Is there a way to add, change etc, to make it possible to take fiefs away from lords, even if is at a penalty, the let them keep it or kick out black and white options are getting to me .
Kato_Yang said:gregorsamsa said:Rylo said:gregorsamsa said:I believe this is the source code for 4.3:
https://www.assembla.com/code/diplomacy/subversion/nodes/trunk?rev=89
How do i download that?
Click on the "src" link, then click on the link called build_module.bat, a new site will open, click on the download link displayed at the right side of this site. Repeat this process with all the links in the "src" folder. It will take some time, but I guess it's the only way to do it.
Just FYI, you can simply open the src folder, then click on the download link. You'll download the whole src folder in zip format in a few seconds
Do you have the module system for the 16th century mod?mastery95 said:i want to put this in the mod 16th century just to play me, but i don't now how put diplomacy in 16th can someone help me?
did you find a way to merge Diplomacy with another mod?Waihti said:=================================
CONTENTS:
1. How to use Diplomacy in your own mods
2. How to merge Diplomacy with other mods
3. Tools
=================================
[anchor=ownmods]1. How to use Diplomacy in your own mods[/anchor]
Download the sources here
If you are planning to integrate Diplomacy into your own mod and you have any questions or problems this is the right place for you.
If you're going to use Diplomacy in your mod, give credit and include a link leading to About Diplomacy. In addition it would be nice if you tell me so I can add your mod to the list of mods using Diplomacy.
Diplomacy may not be used in a commercial mod without authorisation!
Diplomacy is build with the module system. Inside the folder "Diplomacy_v1.xbeta", there is a "sources" folder which contains the .py files for modders. In each source file added or changed code is enclosed between
Code:##diplomacy begin ... ##diplomacy end
All Diplomacy code elements have the common prefixCode:dplmc
Changed files (2.5)
module_constants.py
module_dialogs.py
module_game_menus.py
module_info.py
module_party_templates.py
module_presentations.py
module_scripts.py
module_simple_triggers.py
module_string.py
module_triggers.py
module_troops.py
module_items.py
module_meshes.py
Details about troops.txt, party_templates.txt and items_kind1.txt (2.5)
troops.txt:
Added 'trp_dplmc_chamberlain', 'trp_dplmc_constable', 'trp_dplmc_chancellor', 'trp_dplmc_messenger', 'trp_dplmc_recruiter'
party_templates.txt:
Added 'pt_dplmc_spouse', 'pt_dplmc_gift_caravan', 'pt_dplmc_recruiter'
items_kinds1.txt:
Added 'itm_dplmc_coat_of_plates_red_constable'
[anchor=othermods]2. How to merge Diplomacy with other mods[/anchor]
If you were able to merge Diplomacy with another mod, please post your solution here, so I can add it to this post and other players can follow it.
[anchor=tools]3. Tools[/anchor]
WinMerge for merging
neltoy said:can you guys gve us a step by step how to merge the diplomacy to another mod??? i tried it using the Prophecy of Pendor 3.6 but i dont get it.. im not that good at codes... please help
Jake Carter said:Why I can't find the recruiter kit code from module_game_menus?
Fire_and_Blood said:Jake Carter said:Why I can't find the recruiter kit code from module_game_menus?
Because there is no recruiter kit code in module_game_menus.
