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zParsifal Uploader Mar 18, 2011, 01:07:32 am 2 14
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1  Diplomacy 3.3.2+ imprv. 2011-06-15 + PBOD 0.88 Jun 15, 2011 3.6 9,429 5.0 / 5.0 22,762 1.79 MB 1
2  Diplomacy 3.3.2+ improvements (updated 2011-06-15) Jun 15, 2011 3.56 9,320 5.0 / 5.0 29,359 1.98 MB 16
Comments
2011-06-15 Update

Bugfixes
  • Fixed bug preventing men from asking female claimants about marriage.
  • Fixed dialog mistake where the game doesn't take into account that the player is betrothed.
  • Fixed bug with all young unmarried lords being bastards (they were their mothers' sons, but their fathers were unknown).
  • Fixed gold being added to the inventory rather than the wealth slot of lords who loot the player.

Tweaks
  • Tweaked the way that claimants evaluate a player's proposal.
  • Altered the order that the (synonym for king) check is made in one place, to make it apply to ordinary player kingdoms as well as players co-ruling an NPC faction.
  • Altered the conditions for a variant marriage dialog appearing, and added another option for response.
  • For terrain advantage, drew a distinction between "default terrain values" and "do not use any terrain modifiers."
  • Minor wording changes.

Modding changes
  • Added support for sexism against either gender on a per-faction basis. (If a faction has a prejudice, there are individual lords who will ignore it.) None of this applies if sexism is turned off.
  • Removed some irrelevant debug messages.
2011-06-13 Update

Bugfixes
  • Fixed divide-by-zero error in "Can I convince you to support someone else?" conversation.
  • Fixed potential bad "father of the bride" troop number in the wedding cutscene.
  • For optional economic changes MEDIUM or higher: fixed a good availability calculation. (Before it wasn't checking for production by trade partners like it was supposed to.)
  • Fixed a troop ID error in the "intervene in a quarrel between two lords" quest dialog.
  • (Native) Stopped some political debug messages from showing up when trying to convince someone to join your kingdom, unless you have cheat mode enabled.
Notes for the 2011-06-12 update.
2011-06-12 Update wrote:

Bugs fixed
  • Fix for EXPERIMENTAL/HIGH Economic changes: there was a bug that caused lords not to receive their weekly stipend, which would make them stop recruiting unless they had income from fiefs.
  • Fix for menu that could display when the player was the co-ruler of an NPC kingdom. "As you approach, you are spotted by the castle guards, who welcome you and open the gates for their {s10}" was previously using the wrong string register, and so would have garbage printed where the last word should be.
  • Fix for the "player court lost" check for when the player is co-ruler of an NPC kingdom.
  • Fixed a non-working feature in the truce AI. The AI has a number of conditions it uses when evaluating a player's peace offer, but one of them wasn't being properly applied.

Changes
  • Expanded the situations in which an NPC kingdom will grant diplomatic recognition to a player's faction, as discussed in another thread. Also increased the messages the player gets when the NPC kingdom refuses, to sometimes give more of a hint of why they refused.
  • In evaluating whether to accede to a player's demand to give up territory, the NPC faction takes into account where it is located (they will be less likely to give up a castle in their heartland or on the border than one isolated deep within your kingdom).

As always you can apply this update and keep using your existing saved games.
Notes for 2011-06-11 update.
Update 2011-06-11 wrote:
Mostly bug fixes, but a few tweaks.

Bug fixes:

* From Killakot's screenshot, fixed bugs regarding script_dplmc_distribute_gold_to_lord_and_holdings and script_dplmc_remove_gold_from_lord_and_holdings.
* From Apstinentas's bug report, fixed bugs related to lords speaking like lieges.
* Fixed the bug FeralCrazed reported about the option to loot towns/castles and split the spoils with your accompanying vassals not working.
* Fixed a gender check that was the wrong way around, which in certain situations prevented players from courting opposite-sex NPCs.
* Fixed some behavior when the player is co-ruler of an NPC kingdom and appoints a new marshall.


New stuff:

* When approaching a town, the "You see your spouse's banner" text has been expanded to include other forms of relations.
* When listing lords/ladies in some situations, include the character's relation with the speaker and/or the listener. For example, "Your cousin, Baron Harkonnen" or "My wife, Lady Jessica" or "Our grandfather, Duke Atreides." (For modders, this uses the newly-added script_dplmc_cap_troop_describes_troop_to_troop_s1. Altering it will replace this behavior in several places.)
* Made an improvement to the way script_get_kingdom_lady_social_determinants deals with certain odd situations.
* When lords grumble about the appointment of a marshall, sometimes the player will hear about it, depending on his ties to the lord in question and the extent to which he has his finger on the pulse of the kingdom's politics.
* Added gender checks to a few more pronouns.

Tweaks:

* In Native there is a periodic check for NPCs for them to slowly forget grudges. In a previous release I altered the way it works for lords in exile, and in this release I've revised that alteration. (Originally I changed it so lords in exile are forgiven more quickly by everyone. I have revised it so that the increase only applies to the lord's original faction, and is not as great an increase as it used to be.)
* Changed the forgiveness check not to apply between the player and lords he hasn't met yet. (I consider this to be a bug in Native. There are certain lords that are supposed to be initially unfriendly to the player, but in Native their relation can slowly drift to zero before the player meets them.)


A few minor code simplifications.
Here's a summary of the various bugfixes that were released in the couple of days after 2011-06-06 upgrade.
Hotfix on June 06, 2011 wrote:
Fix for problem with budget report.
Check for bady party IDs in "script_village_set_state".
Fix on June 06 / June 07, 2011 wrote:
Fixed error for lord personalities in new games.
Fixed mistake in the autoloot condition check (it was saying your skill was too low when you had no companions in the party).
Fix on June 08, 2011 wrote:
New files have been uploaded. They contain fixes for the "you will have to speak with me another time" bug that villois reported, the "your most ardent admirer" bug that Dodgy reported, the minstrel bug from Dodgy's screenshot, and the faction AI bad party bug from Dodgy's screenshot.

It also fixes a mistake in autosell (it wasn't behaving exactly like the description in the in-game help page). Fixed some other issues with optional economic changes.

EDIT: To clarify, you don't need to start a new game. Just update the mod, and continue using your existing save.

