another country to declare war, made some changes. Instead of the cost being a flat 5000 denars, the cost varies based on a variety of factors. Also limited the cases where a kingdom will agree to declare war while receiving nothing in return; in general it doesn't make sense for them to do that. (added 2011-06-06)
- Rebalanced relation gain from looting castles and sharing it with your vassals to be closer to the 1000 denars per +1 relation standard. On the plus side,
- Changes to dividing spoils with your followers: the efficiency of the relation gain will not exceed 1 per 1000 denars, to maintain parity with Native means of gaining relation. (As an example, if a vassal's share of the loot is 1700 denars, he will have a 30% chance of +1 relation and a 70% chance of +2 relation.) The lords will now have the gold added to their wealth. Companions who object to raiding villages will react unfavorably if you loot a town, but do not object to raiding fortresses. (added 2011-06-06)
Lady features
- Ladies now can be asked about their relatives if you are on speaking terms with them, and will give similar information to that available from the chancellor, plus location (for lords) or recent rumors (for unmarried ladies).
- Ladies now charge less for improving relations with their relatives. Distant relatives receive less of a discount than close relatives.
- Ladies can be asked about ongoing feasts.
- Players can continue to dedicate tournaments to other ladies after marriage, although it may annoy their wife.
- Players may continue to dedicate tournaments to their wife after marriage (added 2011-06-06)
Companion features
- Players can now assign the skill points of former companions who became lords (including pretenders).
- Bunduk's title is "Tribune", since he insists on that in his acceptance dialogue (altered 2011-06-06: now it isn't just Bunduk, it's any Benevolent or Custodian lord whose native faction is fac_kingdom_5)
- Niz'ar is not considered a commoner for the purpose of fife promotion, as that contradicts his backstory. (Regardless of the veracity of his origin, other characters with hard-to-verify claims of being distant nobility are treated seriously.)
- Changed the way that companions wander to alter a restriction that doesn't always make sense, although it isn't particularly noticable (added 2011-06-06)
- If you send a Companion to spread support for you as king, and later govern in a way that contradicts what you told them to gain their support, they will become disgruntled. On the other hand, if you rule in the way you promised them, they will be additionally satisifed. (added 2011-06-06)
- Made some changes so promoted companions can court each other, and their romantic preferences will take into account their likes/dislikes (added 2011-06-06)
- When a companion is on the verge of leaving your party, the player has the option of sweetening his attempt to persuade them to stay by offering them a bonus.
- When trying to convince companions not to leave your party, the "persuasion attempt" may use Leadership instead of Persuasion. That's the way it should have worked in the first place, as Leadership is the skill the player uses to maintain party morale and keep non-named NPCs from deserting (added 2011-06-06).
Other kingdom management features
- In a rebellion, added the option to defer the assignment of newly-captured fiefs.
- Added Cabra'din's code that allows players to set a custom title for their kingdom's lords and ladies. (Bunduk remains a Tribune, however.)
- When assigning fiefs through your minister, the number of fiefs already owned by each lord is displayed next to his name (added 2011-03-27), and also the lord's relation with the player (added 2011-04-03)
- Added a new display option for the Known Lords by Relation report. It only shows lords who belong to the player's faction, and also lists how many fiefs they each have (added 2011-04-03)
- When giving a suggestion to a lord, some options previously only available to marshalls are now also available to kings. The previous state of affairs did not make sense (added 2011-04-03)
- Lords being exiled or pardoned, marriages, and fiefs being awarded are important political events. Because of this, they should be mentioned in the game log (added 2011-04-03)
- When meeting an enemy king in the field, if the player is ruler of a kingdom he can negotiate a peace with terms, like he can when asking for peace through his minister.(added 2011-06-06)
- From the Floris mod compilation, added the ability to rebel against your liege without waiting for a pretext such as a denied fief. Altered this from the Floris version: honor loss and/or relation loss with the king's supporters may apply based on a variety of factors (added 2011-06-06).
- Increase the player may now give troops to more lords than before. (In Native, only your vassals would accept troops from you.) Now, you can give troops to your spouse and certain close allies. When you are faction marshall, as commander of the kingdom's armies you may also give troops to other lords. To balance this, the number of troops a lord will accept from you is no longer unlimited: on Hard he will only take more soldiers if he has less than 150% his maximum party size; on Medium he can have up to 200%; and on Easy he can have up to 400% (added 2011-06-06).
- The player may give troops to garrisons owned by certain lords, depending on the player's status and his relationship with them (in Native, you can only give troops to unassigned fiefs and fiefs owned by your spouse) (added 2011-06-06)
- If you dismiss an employee (chamberlain, constable, chancellor), in addition to rehiring them through your spouse you may also try to contact them through the tavern travellers (added 2011-06-06)
- Imported Floris dialog options letting you rebel directly from your liege by leaving his kingdom and refusing to hand over your fiefs. Relation and/or honor loss may occur, according to rules similar for rebelling with a spouse. (added 2011-06-06)
Diplomacy features altered: affiliate to a family (added 2011-04-03, see disscussion thread)
- The same way lords of a faction always know where their allies are, a player who affiliates to a family gains this ability regarding his house. This information is visible under the Reports menu.
- The extra relationship penalty when an affiliated lord is defeated or imprisoned does not apply when the player is currently wounded or captured.
- Affiliated lords are more willing to receive tactical suggestions from the player, and the full range of suggestions are open even when the player is not marshall.
- Affiliated lords are more willing to engage in intrigue with the player. This reflects the idea of the House as a political alliance.
- When affiliated lords are defeated or imprisoned, you are informed of the name of the place they are being held since you are expected to rescue them (added 2011-06-06)
- Implementing the oft-requested feature for affiliated lords to notify you of their plans (added 2011-06-06)
- Affiliated lords have an increased willingness to fight alongside the player even if they personally dislike him (added 2011-06-06)
- Affiliated lords act more like a political alliance: when deciding who to support to receive a fief, they all consider each other "close allies" for the purposes of the standard decision checklist. (added 2011-06-06)
- Affiliated lords will accept troops from the player, as mentioned in the "kingdom management" section (added 2011-06-06)
- Minor dialog change to make it less confusing when someone who likes the player refuses affiliation (added 2011-06-06)
- For sending an emissary to persuade a target, changed the "talk like a fool" error message to give more of an indication of how much the messenger failed by. Also adjusted the base failure chance so a companion with Persuasion 5 will have a 50% chance of failing outright instead of a 65% chance (added 2011-06-06).
- Affiliated family members have an increased willingness to intrigue with the player (2011-06-06)
This space is not large enough for the full description!
The rest can be read in the first post of this thread, or by reading my most recent comments below.