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Author Topic: Diplomacy for ICW  (Read 64479 times)

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May 13, 2014, 06:14:25 AM

Offline Pox

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Diplomacy for ICW
« on: May 13, 2014, 06:14:25 AM »
Corey: We're currently looking for any and all feedback to decide if we're going to add this feature to Imperial Civil War in 2.2.


For the past few years I have been working on bringing diplomacy to Empire at War and finally I can say that I am more or less finished.
I would like you to try this new feature with base FoC for now and hopefully when we are done we can add it to ICW.

Here is how it works:
1. Influence
-The galaxy map is divided into sectors. Each planet gets assigned a value that represents your current influence on that planet.
-If you lose a planet in a sector you lose influence on all other planets owned by you in the same sector.
-If you conquer a planet you gain influence on all other planets owned by you in that sector
-You gain a little influence every day on each planet you own.
-If your influence on a planet drops to 0 you lose that planet (affiliation changes to neutral if no enemy diplomat or fleet is present)
-You can have a look on your current influence by clicking on the Show Credits filter button on the command bar (will be changed later)


2. Diplomats
-Every faction gets a diplomat unit with a build limit of one at a time
-Diplomats have galactic stealth
-If a diplomat is in orbit of a planet owned by another faction, the faction's influence on that planet will decrease every day
-If the influence hits 0 while a diplomat is present the affiliation of that planet will change to the faction the diplomat belongs to. The diplomat also gets removed.
-Diplomats are also removed when the planet affiliation changes due to another faction conquering the planet
-Diplomats are minor heroes that can be killed by bounty hunters(currently the only way to get rid of a diplomat)
-AI diplomats only choose planets owned by the player

-For now diplomats are units that only cost 1 Credit
-The rebel diplomat has a mon calamari cruiser icon, the empire and underworld have Tartan cruiser icons.(since you can only play the empire in this version you'll have no problem identifying which diplomat belongs to which faction)


What I would like you to look out for while testing:
-Is the AI targeting always the same planets with its diplomats? (this is what I have seen so far in the beginning of a GC, however I have not played a full GC yet)
-Are diplomats always removed correctly? (due to losing planets after battles etc)
-Are AI diplomats always spawned at the same time? (this can happen, but should not always happen)
-Is the AI also killing your diplomats?
-Does the AI place troops on planets that have been taken over by diplomats?

Design related things:
-Is diplomacy actually a threat to you? (at the moment I think if you keep track of your influence you can easily prevent any planet from being taken over)

If you have any suggestions on how to improve the diplomacy system I'd be glad to hear them.
However, there is one thing I'd rather not change if I don't have to and that is adding more diplomats per faction.
This is due to two reasons:
1. I have designed the whole script to work with one diplomat per faction and it would take quite a while to change that
2. While having diplomacy is fun I think the main aspect of Empire at War is the combat part and I don't think being able to take over the whole galaxy with diplomacy is a really good idea

And finally, the download link:
Download

EDIT:
For those who'd like to have some more details on how the system works:
What happens with the influence every day:
-If you have more than one planet in a sector you gain +5 influence on each of your planets in this sector
-If you have a hero on that planet you gain additional +5 influence on that planet (having more heroes on the planet does NOT increase the influence bonus)
-If you don't have other planets in a sector you lose 5 influence on that planet
-If an enemy diplomat is on one of your planets you lose 20 influence on that planet


How does the AI determine which planet is most suitable for a diplomacy mission:
Diplomacy_Desire =
(1 - Low_Ground_Defense_Score ) * 33 +
(1 - Low_Space_Defense_Score) * 33 +
GenericPlanetValue * 100 +
(100 - current_owners_influence) / 3
( + a random desire bonus from 0 to 20 if Diplomacy_Desire <= 70)

Low_Ground_Defense_Score, Low_Space_Defense_Score and GenericPlanetValue are AI functions that return a value between 0 and 1
current_owners_influence represents the exact current influence of the planet's owner with a value between 0 and 100