EDIT 2: Forgot to mention another thing. If you haven't met the guild master in a town, instead of just not showing the "Speak with guild master" option, the menu now tells you that you have to meet him first. This is to avoid confusion, since it wasn't obvious why the menu item wasn't there (some people assumed it had been removed).
Parazonium wrote:
Sounds really good but how do you install it by the way? (a dumb question i know) i was just wonder how thats all.

There's a directory named "txt files (players copy these)" that has txt files that you're supposed to copy into the mod directory. It will have things in it like scripts.txt, troops.txt, etc. If you already have normal Diplomacy 3.3.2 installed, you can just copy the files straight into the Diplomacy directory, and overwrite the existing files with the same names.

(You don't actually need to install Diplomacy 3.3.2 first. If your Native module is unaltered, you can make a copy of it, and overwrite the txt files there instead.)
Here is the rest of the description of the 2011-06-06 version.
2011-06-06 description, part 2 wrote:
Other features/changes
  • Travelers in taverns can now be asked about book merchants and ransom brokers (as in rubik's Custom Commander), but only gives locations of brokers/merchants that the player has encountered before (bug-fixed 2011-04-03)
  • Copied rubik's code from Custom Commander that lets you view (but not alter) the equipment of ordinary troops in your party.
  • Added Arch3r's terrain advantage code as an option that can be toggled in the Camp menu (defaults to "on"). This mostly affects AutoCalc battles, but also will have a slight effect on the AI when it is enabled (if it's enabled, the AI lords will also use it in certain circumstances to estimate which of two groups is stronger) (added 2011-03-27; made substantial changes 2011-06-06 to make this work as intended)
  • Added support to script_troop_get_family_relation_to_troop for non-coded family relations of certain faction leaders and pretenders. (The Vaegir claimant is the king's cousin; the Khergit claimant is the king's brother.) Mods that do not use standard faction leaders/pretenders should remove this (added 2011-04-03). Expanded further to allow more types of relations, such as grandparents and half-siblings (added 2011-06-06).
  • When trying to convince a lord to support a candidate for an honor, the lord will not refuse because "I would not wish to strain my relationship with {s4}" if {s4} actually supports your choice! (added 2011-06-06)
  • If you are in a life-and-death struggle in a tavern and are a lord of the realm, you aren't going to be prevented from using ranged weapons by a tavern keeper shouting "No shooting!" (added 2011-06-06)
  • In a wide variety places, when commoners or the player's subordinates address him as "sir/madam", replace this if appropriate with "my lord/my lady" or "your highness." Different people won't always use the same titles: peasants tend to be obsequious (like calling every random man "sir"), and your own followers and people in your kingdom will certainly acknowledge your rank, but especially if you are not a member of an established kingdom subjects of other kingdoms may be less quick to pay lip service to your alleged station. (added 2011-06-06)
  • The way that NPC lords choose which fief to use as their "home" is now less arbitrary. Instead of picking the one with the lowest ID #, pick in order of preferences: towns before castles; their ancestral fief before other fiefs; and fiefs in their homeland before foreign fiefs (added 2011-06-06).
  • When you kidnap a lady, you suffer relation loss with her guardian and potentially other family members (added 2011-06-06)
  • When you refuse to ransom someone, you likewise suffer relation loss with their allies (added 2011-06-06)
  • Removed upper level limits from quests, to increase the variety later in the game. Decreased the rewards when the player is over the normal level limit. (added 2011-06-06)
  • Partially re-enabled various quests that are normally disabled when the player joins or rules a kingdom, to increase variety later in the game. Your vassals and most of your fellow lords won't ask you to go fetch a bottle of milk from the market, but lords who are especially close with the player will still ask certain things, as will lords who consider themselves the player's superior. (added 2011-06-06)
  • In a few places, NPCs will substitute culturally appropriate terms for certain words. Many times there is no difference, but it allows easy customization for other settings (added 2011-06-06).
  • Like in rubik's Custom Commander, you can sell your prisoners all at once to a ransom broker. Also, they tell you the price they'll give when they ask if you're sure (added 2011-06-06).
  • When determining the strength of a faction to evaluate whether to attack it, NPC kingdoms take alliances into account (added 2011-06-06)

Diplomacy bugs fixed
  • Added Caba`drin's fix for the infamous battle continuation bug, that prevents you from retreating if someone is standing near your body (added 2011-06-06)
  • Found and fixed the part of Diplomacy that (I think) was causing the fake war declarations.
  • Disabled "send your spouse to buy bread" in some circumstances that could result in them existing in duplicate parties A fuller solution is planned but not yet ready (added 2011-03-27)
  • Fixed bug when the player moves her/his household and is married to an NPC lord, that would cause the spouse to exist in two places and possibly cause the AI to behave weirdly (added 2011-03-27)
  • Fixed a random number bug in the "send your companion to recruit a lord" calculation that caused rejection far more often than intended (added 2011-03-27)
  • Fixed dialogue reference from "companion_truce_pay" to "dplmc_companion_truce_pay", which could make the game uncontinuable in a certain situation (added 2011-03-27)
  • Lords now receive gold player gives them for surrendering during a siege, paying for truce, and bribing to go to war (added 2011-04-03).
  • Disbanding patrols should now work properly, thanks to Caba`drin (added 2011-06-06)

Native bugs fixed
  • Fixed bug where daughters were assigned to their own "mother" slots. This happens at the start of the game, but troop_get_family_relation_to_troop has been modified to work correctly on saved games with this bug.
  • Lords receive gold player gives them for tax collection quest, debt payments, bribery in "convince lords to make peace" quests, ransoms, and pardons (added 2011-04-03).
  • Fixed a longstanding bug that prevents players from receiving Right to Rule when they marry (added 2011-04-03)
  • Fixed the glitch with fief quarrel dialogs that was causing lords to say things like "It is well known that King Harlaus received the fief of Peasant Woman, which I believe should have gone to me." (added 2011-04-03)
  • Fixed a bug in fief assigning dialogs, that prevented the game from properly displaying which lords have been promised fiefs. The code was there, but was checking the wrong troop (added 2011-04-03)
  • There appeared to be something wrong with the calculation of how much gold is gained when a village is looted, in the part that took into account the prosperity of the village (added 2011-06-06)
  • Fixed bug that caused rulers and claimants to start courting ladies and caused some people to court "trp_knight_1_1_wife" (added 2011-06-06).
  • When the player is the ruler of a kingdom and pledges loyalty to another liege, make the player's vassals switch faction too (added 2011-06-06).
  • Fixed bug preventing NPC from eloping with each other (added 2011-06-06).
  • Fixed faction relation bug, where when you leave a faction you keep the relation bonuses with the allies of your ex-faction, even though you lose the penalties with their enemies (added 2011-06-06).
  • Fixed a marriage bug where the groom didn't get relation bonuses with the family of the bride (added 2011-06-06).
  • When lords pay ransoms, they lose the money. When a dependent is ransomed her relative pays (added 2011-06-06).