It's in:module_constants
module_dialogs
module_party_templates
module_scripts
module_simple_triggers
module_troops
############################################################################################################################
## recruiter kit begin
############################################################################################################################
("recruiter_payment",0,
"The recruiter will visit villages and recruit population to your forces. \
After he has collected the amount you ordered he returns to this {reg0?town:castle} and puts the recruits in the garrison. \
There's a limit for recruiters, which is 2 for castles and 4 for towns. \
What kind of recruits do you want?",
"none",
[
(assign, ":recruiter_amount", 0),
(try_begin),
(party_slot_eq, "$current_town", slot_party_type, spt_town),
(assign, ":max_recruiters", 4),
(else_try),
(assign, ":max_recruiters", 2),
(try_end),
(try_for_parties, ":party_no"),
(party_slot_eq,":party_no", slot_party_type, spt_recruiter),
(party_slot_eq, ":party_no", slot_party_recruiter_origin, "$current_town"),
(val_add, ":recruiter_amount", 1),
(try_end),
(try_begin),
(eq, ":recruiter_amount", ":max_recruiters"),
(assign, "$recruiter_amount_check", 1),
(else_try),
(lt, ":recruiter_amount", ":max_recruiters"),
(assign, "$recruiter_amount_check", 0),
(else_try),
(gt, ":recruiter_amount", ":max_recruiters"),
(display_message, "@ERROR IN THE RECRUITER KIT GAME MENUS RECRUITER CALCULATION!",0xFF2222),
(try_end),
(try_begin),
(party_slot_eq, "$current_town", slot_party_type, spt_castle),
(assign, reg0, 0),
(try_end),
],
[("enough_recruiters", [ (eq, "$recruiter_amount_check", 1)],
"You have already hired the maximum amount of {reg0?4:2} recruiters from this {reg0?town:castle}.",[(jump_to_menu, "mnu_town")]),
("recruiter_faction_1", [(eq, "$recruiter_amount_check", 0)],
"Swadian", [(assign,"$temp","fac_kingdom_1"),(jump_to_menu, "mnu_recruiter_payment_2")]),
("recruiter_faction_2", [(eq, "$recruiter_amount_check", 0)],
"Vaegir", [(assign,"$temp","fac_kingdom_2"),(jump_to_menu, "mnu_recruiter_payment_2")]),
("recruiter_faction_3", [(eq, "$recruiter_amount_check", 0)],
"Khergit", [(assign,"$temp","fac_kingdom_3"),(jump_to_menu, "mnu_recruiter_payment_2")]),
("recruiter_faction_4", [(eq, "$recruiter_amount_check", 0)],
"Nord", [(assign,"$temp","fac_kingdom_4"),(jump_to_menu, "mnu_recruiter_payment_2")]),
("recruiter_faction_5", [(eq, "$recruiter_amount_check", 0)],
"Rhodok", [(assign,"$temp","fac_kingdom_5"),(jump_to_menu, "mnu_recruiter_payment_2")]),
("recruiter_faction_6", [(eq, "$recruiter_amount_check", 0)],
"Any troops", [(assign,"$temp",-1), (jump_to_menu, "mnu_recruiter_payment_2")]),
("recruiter_option_cancel", [], "Go back.", [(jump_to_menu, "mnu_town")])]),
("recruiter_payment_2",0,
"You must pay 20 denars for each recruit. How many recruits are you willing to pay for?",
"none",
[],
[("recruiter_option_5", [ (store_troop_gold,":gold","trp_player"), (ge,":gold",100), (eq, "$recruiter_amount_check", 0)],
"5", [ (call_script, "script_send_recruiter", 5, "$temp"), (jump_to_menu, "mnu_town")]),
("recruiter_option_10", [ (store_troop_gold,":gold","trp_player"), (ge,":gold",200), (eq, "$recruiter_amount_check", 0)],
"10", [ (call_script, "script_send_recruiter", 10, "$temp"), (jump_to_menu, "mnu_town")]),
("recruiter_option_20", [ (store_troop_gold,":gold","trp_player"), (ge,":gold",400), (eq, "$recruiter_amount_check", 0)],
"20", [ (call_script, "script_send_recruiter", 20, "$temp"), (jump_to_menu, "mnu_town")]),
("recruiter_option_30", [ (store_troop_gold,":gold","trp_player"), (ge,":gold",600), (eq, "$recruiter_amount_check", 0)],
"30", [ (call_script, "script_send_recruiter", 30, "$temp"), (jump_to_menu, "mnu_town")]),
("recruiter_option_40", [ (store_troop_gold,":gold","trp_player"), (ge,":gold",800), (eq, "$recruiter_amount_check", 0)],
"40", [ (call_script, "script_send_recruiter", 40, "$temp"), (jump_to_menu, "mnu_town")]),
("recruiter_option_50", [ (store_troop_gold,":gold","trp_player"), (ge,":gold",1000),(eq, "$recruiter_amount_check", 0)],
"50", [ (call_script, "script_send_recruiter", 50, "$temp"), (jump_to_menu, "mnu_town")]),
("recruiter_option_cancel", [], "Cancel.", [(jump_to_menu, "mnu_town")])]),
############################################################################################################################
## recruiter kit end
############################################################################################################################