I'll also give you a list with the planets in each sector, since there is currently no visual representation that tells you which planet belongs to which sector:
Sector I:
"AlzocIII",
"Carida",
"Ilum",
"Jabiim",
"Manaan"

Sector II:
"Coruscant",
 "Byss",
 "Abregado_Rae",
 "Anaxes",
 "Corulag",
 "Fresia"

Sector III:
"Bothawui",
"Corellia",
"Kashyyyk",
"Kessel",
"Kuat"

Sector IV:
"Hypori",
 "Mandalore",
"NalHutta",
"Ryloth",
"Shola"

Sector V:
"Dagobah",
"Geonosis",
"Mustafar",
"Naboo",
"Tatooine",
"Utapau"

Sector VI:
"Atzerri",
"Bespin",
"Bestine",         
"Hoth",
"Sullust"

Sector VII:
"Endor",
"Fondor",
"Polus",
"Taris",
"Thyferra"

Sector VIII:
"Bonadan",     
"Dathomir",
"Muunilinst",
"Myrkr"

Sector IX:
"Korriban",     
"Yavin"

Sector X:
"Honoghr",
"Kamino",
"MonCalimari",
"Saleucami"

The planets "AetenII",  "Dantooine", "Felucia" and "Wayland" are missing from that list. They cannot be taken over with diplomacy in this version. The reason for that is a bug that is already fixed, but I forgot to put the planets back in.

================================================================================================

Patch1:
Bug Fixes:
-Fixed a bug where planets would lose influence even if a friendly diplomat was in orbit
-Fixed a bug where the AI would kill enemy diplomats even when they were on planets not owned by an AI faction
-A new diplomat should be buildable now once the old one is lost


Changes:
-When diplomacy desire is calculated the script now checks if the desire for a certain planet is lower than the current maximum desire for another planet and only then adds a random integer from 0 to 40 to the desire value.
 Maybe this will help with the issue of the AI always targeting the same planet.

Download
« Last Edit: July 02, 2014, 05:29:42 AM by Corey »

May 13, 2014, 06:36:07 AMReply #1

Offline Corey

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Re: Diplomacy for ICW
« Reply #1 on: May 13, 2014, 06:36:07 AM »
Just to highlight, this is currently a standalone mod for FoC until we get feedback on the system and can implement it into ICW: Don't try installing this onto ICW or you'll break your copy of ICW.
I also have a YouTube channel where I talk about mod development and gaming, do tutorials, and Let's Plays. If you like the content, consider supporting it on Patreon


May 13, 2014, 10:21:06 AMReply #2

Offline Lord Xizer

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Re: Diplomacy for ICW
« Reply #2 on: May 13, 2014, 10:21:06 AM »
Interesting
"I do not intend to be the Emperor's servant forever..."-High Inquisitor Jerec

"The New Order has never fallen. Only the Emperor."-Grand Moff Ardus Kaine

May 14, 2014, 12:52:22 PMReply #3

Offline Pox

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Re: Diplomacy for ICW
« Reply #3 on: May 14, 2014, 12:52:22 PM »
Edited the first post to give some additional information

May 14, 2014, 02:58:33 PMReply #4

Offline Slornie

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Re: Diplomacy for ICW
« Reply #4 on: May 14, 2014, 02:58:33 PM »
-If a diplomat is on one of your planets you lose 20 influence on that planet
I assume this is for enemy diplomats? Or do you lose 20 influence per day for having your own diplomat on your own planet? :-\
Quote from: RonMaverick291 (Gametrailers)
why do u hate america? if it were not for us u guys would be lost. i mean we invented the tv, we invented the internet, cars and we even went to the planet moon. we won all the wars and we always help the little countries who cant fight and we give food to poor people.

May 14, 2014, 03:19:46 PMReply #5

Offline Pox

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Re: Diplomacy for ICW
« Reply #5 on: May 14, 2014, 03:19:46 PM »
Yes, enemy diplomat of course. I'll edit that.