Trivial changes
2011-06-06: There are now too many places where spelling or English usage has been improved that it makes sense to summarize them individually.

Optional Economic Changes
(This can be changed between OFF, LOW, MEDIUM, and HIGH/EXPERIMENTAL through the camp menu, and defaults to LOW.)
  • (LOW) When trade occurs between towns, the benefits are split between the buyer and the seller, instead of just the buyer. (The rationale for this is that in Native, there is no incentive to export goods.)
  • (LOW) Merchant caravans take into account distance when deciding the most profitable trade route, as well as any mercantilistic policies imposed.
  • (LOW) Reduce price convergence caused by NPC travelling merchants (from 30% in Native to a random percentage with an average of 15%).
  • (LOW) Increase food prices in towns under siege.
  • (LOW) When the player surrenders, depending on who accepted his surrender and other factors, they may not loot his personal equipment. (This is to deal with the problem that when permanent stat loss is not possible, there is no way reason to ever surrender, since you lose the same soldiers and items either way and if you fight at least you can reduce your opponent's army.)
  • (LOW) The available gold at merchants changes with town prosperity.
  • (LOW) You receive slightly better prices selling items to the correct merchants.
  • (LOW) The rate of food stock replenishment for a castle depends on the prosperity of its village, and is stopped while the village is raided.
  • (MEDIUM) When promoting a companion to a lord, modify their starting gold (which is supposed to represent their accumulated share of the loot) by their Trade and Looting skills.
  • (MEDIUM) When calculating player enterprise profit (both for real and estimated) don't just use the price of the raw materials, but also whether they are actually available. If there is no locally-available supply, the good will have to be imported, and the effective price depends on the prices of the town's trading partners and the frequency of caravan traffic with them.
  • (MEDIUM) Food consumption at both castles and towns increases with garrison size. The average starting garrison size is the baseline. Troops beyond that eat more, although the change is less important in percentage terms for towns. Food consumption at towns increases with prosperity.
  • (MEDIUM) If a faction is run by the player (and so no one receives the weekly bonus gold that the faction leader would normally receive), and the player is married to a lord, the player's spouse receives half of the "king bonus."
  • (MEDIUM) Like NPC lords, the player loses gold when his fiefs are raided. (Only gold in your treasury managed by your chamberlain can be lost this way: the gold you carry with you is exempt.)
  • (MEDIUM) When the player party is defeated, take into account the Looting score of the victor when calculating the gold lost by the player.
  • (MEDIUM) If an NPC-owned castle or garrison has more troops than a certain minimum and it lacks the wealth to pay wages, it can suffer attrition.
  • (HIGH) When a lord loses gold due to a village being raided, the loss is first subtracted from uncollected taxes at the village before being applied to his personal wealth.
  • (HIGH) As kingdoms are eliminated, the "king/marshall bonus" for all the remaining kingdoms increases, so the total amount of gold given out remains constant.
  • (HIGH) If a lord has an excess of gold, he might distribute some of the extra to any of his fortresses that have low wealth (and don't have oversized garrisons).
  • (HIGH) When prisoners are "sold" from NPC-owned towns and castles, a small amount is added to the fief's wealth (unless it has an oversized garrison).
  • (HIGH) Mercenary party sizes increase with the player's level, the same way that lord party sizes increase, to make them stay relevant as the game progresses.
  • (HIGH) The higher the player's honor, the greater the honor loss from misdeeds.

Optional AI Changes (2011-06-06)
(This can be changed between OFF, LOW, MEDIUM, and HIGH/EXPERIMENTAL through the camp menu, and defaults to LOW.)
  • (LOW) When a lord is looking for a new faction to join, he is more likely to rejoin his original faction unless that is the faction he is leaving.
  • (LOW) When the AI picks a fief to defend from attacks, give greater priority to defending fiefs with lords than fiefs without lords.
  • (LOW) Increased the range of circumstances in which the AI will surrender to a massively superior sieging force. Factors include among other things the personality of the leader of the defenders, how much the kingdom values the fortress, and the campaign AI difficulty setting.
  • (MEDIUM) Tweak the relationship loss calculation with other lords when one lord is granted a fief, to make it slightly less unreasonable (e.g. when returning a recaptured fief to its original owner).
  • (MEDIUM) For kings and certain other personalities, when supporting lords to receive villages, changed the minimum relation a fiefless lord has to have before they will support him. (In Native, they wouldn't support a lord with relation below 0, but through dialogs kings would offer villages to players with relations as low as -5.) Fixing this removes an inconsistency, and decreases the perpetually-fiefless-lord issue.
  • (MEDIUM) For martially-minded lords, when choosing who to support to receive a fief, they will support the conquerer more often.
  • (MEDIUM) Kings use an alternate algorithm for deciding which lord would be best suited for a fief. They are more likely to award a reconquered fief to the lord who held it last; they are more likely to grant fiefs to lords that are somewhat-closeby; they take into consideration ancestral claims; and they are less likely to award every single fief to themselves because they can't think of any other candidates. (Other aesthetic factors also apply.)
  • (LOW/MEDIUM) If a lord can't think of anyone to support for a fief, use the alternate algorithm to pick someone. On LOW this just applies to kings; on MEDIUM this also applies to other lords.
  • (HIGH) When a lord or the player is courting a lady, the standard for the renown bonus is adjusted based on the renown of her daddy/guardian.
  • (LOW/MEDIUM/HIGH) Tweak the way that potential targets for attack are evaluated, to make retaking recently-lost fiefs more attractive. The magnitude of the change varies based on how high the AI Changes setting is.
Since the full description for the 2011-06-06 version does not fit above, let me try to post it here in sections.
2011-06-06 description wrote:
Major features
  • Lords in halls are sorted by the time you last spoke to them, so you can speak to every lord in your feast by repeatedly leaving and entering the hall.
  • Enabled exchanging fiefs with other lords of the same faction (altered 2011-03-27).
  • Allowed male PCs to marry female lords (such as promoted companions in Native).
  • You can try to convince a lord to support another candidate (not just yourself) to receive a fief or to become marshall (released 2011-04-03).
  • It is now possible to marry pretenders and become the co-ruler of a kingdom (added 2011-06-06).
  • Female players have the option to play with or without sexist game elements (added 2011-06-06).
  • Optionally allow lords to eventually return from exile, either pardoned by an NPC king or seeking a pardon from the player. This option is ON by default, and can be changed in the Camp menu (experimental 2011-04-03; full 2011-06-06).

