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View Full Version : Can I mod time before AI will even consider peace?


dearmad
07-01-2006, 22:16
Is there a timer or something in any file that will make the AI stick to a newly declared was a little longer.

I just had Cordoba buy the Berbers into declaring war against me when they did. So good- two people at war with me... I go to the Cordobans ank ask for peace... OK they say. Then trade + pact + alliance = OK!

The Berbers had more honor and stuck to war... so far...

I'd just like there to be about 10 minutes or so where they won't change their minds...

Elvain
08-01-2006, 11:24
it's strange. Patch fixed this bug and in all my games it takes some time to sign a peace. Even when a crusade is started against me and I have good relationship with atacking nation, I have to wait untill I can sign a peace. It is somewhere.

I believe it is somewhere in econst, just search "warexpire" or just war and I am sure you'll find it :wink:

dearmad
08-01-2006, 19:52
Thanks I'll try that...

dearmad
08-01-2006, 20:19
No luck on warexpire... and war yields mostly relationship things... I see no timer of any sort attached to this. Anyone else possibly know? or can you try to remember Elvain?

Doux
08-01-2006, 21:40
Maybe if you higher AgrPeaceBase = 0 in personalities.in2, the AI won't sign peace so easily. Only a wild guess though. In econst.in2 are some times for NAP/Peace, but not for war.

dearmad
08-01-2006, 22:55
In econs what is invadelongtime and invadefirsttime? Do you know about those?

I'm trying agrpeace at -100.

Doux
15-01-2006, 22:05
I have no idea, really. Invadelongttime and firsttime maybe have to do with marching through "enemy" lands with whom you are at peace/trade -that's bad for relations.