Those working on this mod do so in their own free time and for no pay.
Show your support for them by enabling ads on this site!

Author Topic: Diplomacy for ICW  (Read 64499 times)

0 Members and 5 Guests are viewing this topic.

July 02, 2014, 07:46:19 PMReply #20

Offline Pox

  • Mod Team Member
  • Brevet Admiral
  • ****
  • Posts: 88
  • Approval: +10/-0
    • View Profile
Re: Diplomacy for ICW
« Reply #20 on: July 02, 2014, 07:46:19 PM »
i cant get it to work it does limit me to just the emperials but there are no diplomats and no influance

Read the first post, everything you need to know is explained there.

July 02, 2014, 11:42:12 PMReply #21

Tom T.

  • Guest
Re: Diplomacy for ICW
« Reply #21 on: July 02, 2014, 11:42:12 PM »
It seems to work fine for me.  It ultimately does what it is supposed to and I would like to see it finished.

July 10, 2014, 06:35:02 PMReply #22

Offline Big Bantha

  • Stormtrooper Captain
  • ***
  • Posts: 15
  • Approval: +0/-0
  • Medical Officer Super Private First Class
    • View Profile
Re: Diplomacy for ICW
« Reply #22 on: July 10, 2014, 06:35:02 PM »
Hello, I appear to have a chronic case of disappearing diplomats. About 5 to 10 minutes into a new GC, my diplomats simply disappear, and I know it's not an assassination because they could be gone the moment they reach a planet. After that, I'm unable to make a new one. Also, I somehow got an influence into the negatives and kept the planet.
"Banthas are filthy animals. I don't eat filthy animals."

―Mace Windu

July 11, 2014, 01:53:35 PMReply #23

Offline Pox

  • Mod Team Member
  • Brevet Admiral
  • ****
  • Posts: 88
  • Approval: +10/-0
    • View Profile
Re: Diplomacy for ICW
« Reply #23 on: July 11, 2014, 01:53:35 PM »
You need to download the patch as well. The link is at the bottom oft the first post.

July 11, 2014, 03:10:38 PMReply #24

Offline Lord Xizer

  • Tester
  • Grand Moff
  • *
  • Posts: 3,222
  • Approval: +134/-14
  • Nothing shall withstand my ambition.
    • View Profile
Re: Diplomacy for ICW
« Reply #24 on: July 11, 2014, 03:10:38 PM »
I must give this a try
"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

July 11, 2014, 04:06:08 PMReply #25

Offline Big Bantha

  • Stormtrooper Captain
  • ***
  • Posts: 15
  • Approval: +0/-0
  • Medical Officer Super Private First Class
    • View Profile
Re: Diplomacy for ICW
« Reply #25 on: July 11, 2014, 04:06:08 PM »
You need to download the patch as well. The link is at the bottom oft the first post.
Thanks
"Banthas are filthy animals. I don't eat filthy animals."

―Mace Windu

July 14, 2014, 07:31:08 AMReply #26

Offline Blackout

  • Brevet Admiral
  • ****
  • Posts: 62
  • Approval: +5/-5
    • View Profile
Re: Diplomacy for ICW
« Reply #26 on: July 14, 2014, 07:31:08 AM »
This is pretty interesting actually 8=). The AI only really went for Coruscant, Sullust, Corellia, and Bespin(the only planet I took by force). I may need that patch on the bottom left of the front page, though, because I could only build 1 diplomat(which took Fondor).

July 14, 2014, 09:40:30 AMReply #27

Offline Lord Xizer

  • Tester
  • Grand Moff
  • *
  • Posts: 3,222
  • Approval: +134/-14
  • Nothing shall withstand my ambition.
    • View Profile
Re: Diplomacy for ICW
« Reply #27 on: July 14, 2014, 09:40:30 AM »
Wish when you took it via diplomacy the defenses were intact
"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

July 16, 2014, 05:57:16 AMReply #28

Offline darthsayrehs

  • Recruit
  • *
  • Posts: 3
  • Approval: +0/-0
    • View Profile
Re: Diplomacy for ICW
« Reply #28 on: July 16, 2014, 05:57:16 AM »
Maybe heroes like Leia , Mon mothma can act as diplomats too.

July 16, 2014, 07:45:33 AMReply #29

Offline Pox

  • Mod Team Member
  • Brevet Admiral
  • ****
  • Posts: 88
  • Approval: +10/-0
    • View Profile
Re: Diplomacy for ICW
« Reply #29 on: July 16, 2014, 07:45:33 AM »
We have considered this, but since heroes don't respawn in ICW you'd lose them permanently if a diplomacy attempt fails, so we have decided to not give them diplomatic abilities.

October 17, 2014, 08:54:40 AMReply #30

Offline Mitthrawnuruodo

  • Brevet Admiral
  • ****
  • Posts: 69
  • Approval: +6/-0
    • View Profile
Re: Diplomacy for ICW
« Reply #30 on: October 17, 2014, 08:54:40 AM »
I've been trying it out, and it certainly does add an extra challenge. Although you start with Boba Fett, I found I had to rush a planet that can produce bounty hunters and quickly get them pumped out, otherwise the enemies end up with an early advantage. Having to check the credits tab all the time is a real ball-ache, I'd recommend giving planetary influence its own display on the galactic map. Also, it would be better if we could see how our diplomat is influencing another planet, as at the moment, you just leave it on an enemy planet and wait until it becomes yours with no indication of how long it'll take.

It's a very interesting system and I would encourage you to keep working on it. As a fan of the Hand of Thrawn duology, it would be awesome to do Final Imperial Push using diplomacy to be a bit more accurate to the novels.