Diplomacy features altered
  • New Mercantilism policy slider (added 2011-06-06)
  • Fixed mistake in Diplomacy truce cost calculations (there was a sign error that was making the computer almost always agree to truces when it shouldn't). Made enemy kingdoms slightly less easy to take advantage of.
  • When the AI is the one asking for peace, and the player imposes terms, make the AI more intelligent regarding whether or not it agrees to them. (Before, there was a random chance that the AI would agree to any demand no matter how large, so you could repeatedly make absurd demands until they accepted.) (added 2011-06-06)
  • For paying to escape in sieges, increased the cost to be similar to ransom (since the player is effectively ransoming himself). Removed the bonus reputation this gives with the enemy. Also, before castles conquered this way didn't get initial garrisons; changed the code to give them some.
  • Various minor improvements to Chancellor's lord descriptions. Made the Chancellor's descriptions use the correct pronouns for the lord's gender. Altered love interest display script to stop printing things like "knight_lady_1_1", but it still sometimes gives garbage. Suppressed information about rivalries with characters who are in exile or retirement, and added descriptions for marriage.
  • Unlike most lords, Custodian lords (i.e. merchants and similarly-minded companions like Marnid and Artimenner) like a kingdom culture that is biased towards Plutocracy rather than Aristocracy. Benefactor lords (i.e. benevolent companions such as Bunduk and Jeremus) prefer freedom to serfdom (added 2011-03-27)
  • Lords remember the things the player said to recruit him (e.g. "I will uphold your rights as a noble"). If the player doesn't follow through, the lord might be disgruntled depending on whether he liked the idea in the first place (added 2011-06-06)
  • When the player recruits a lord with various promises (e.g. "I will uphold your rights as a noble"), if he rules in a way that violates those promises the lord will be disgruntled (added 2011-06-06)
  • The "Quality" setting is now reflected slightly in troop composition. Before, the benefit of more Quality was taken into account in AutoCalc battles but not in the actual troops, while the benefits of Quantity were applied in ways that always mattered. (added 2011-06-06)
  • AutoLoot no longer uses a "pool" troop. The requirements have changed from "Inventory Management 3+ and a Chamberlain" to at least one of the following: the player has Inventory Management 2+, the party has Looting 2+, or a companion has Inventory Management 3+ (added 2011-06-06).
  • Added a version of rubik's AutoSell, modified so that it sells from the player's inventory. The way it works is described in the in-game "Game Concepts" help documents: it doesn't sell anything the player has equipped or in the first three slots of his inventory, and uses certain rules to avoid selling your alternate gear. (added 2011-06-06)
  • For bribing another country to declare war, made some changes. Instead of the cost being a flat 5000 denars, the cost varies based on a variety of factors. Also limited the cases where a kingdom will agree to declare war while receiving nothing in return; in general it doesn't make sense for them to do that. (added 2011-06-06)
  • Rebalanced relation gain from looting castles and sharing it with your vassals to be closer to the 1000 denars per +1 relation standard. On the plus side,
  • Changes to dividing spoils with your followers: the efficiency of the relation gain will not exceed 1 per 1000 denars, to maintain parity with Native means of gaining relation. (As an example, if a vassal's share of the loot is 1700 denars, he will have a 30% chance of +1 relation and a 70% chance of +2 relation.) The lords will now have the gold added to their wealth. Companions who object to raiding villages will react unfavorably if you loot a town, but do not object to raiding fortresses. (added 2011-06-06)

Lady features
  • Ladies now can be asked about their relatives if you are on speaking terms with them, and will give similar information to that available from the chancellor, plus location (for lords) or recent rumors (for unmarried ladies).
  • Ladies now charge less for improving relations with their relatives. Distant relatives receive less of a discount than close relatives.
  • Ladies can be asked about ongoing feasts.
  • Players can continue to dedicate tournaments to other ladies after marriage, although it may annoy their wife.
  • Players may continue to dedicate tournaments to their wife after marriage (added 2011-06-06)

Companion features
  • Players can now assign the skill points of former companions who became lords (including pretenders).
  • Bunduk's title is "Tribune", since he insists on that in his acceptance dialogue (altered 2011-06-06: now it isn't just Bunduk, it's any Benevolent or Custodian lord whose native faction is fac_kingdom_5)
  • Niz'ar is not considered a commoner for the purpose of fife promotion, as that contradicts his backstory. (Regardless of the veracity of his origin, other characters with hard-to-verify claims of being distant nobility are treated seriously.)
  • Changed the way that companions wander to alter a restriction that doesn't always make sense, although it isn't particularly noticable (added 2011-06-06)
  • If you send a Companion to spread support for you as king, and later govern in a way that contradicts what you told them to gain their support, they will become disgruntled. On the other hand, if you rule in the way you promised them, they will be additionally satisifed. (added 2011-06-06)
  • Made some changes so promoted companions can court each other, and their romantic preferences will take into account their likes/dislikes (added 2011-06-06)
  • When a companion is on the verge of leaving your party, the player has the option of sweetening his attempt to persuade them to stay by offering them a bonus.
  • When trying to convince companions not to leave your party, the "persuasion attempt" may use Leadership instead of Persuasion. That's the way it should have worked in the first place, as Leadership is the skill the player uses to maintain party morale and keep non-named NPCs from deserting (added 2011-06-06).

