Shaba brings a few more fixes in this 1.5 version.
This is the new version of Shaba Wangy Diplomacy mod that is making further tweaks to the game. Check file details.
SHABA WANGY
Fixes
1.4
-Fully compatible with version 1.1 of Medieval
-Religious wars now much more prevelant
-Special code to cause strife against pagans (i.e. Mongols)
-Catholic AI will not ally with Islamic AI, but the player still can if he so chooses.
-New Shaba AI Parameters
-Religious breakdown=
Catholic v Islam
Catholic v Pagan
Orthodox v Islam
Orthodox v Pagan
Islam v Orthodox
Islam v Catholic
Islam v Pagan
-Streamlined code, now only three files, of which two are diplomatic
-The new file neccessitates you start a new campaign, BUT is is fully compatible with other mods
-Faction names changed back to vanilla
1.3
-If you have a cease hostilities mission, the AI will be more likely to accept a ceasefire.
-Mongols and Timurids are now more likely (but not always) going to keep their alliances.
-Some Timurids and Venice Renamed to proper names.
-A.I. agreements between Catholic and non-Catholic factions stronger now.
-Byzantines have special bonus in diplomacy, diplomats come with +1,+2,+3, and +4 experience in cities (must use export_descr_buildings.txt).
1.2
-Ai will not attack you if it likes you.
-Bug where the Ai would attack you if you took a province they wanted gone.
-Alliances and ceasefires hold now for 30+ tunrs.
-rebels last less.
-Spain beefed up so it goes on the reconquista instead of just laying there.
-When attacked, your allies will choose sides. (but when 2 allies fight, you dont have to)
-New names for factions fixed.
-Large and now more intricate and historical power blocks. Tangled alliance webs so PLAY SMART!
-If you are weak, you will be destroyed. I made sure fo that :).
1.1
-Rebalnced Assasins
-no More lousy AI blockades
-no more half stack spam armies siegeng fully garrisoned castles
-AI now considers how powerful you are in military terms and your potential to become quickly so before attacking
-power blocks of alliances form
-rebels destroyed rapidly, as before
-AI now reluctant to enter a two front war
-AI will not go head long at you if you are the strongest faction,
it will try to conquer smaler weaker stateas and then come at you
-New Names for all factions, historically correct within the bounds possible (I dont speak ancient mongol),
and in the vernacular of the peopel in the time (no latin kingdom names, but old gaelic, milanese, venetian, etc)
-Inquisitors stayed nerfed.
-Highly reccomended, but not necesary, that you install the export_descr_buildings.txt. The diplomacy however, is only in the xml files.
1.0
- Alliances hold for 20 turns min, 200 max. No more backstabbing, guaranteed for at least that time.
- Ceasefires hold for 10 turns min.
- If you are 2x better of than the AI, it will accept (often offer) ceasefire.
- If you are 5x better of than AI it will accept and offer a ceasefire, and may accept protectorate.
- AI wont give you provinces for pare change anymore. Its smarter than that.
- VERY Little to NO stupid blockades.
- Alliances easier to get if NOT neighboring, - think ahead, get them early.
- Game rushes to take rebels. They disappear quickly.
- Merchant now make 3 x more money.
- Assassins now actually kill people often, are are invaluable.
-INQUISITORS NERFED A LOT! Also, you'll see less of them.
-Recruit more units per turns in higher level castles and cities.
-More free upkeep in higher level cities.
Installation
Copy descr_campaign_ai_db.xml and descr_diplomacy.xml to \SEGA\Medieval II Total War\data --> For JUST diplomacy
Stop now if you want to run other mods. If you would like My modified agents continue
Copy descr_campaign_db.xml to \SEGA\Medieval II Total War\data --> For Agent info
Thats it! You now have fully functioning Shaba Wangy's Diplomacy.
Check your descr_campaign_ai_db.xml to check your version is really 1.4. (should say SHABA WANGY's DIPLOMACY MOD 1.4.0 )
Enjoy :)
Shaba Wangy
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