October 18, 2014, 08:43:01 AMReply #31

Offline Pox

  • Mod Team Member
  • Brevet Admiral
  • ****
  • Posts: 88
  • Approval: +10/-0
    • View Profile
Re: Diplomacy for ICW
« Reply #31 on: October 18, 2014, 08:43:01 AM »
Thanks a lot for the feedback!
Unfortunately the credits tab is the only place of the GUI where I can display information with changing variables. However, I may implement a pop up message when your influence is running low in future updates.

As for the 'just place your diplomat in orbit and wait' issue there is not too much I can do about that unfortunately. The only thing that I could think of is displaying the remaining enemy influence in the influence table as well.

December 08, 2014, 11:26:21 PMReply #32

John

  • Guest
Re: Diplomacy for ICW
« Reply #32 on: December 08, 2014, 11:26:21 PM »
Does the planet switch sides regardless of ground troops being present on the planet? That would not make much sense to me.

In SW Rebellion; the really old PC game, diplomacy would determine which side the planet would join but garrison forces of sufficient strength would maintain control, and the size of the garrison(if needed) and would be based on the planet's loyalty(which is changed by diplomacy/incite uprising missions). For example; the planet Chandrila may be completely loyal to the Rebels/NR but the Empire maintains control by having sufficiently high numbers of ground troops deployed there. If the planet garrison drops below those numbers then the planet goes into uprising and will lose troops until it switches sides by killing all the garrison troops, or the troops are reinforced and Imperial diplomats change public opinion.

That was a good system and a diplomatic system for this game that takes into account the forces present, like that one did, would be great.

December 10, 2014, 06:50:46 AMReply #33

Offline Pox

  • Mod Team Member
  • Brevet Admiral
  • ****
  • Posts: 88
  • Approval: +10/-0
    • View Profile
Re: Diplomacy for ICW
« Reply #33 on: December 10, 2014, 06:50:46 AM »
I like the idea of keeping control if sufficient amounts of ground  troops are present in general, however while EaW has a function to check whether a planet has a low ground defense score I'm not sure if it's accurate enough to use it for that purpose.

I'll leave it at losing your planet when the influence hits 0 for now, since I'm still not done rewriting the whole thing.

January 06, 2015, 10:25:19 AMReply #34

Offline kucsidave

  • Mod Team Member
  • Grand Admiral
  • ****
  • Posts: 1,018
  • Approval: +44/-4
  • Don't fear your Demons. Make them fear YOU.
    • View Profile
Re: Diplomacy for ICW
« Reply #34 on: January 06, 2015, 10:25:19 AM »
Also tried, and works just fine, however in my opinion this 4 planet units might be too small for ICW, and the diplomatic effects are a little bit high, even for FoC.
Despite these minor things it's a great mod. I like it a lot.
I recommend it to ICW, if you can slightly change things. This should be implemented into  ICW like the planetary bonus, as it has been removed from the mod if that's possible.
"He who fights with monsters should be careful lest he thereby become a monster.
And if thou gaze long into an abyss, the abyss will also gaze into thee." - Friedrich Nietzsche

April 03, 2015, 01:51:28 AMReply #35

Offline ethansolo

  • Recruit
  • *
  • Posts: 1
  • Approval: +0/-0
    • View Profile
Re: Diplomacy for ICW
« Reply #35 on: April 03, 2015, 01:51:28 AM »
Have you considered accurate planet bonuses to change influence in regions or throughout the galaxy? Planets that hold meaning and power in the galaxy (Coruscant for example) have more diplomacy bonuses? Or certain planets are more accepting of diplomacy from other factions? Corulag, Byss, and Carida might be more open to imperial diplomacy, for instance, because of longstanding support of the Empire. It's just a thought but it would add another layer of strategy to an interesting gameplay mechanic.

April 03, 2015, 02:16:04 AMReply #36

Offline Lord Xizer

  • Tester
  • Grand Moff
  • *
  • Posts: 3,222
  • Approval: +134/-14
  • Nothing shall withstand my ambition.
    • View Profile
Re: Diplomacy for ICW
« Reply #36 on: April 03, 2015, 02:16:04 AM »
That's a pretty good idea.
"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 30, 2015, 01:21:30 PMReply #37

Offline Mitthrawnuruodo

  • Brevet Admiral
  • ****
  • Posts: 69
  • Approval: +6/-0
    • View Profile
Re: Diplomacy for ICW
« Reply #37 on: May 30, 2015, 01:21:30 PM »
I'd also like to posit that I think the diplomacy function should be optional in case people just want a straight up classic game of invading plants.

February 04, 2016, 04:53:21 PMReply #38

Lucas

  • Guest
Re: Diplomacy for ICW
« Reply #38 on: February 04, 2016, 04:53:21 PM »
one idea the empire controls their worlds with fear so if the empire doesnt have so much troops on ground the people of the planet will think more in rebellion
so use this concept if you just have buildings on a planet more influence you lost and do this as one addon to the mod if you dont want this just dont put the addon or on the start of the game you can change to turn off the diplomatic stuff good work and good idea
Sorry for the bad english i am from Brazil

February 06, 2016, 08:53:30 PMReply #39

Offline Ordinarygamer96

  • Brevet Admiral
  • ****
  • Posts: 39
  • Approval: +0/-0
    • View Profile
Re: Diplomacy for ICW
« Reply #39 on: February 06, 2016, 08:53:30 PM »
Probably impossible but is there a way to institute some sort of political dealings between factions. I find it weird the pentastar alignment can't at least maintain neutrality with the empire for a time or the EOTH can't be isolationist. Would possibly make the game weird but with additional minor factions could be an interesting aspect. Trade (boost to income) , alliances, all that would add a whole layer to game. But like I said probably impossible in engine

 

Those working on this mod do so in their own free time and for no pay.
Show your support for them by enabling ads on this site!