Other kingdom management features
  • In a rebellion, added the option to defer the assignment of newly-captured fiefs.
  • Added Cabra'din's code that allows players to set a custom title for their kingdom's lords and ladies. (Bunduk remains a Tribune, however.)
  • When assigning fiefs through your minister, the number of fiefs already owned by each lord is displayed next to his name (added 2011-03-27), and also the lord's relation with the player (added 2011-04-03)
  • Added a new display option for the Known Lords by Relation report. It only shows lords who belong to the player's faction, and also lists how many fiefs they each have (added 2011-04-03)
  • When giving a suggestion to a lord, some options previously only available to marshalls are now also available to kings. The previous state of affairs did not make sense (added 2011-04-03)
  • Lords being exiled or pardoned, marriages, and fiefs being awarded are important political events. Because of this, they should be mentioned in the game log (added 2011-04-03)
  • When meeting an enemy king in the field, if the player is ruler of a kingdom he can negotiate a peace with terms, like he can when asking for peace through his minister.(added 2011-06-06)
  • From the Floris mod compilation, added the ability to rebel against your liege without waiting for a pretext such as a denied fief. Altered this from the Floris version: honor loss and/or relation loss with the king's supporters may apply based on a variety of factors (added 2011-06-06).
  • Increase the player may now give troops to more lords than before. (In Native, only your vassals would accept troops from you.) Now, you can give troops to your spouse and certain close allies. When you are faction marshall, as commander of the kingdom's armies you may also give troops to other lords. To balance this, the number of troops a lord will accept from you is no longer unlimited: on Hard he will only take more soldiers if he has less than 150% his maximum party size; on Medium he can have up to 200%; and on Easy he can have up to 400% (added 2011-06-06).
  • The player may give troops to garrisons owned by certain lords, depending on the player's status and his relationship with them (in Native, you can only give troops to unassigned fiefs and fiefs owned by your spouse) (added 2011-06-06)
  • If you dismiss an employee (chamberlain, constable, chancellor), in addition to rehiring them through your spouse you may also try to contact them through the tavern travellers (added 2011-06-06)
  • Imported Floris dialog options letting you rebel directly from your liege by leaving his kingdom and refusing to hand over your fiefs. Relation and/or honor loss may occur, according to rules similar for rebelling with a spouse. (added 2011-06-06)

Diplomacy features altered: affiliate to a family (added 2011-04-03, see disscussion thread)
  • The same way lords of a faction always know where their allies are, a player who affiliates to a family gains this ability regarding his house. This information is visible under the Reports menu.
  • The extra relationship penalty when an affiliated lord is defeated or imprisoned does not apply when the player is currently wounded or captured.
  • Affiliated lords are more willing to receive tactical suggestions from the player, and the full range of suggestions are open even when the player is not marshall.
  • Affiliated lords are more willing to engage in intrigue with the player. This reflects the idea of the House as a political alliance.
  • When affiliated lords are defeated or imprisoned, you are informed of the name of the place they are being held since you are expected to rescue them (added 2011-06-06)
  • Implementing the oft-requested feature for affiliated lords to notify you of their plans (added 2011-06-06)
  • Affiliated lords have an increased willingness to fight alongside the player even if they personally dislike him (added 2011-06-06)
  • Affiliated lords act more like a political alliance: when deciding who to support to receive a fief, they all consider each other "close allies" for the purposes of the standard decision checklist. (added 2011-06-06)
  • Affiliated lords will accept troops from the player, as mentioned in the "kingdom management" section (added 2011-06-06)
  • Minor dialog change to make it less confusing when someone who likes the player refuses affiliation (added 2011-06-06)
  • For sending an emissary to persuade a target, changed the "talk like a fool" error message to give more of an indication of how much the messenger failed by. Also adjusted the base failure chance so a companion with Persuasion 5 will have a 50% chance of failing outright instead of a 65% chance (added 2011-06-06).
  • Affiliated family members have an increased willingness to intrigue with the player (2011-06-06)

Support for kingdom ladies and commoners as lords
This section is not adding new features, but making the features the game already has work properly with ennobled commoners and kingdom ladies who have obtained fiefs. (The latter cannot happen in Native or Diplomacy 3.3.2, but some modified games allow it.)
  • In npc_decision_checklist_marry_female_pc, added behavior for non-noble personality types.
  • In get_relevant_comment_for_log_entry, altered moralistic ladies to use the lines for upstanding lords and altered ambitious ladies to use lines for cunning lords (added 2011-04-03)
  • In the "willingness to intrigue" check in dialog state lord_recruit_1_relation, added support for certain lady personalities (in terms of how willing they are, and what lines they speak). Instead of using the defaults, moralistic ladies use the settings for upstanding lords, and ambitious ladies use the settings for cunning lords (added 2011-04-03)
  • For fief selection, benefactors, moralists, romantics, and conventional maidens use the same thought processes as upstanding and good-natured lords (added 2011-04-03)
  • Commoners who are opposed to attacking innocents or raiding merged caravans will no longer do such things when they become lords (added 2011-06-06)
  • Continued adding support for commoner and lady personality types and companion morality types to places where personality is taken into account; mentioning each individual place this happens is impractical (added 2011-06-06)
  • In a great many places where the game assumes gender, check gender and use the correct words/pronouns (added 2011-06-06)