May 20, 2014, 10:59:09 AMReply #6

Offline Singularity

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Re: Diplomacy for ICW
« Reply #6 on: May 20, 2014, 10:59:09 AM »
I'm not quite sure how this is possible...but I'm not complaining! Go for it.

May 20, 2014, 12:04:01 PMReply #7

Offline Lord Xizer

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Re: Diplomacy for ICW
« Reply #7 on: May 20, 2014, 12:04:01 PM »
Will there be a chance to sell children as hostagesfor ttreaties as in total war? lol jk of course
"I do not intend to be the Emperor's servant forever..."-High Inquisitor Jerec

"The New Order has never fallen. Only the Emperor."-Grand Moff Ardus Kaine

May 26, 2014, 01:14:02 PMReply #8

Offline Pox

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Re: Diplomacy for ICW
« Reply #8 on: May 26, 2014, 01:14:02 PM »
So, it's been a while since I've posted this.
Has anyone tested this, yet?

May 26, 2014, 02:01:34 PMReply #9

Offline Revanchist

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Re: Diplomacy for ICW
« Reply #9 on: May 26, 2014, 02:01:34 PM »
So, it's been a while since I've posted this.
Has anyone tested this, yet?

I'll be testing it as soon as I get back from vacation.
"History is on the move, Captain. Those who cannot keep up will be left behind, to watch from a distance. And those who stand in our way will not watch at all."
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May 26, 2014, 04:42:14 PMReply #10

Offline Settra

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Re: Diplomacy for ICW
« Reply #10 on: May 26, 2014, 04:42:14 PM »
I've installed it. I count for something! (I'll do some more once my company leaves).
How do I even

May 27, 2014, 11:43:15 AMReply #11

Offline Singularity

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Re: Diplomacy for ICW
« Reply #11 on: May 27, 2014, 11:43:15 AM »
So, it's been a while since I've posted this.
Has anyone tested this, yet?
I did.

May 29, 2014, 05:21:35 PMReply #12

Offline Pox

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Re: Diplomacy for ICW
« Reply #12 on: May 29, 2014, 05:21:35 PM »
I have uploaded a patch. See first post for DL link.

June 21, 2014, 09:56:22 AMReply #13

Offline Pox

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Re: Diplomacy for ICW
« Reply #13 on: June 21, 2014, 09:56:22 AM »
Has anybody tried the new patch, yet?

June 21, 2014, 01:08:01 PMReply #14

Offline Settra

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Re: Diplomacy for ICW
« Reply #14 on: June 21, 2014, 01:08:01 PM »
Just tried to download it (assuming it's the second download link) and it doesn't seem to want to open.
How do I even

June 21, 2014, 02:00:58 PMReply #15

Offline Pox

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Re: Diplomacy for ICW
« Reply #15 on: June 21, 2014, 02:00:58 PM »
It seems there is something wrong with mega, since I can't log in either.
I hope it'll work again later. If it's not fixed by tomorrow I'll upload the files somewhere else.

June 22, 2014, 02:40:32 PMReply #16

Offline Pox

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Re: Diplomacy for ICW
« Reply #16 on: June 22, 2014, 02:40:32 PM »
It's working again.

June 26, 2014, 07:17:11 PMReply #17

Offline Corey

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Re: Diplomacy for ICW
« Reply #17 on: June 26, 2014, 07:17:11 PM »
Moving this to a more public area.
I also have a YouTube channel where I talk about mod development and gaming, do tutorials, and Let's Plays. If you like the content, consider supporting it on Patreon


July 02, 2014, 10:07:20 AMReply #18

Draven Felius

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Re: Diplomacy for ICW
« Reply #18 on: July 02, 2014, 10:07:20 AM »
So I tried it out and it worked. Radically changed the strategies available. I like it and hope it gets implemented into ICW!

July 02, 2014, 06:57:24 PMReply #19

daweva

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Re: Diplomacy for ICW
« Reply #19 on: July 02, 2014, 06:57:24 PM »
i cant get it to work it does limit me to just the emperials but there are no diplomats and no influance

 

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