Other marriage-related changes
  • The way your wife/husband addresses you will change based on their relation with you. (This may seem like a silly feature, but someone mentioned that they wanted it on the forums, and it seemed harmless.) (added 2011-03-27)
  • Some Martial and Upstanding lords will potentially marry female characters, in contrast to Native where all they all automatically refuse (added 2011-06-06)
  • NPC-to-NPC Marriages can occur in a greater range of venues (added 2011-06-06)
  • Tweaked the way the minister/"father of the bride" troops for the wedding cutscene are determined, so there is less of a chance of using the default stand-ins. (added 2011-06-06)
Here is the rest of the changelog for 2011-06-06.
changes to module_triggers.py wrote:
-Optional economic changes (ECONOMIC CHANGES LOW): available gold at merchants scales with prosperity.
-Disabled Diplomacy 3.3.2 autoloot initialization. Now this is done elsewhere.
changes to module_strings.py wrote:
-Changed a number of strings to change gender based on reg4 / reg3 / reg65.
-Added opposite-player-gender versions for a number of strings. Among other things the comments from "script_get_relevant_comment_to_s42" were altered, as were rumor strings, and quarrel strings.
-For some strings, replaced {sir/madam} with {s0} for use with other scripts that write something appropriate there (e.g. "sir/madam", "my lord/my lady", "your highness")
-For some of the claim reaction strings ("You speak of..."), replaced certain key words with s14 or s15, so they can be substituted.
-In a few places, wording changes.
-Added strings used by autoloot from rubik's Custom Commander.
-Added a few minor comments/notifications/titles.
changes to module_mission_templates.py wrote:
-BUGFIX Credit Caba`drin, for the notorious Diplomacy battle continuation bug that prevented you from leaving the battle if anyone was too near your corpse.
-If you are a noble of a kingdom in a life-or-death fight, the tavernkeeper's protestations aren't going to stop you from using ranged weapons.
changes to header_operations.py wrote:
-From CC, added troop_inventory_slot_set_item_amount and troop_inventory_slot_get_item_max_amount as lhs operations
changes to module_presentations.py wrote:
-Added a mercantilism slider to the faction setting presentation. Also, synchronize settings if the player is ruler or co-ruler of an NPC faction.
-For the budget report, added support for the player being ruler or co-ruler of an NPC faction.
-Altered "dplmc_peace_terms". Made the AI slightly less pliable: for example, some players report repeatedly demanding hard-to-take fiefs from the AI, until the AI randomly accepted. Now, NPC kingdoms will never yield fiefs unless they want peace badly (before, there was a low chance of them accepting any demand, regardless of how large it was). Some other changes were made to how they value fiefs and when they are willing to give them up to make that sort of abuse less easy, and the game more satisfying. The conditions adjust based on the game's "Campaign AI" setting. (Also, now when you extort money from a faction, their leader actually loses the money.)
-Included Caba`drin's updates to the custom vassal title presentation from 2011-04-24.
-Added Autosell presentation from rubik's Custom Commander.
-Added Auto Buy Food presentation from rubik's Custom Commander.
changes to module_simple_triggers.py wrote:
-In a number of places added support for kingdom ladies who have been promoted to kingdom heroes.
-In a number of places excluded dead/exiled heroes from consideration.
-Optional economic change (CHANGES HIGH/EXPERIMENTAL): when prisoners are pruned from NPC-owned centers, some portion of their value is added to the center wealth.
-Optional economic change (ECONOMIC CHANGES MEDIUM): NPC garrisons can suffer attrition if they can't pay wages, down to a certain limit. (This is to counter the often-observed ratchet effect.)
-Ambitious ladies (if lords in their own right) are peeved by fieflessness.
-When processing siege AI, use terrain advantage if the setting is enabled.
-When one of your villages suffers a livestock epidemic, display a message if the player has a chamberlain.
-Female characters can receive offers to join a faction if prejudice is disabled. (For the "female-to-female" talk, made a small change that makes the order slightly less predictable.)
-For invocation of "script_cf_select_most_profitable_town_at_peace_with_faction_in_trade_route", included the third required parameter.
-Optional economic change (ECONOMIC CHANGES LOW): the replenishment of castle food stocks depends on the prosperity of their villages, and is halted while the village is being raided or recovering.
-A few extra checks here and there to avoid errors.
-Adds version checking, to detect when Diplomacy is being run on an old savegame, so certain one-time operations can be run. The version is stored in the "dplmc_slot_troop_affiliated" slot of "trp_dplmc_chamberlain" (which has no other legitimate use). In the future this may also be used when updating from one version of expanded Diplomacy to another. (The one-time operations involve setting a variety of slots, etc. Nothing will break if they aren't set -- I wrote the rest with the assumption that they might not be -- but some new features will not do anything.)
-Reduced the efficiency of gift caravans to be closer to par with Native's "1000 denars per 1 relation" benchmark. The exact value of the gift is influenced by a number of factors related to the demand for the goods at the destination. (On campaign difficulty settings below Hard, something closer to the original formula for relation gain is used.)
-For monthly policy processing, added mercantilism slider. For monthly relation changes, lords remember your promises when you recruited them, and will react poorly if they are broken (unless the promise was about something they didn't care about).
-For lords returning from exile, changed the check interval from monthly to weekly. Also changed the way the lord to return is selected.
-Changed the check that automatically breaks player affiliation if relationship drops too low. The old (original Diplomacy 3.3.2) behavior was to break the affiliation if there was any affiliate with relation at -20 or worse. Now, the relationship will only break if there's an affiliate with -20 or worse, *and* one of the following is true: (1) the lowest affiliate relation with the player has greater magnitude than the highest positive relation; (2) there are more affiliates with negative player relation than player relation 20+. (In other words, it's a pseudo-voting system, where a single guy who dislikes you won't outweigh five guys who are huge fans, but a single guy who hates your guts can get you kicked out if most other people are indifferent.)
-When the player loses his last fief, the amount of gold he loses from the treasury depends on the difficulty setting.
-BUG FIX (for Native behavior): when the player leaves a faction, his old positive relations with other kingdoms do not carry over.
- In a variety of places, added checks for gender (to use the right pronouns, etc.) where there hadn't been any before.
- Replaced uses of troop_get_type with scripts such as "script_cf_dplmc_troop_is_female", so gender will still work in mods with multiple races.
-For the player, replaced checks with use of the "$character_gender" variable that gets set during character creation.
- In a variety of places, added support for the player being ruler or co-ruler of an NPC faction.
changes to module_constants.py wrote:
-Added constants "dplmc_treaty_trade_days_expire", etc. to substitute for numbers elsewhere in code
-New possible values for slot_troop_playerparty_history (used to track certain conditions aside from its original use)
-New occupation dplmc_slto_exile (using this to track the difference between people outside of Calradia and actual outlaw leaders)
-New occupation dplmc_slto_dead (this is never used, but it's checked in various places to prevent people from showing up who shouldn't)
-Added "cultures_begin", "cultures_end" for the fac_culture_1-6 range.
-For rubik's automatic food purchasing added "dplmc_slot_item_food_portion", using the same slot as "dplmc_slot_item_leg_armor" (since there is no edible armor in the game)
-For rubik's improved automatic selling added "dplmc_slot_item_type_not_for_sell"
-Deprecated "dplmc_slot_troop_political_stance" (which was only used in one place to hold a temporary value), replacing it with "dplmc_slot_troop_temp_slot".
-Added additional center slots "dplmc_slot_center_ex_lord, dplmc_slot_center_original_lord", "dplmc_slot_center_last_transfer_time"
-Added village slots "dplmc_slot_village_trade_last_returned_from_market", "dplmc_slot_village_trade_last_arrived_to_market"
-Added town slots "dplmc_slot_town_trade_route_last_arrival_1" through "dplmc_slot_town_trade_route_last_arrival_15"
-Added faction slot "dplmc_slot_faction_mercantilism"
changes to module_dialogs.py wrote:
-Changed wording in a few places (trivial spelling or phrasing errors fixed).
-Replaced friend/enemy party strength check (for "$g_ally_strength", "$g_enemy_strength", and "$g_strength_ratio") to account for terrain if that setting is enabled.
-Replaced uses of troop_get_type with "script_cf_dplmc_troop_is_female" in quite a few places. The motivation for this is for mods that have multiple phenotypes, so gender still works if you use type for "races".
-For the player, replaced checks with use of the "$character_gender" variable that gets set during character creation.
-Changed quite a few things to check troop genders and use alternate words/pronouns based on gender.
-Changed many places that assume that if the player is a ruler, the faction he leads is fac_player_supporters_faction to account for the possibility that the player is the ruler or co-ruler of an NPC kingdom.
-Changed faction policy settings to account for the case when the player is ruler or co-ruler of an NPC faction.
-Added mercantilism policy setting to minister's dialogs.
-Disabled setting kingdom culture, petitioning another king to accept you as vassal, and declaring war when you are co-ruler of a kingdom. (For war, you should speak with your co-ruler.)
-In several "award fief to vassal" dialogs, replaced the use of s50 and s51 with s0 and s1.
-Changed various reference to "active_npcs_begin" / "active_npcs_end" to support promoted kingdom ladies. (The ability to change a kingdom lady into a kingdom hero was not included in the update).
-Added some checks for when the "high prejudice" option is enabled (by default it is off), where the player's effective renown is lowered. If the setting is enabled, also re-enabled some obnoxious dialog that Taleworlds removed from the game. Whether this occurs depends on the speaker and the speaker's faction ("script_cf_dplmc_faction_has_bias_against_gender" is used in some places).
-Added checks for the "disable prejudice" module option. If prejudice is disabled, in a variety of places where women are not usually presented with the same options as men (for example, checking whether they would be awarded fiefs on joining a faction), women are given the other result instead.
-Replaced "sir/madam" with script_dplmc_print_subordinate_says_sir_madame_to_s0. This is intended for situations where the phrase is intended to be respectful, which it is at the begining but becomes increasingly inappropriate as the game progresses.
-Added dialogs for selling all prisoners, either to Ramun the Slave Trade or to Ransom Brokers. This feature was taken from rubik's Custom Commander, with the difference that the NPC's response is along the lines of "I'll take those 5 prisoners off your hands for 250 denars. Do we have a deal?" instead of just "Are you sure?"
-Added support for polygamy to a variety of checks. (The ability to acquire multiple spouses was not added.)
-Used "script_dplmc_print_cultural_word_to_sreg" to replace words with culturally-appropriate equivalents in a number of places.
-When you are trying to convince a disgruntled companion not to leave, added an option to bribe them instead of just relying on your pretty face. Also, because this is the way it should have worked from the beginning, the check uses "Leadership" instead of Persuasion unless the latter is higher. (Cheat mode only: You can give the "we hang deserters in this company" response. The companion stays, but you lose relation with them and any companions you have who dislike it when you mistreat troops.)
-Added separate "companion leaves party" behavior when the one leaving is a temporarily-joined lord or companion. (The feature that allowed them to join in the first place was cut from this release.)
-Altered some of the "member_*" dialogs to stop them from appearing for non-companions.
-Alternate use of slot_troop_playerparty_history to track whether companions/ladies have been given promoted (since there are certain events that can reset slot_troop_occupation).
-Change that can't come up: if you promote your spouse to a kingdom hero, they use your banner. (The actual ability to promote a non-lord spouse was not completed for the release.)
-OPTIONAL CHANGE (ECONOMICS MEDIUM): Initial wealth of player companions depends on a combination of their trade and looting skills.
-When promoting a companion, the "Tribune" dialog triggers for any companion whose original faction is "fac_kingdom_5" and whose personality is lrep_custodian or lrep_benevolent, instead of just for "trp_npc10". (By default this has no effect, but in submods this could matter.)
-The cooldown time before the player can appoint a new marshall now varies based on his kingdom's centralization. (More centralized kingdoms allow him to replace the marshall more quickly, while decentralization makes it slower.)
-Added an "armory" for storage (via the constable) when you have a castle.
-The "item pool" is no longer managed via the chamberlain, so outdated references have been removed. (The items can still be accessed, but they have nothing to do with autoloot anymore.)
-For hiring/rehiring the chancellor/constable/chamberlain, gave alternate lines to spouses for whom the "old friend of the family" line is dubious. (Right now, it isn't enabled for companions, because most of them are either foreigners or unlikely to have "family friends" who are nobles.) Also gave an alternate line when rehiring a former employee.
-Changed uses of "script_dplmc_get_item_buy_price_factor" to include new argument (designed to avoid the need to set the talk troop).
-When trying to convince your liege to declare war, there is a penalty if your kingdom has a treaty with the target kingdom.
-For affiliating to a family member, made the refusal message less confusing when the troop has a positive relation with the player.
-For sending an emissary to persuade a target, changed the "talk like a fool" error message to give more of an indication of how much the messenger failed by. Also adjusted the base failure chance so a companion with Persuasion 5 will have a 50% chance of failing outright instead of a 65% chance.
-For bribing another country to declare war, made some changes. Instead of the cost being a flat 5000 denars, the cost varies based on the strength of the kingdom you are bribing, and their evaluation of their relative strength with the other kingdom. Also limited the cases where a kingdom will agree to declare war while receiving nothing in return (in general it doesn't make sense for them to do that). Also took into account any treaties the kingdom has with the target kingdom.
-BUGFIX, credit Caba`drin, for disbanding patrols.
-OPTIONAL CHANGE (AI CHANGES LOW or HIGHER) The range of situations where the AI will surrender in a siege has expanded. A variety of factors influence whether or not the defenders are willing to give up the castle or will fight to the last.
-When you free a lord from captivity you get a relationship boost with their friends. (I thought the game already did this, and was surprised when I discovered it did not.) Also added the oft-requested feature to enable this for affiliates.
-When you pay someone a toll in exchange for not attacking you, he receives the money.
-Factored out a repeated code block and turned it into a script, "script_dplmc_print_player_spouse_says_my_husband_wife_to_s0". (Also, making it a separate script made it more straightforward to give it more complicated behavior.)
-Re-ordered certain conditional greetings (so conditions that are sometimes true for some troops are checked before conditions that are always true for those troops).
- (Fixed bug from my previous version) Ladies no longer start "talking like lords" when you're courting them.
- Fixed an inconsequential error in lord_denoun
From a code perspective, here is some of what changed in the 2011-06-06 release (continued in the next comment).
changes to module_scripts.py wrote:
-In "script_game_start", use alternate meaning of slot_troop_home for non-companions to mean "ancestral fief". Set new center slots "dplmc_slot_center_original_lord", "dplmc_slot_center_ex_lord", "dplmc_slot_center_last_transfer_time". Give Etrosq Castle to Lord Etrosq at the beginning (why wasn't this being done already?). For towns initialize new array of slots "dplmc_slot_town_trade_route_last_arrivals_begin" for caravan arrival times from each route. For kingdom ladies, give them initial relation values (only with other ladies and related lords, to avoid messing up courtship) and set their original factions. Initialize autoloot and autosell.
-In "script_game_event_simulate_battle", added support for terrain advantage. When affiliated family members are defeated, skip the relation loss from affiliates in factions at war with them (since they are willing to attack them themselves), and attenuate it when they are in a faction hostile to the player's (*except* when the player is the leader of his own faction, and so is held responsible for the war). The magnitude of the relation loss now varies based on difficulty setting (it is now lower except on Hard, where it is the same as it was before).
-In "script_game_event_battle_end", you receive more detailed information about where defeated affiliates are being held.
-Optional economic changes (LOW+) in "script_game_get_item_sell_price_factor". There is a slight incentive in towns to sell items to the correct merchant; they give slightly better prices. Also, food prices increase in towns under siege.
-In "script_get_trade_penalty", redirect the script to "script_dplmc_get_trade_penalty" which parameterizes customer and merchant, so we can get prices for various merchants without setting and reverting $g_talk_troop.
-In "script_start_wedding_cutscene", adjusted who takes the place of the bride in the animation. Changed the gender requirements for bishop/father-of-bride/etc. to vary depending on other things, and expanded the number of troops considered for those roles.
-In "script_game_get_troop_wage" added condition for temporarily-joined lords. (Allowing lorded former companions to temporarily join your party was planned but not included in the release.)
-In "script_game_get_total_wage", if the player leads a kingdom take into account centralization. The effect is attenuated for nascent kingdoms.
-In "script_game_get_morale_of_troops_from_faction", in the absence of any other morale modifier for a faction, if that faction is the player's culture apply a small positive.
-In "script_game_get_troop_note", relatives can now be shown for kings and pretenders. Added checks/descriptions for dplmc_slto_dead and dplmc_slto_exile.
-In "script_initialize_aristocracy", some changes that by default do nothing. Set slot values of parents to unique negative numbers rather than -1, to make it possible to detect shared parentage in certain arrangements (this has no effect by default, but in mods with different family structures this can be required).
-In "script_party_get_ideal_size", limit the positive or negative effect policies can have based on the size of the faction. Also changed the script to calculate "ideal sizes" for castle/town garrisons (these are based on the average garrison sizes at the start of the game).
-In "script_game_check_party_sees_party", add support for lords who dislike attacking merchant caravans/villagers, by making them unable to see them except when they're engaging in combat.
-In "script_setup_talk_info" and "script_setup_talk_info_companions", make sure the variable $character_gender (which is set during character creation) has the correct value.
-In "script_do_merchant_town_trade", if optional economic changes are enabled, the benefits are applied to both the town of origin and the destination, instead of just the latter.
-In "script_party_calculate_strength", REMOVED terrain advantage code. That has been moved to a separate script that is called with an explicit terrain argument. (This is due to the use of cumulative parties to hold "all the attackers", etc.)
-In "script_loot_player_items", fixed bug that could lead to the player losing books, etc. when he is looted. (The way the code is written, it looks like that wasn't intended, but due to a bit of carelessness it is possible.), Also, OPTIONAL CHANGE (ECONOMIC CHANGES LOW+): if the player surrenders there is a chance his personal gear will be spared (depending on the lord, etc.). This is to address the problem that before permanent stat loss is possible, there is absolutely zero reason to ever surrender (since the consequences of fighting and losing are identical to the consequences of surrendering -- both ways you lose your whole army, and at least if you fight the enemy loses some too). Also, OPTIONAL CHANGE (ECONOMIC CHANGES MEDIUM+): the amount of gold lost by the player will be increase by the other party's looting skill.
-In "script_party_remove_all_companions", changed the conditions about which towns a companion will go to if they are scattered. Also disable scattering for temporarily-joined lords.
-In "script_cf_select_most_profitable_town_at_peace_with_faction_in_trade_route", added third parameter for the ID of the party to use for distance calculations (specify -1 to ignore the distance aspect). OPTIONAL CHANGE (ECONOMIC CHANGES LOW): the Mercantilism score of kingdoms affects the travel patterns of foreign/domestic caravans, and caravans may also take into account distance.
-In "script_get_quest", re-enabled some quests for troops who are close and/or socially superior to the player that are normally disabled based on homage or level. (For quests disabled by level, the reward diminishes as the player's level grows past the normal maximum.) Also took into account companion/lady personality types and companion morality values in determining if an NPC will give a certain quest.

Quests from anyone:
-qst_deal_with_looters (previous maximum was level 14)
-qst_deal_with_night_bandits (previous maximum was level 14)
-qst_rescue_lord_by_replace (quest is not enabled; previous level range was 5-24)
-qst_deliver_message_to_enemy_lord (previous level range was 5-24)
-qst_raise_troops (previously disabled when player runs his own faction, for the silly reason that they didn't know which troop to use)

Quests re-enabled from close associates or superiors:
-qst_deliver_message_to_prisoner_lord (previous level range was 5-24)
-qst_meet_spy_in_enemy_town (previously not given if the player had homage)
-qst_deliver_message (previously no-homage, and level 0-19)
-qst_collect_taxes (was no-homage)
-qst_follow_spy (was no-homage)
-qst_capture_enemy_hero (previously could not be received when player was marshall; ALSO, changed default cooldown from 80 days to 30 days [you can use TweakMB to change this to a different value, but I'm changing it here in case TweakMB isn't compatible at the moment])
-qst_capture_prisoners (was no-homage)

Quests re-enabled from close associates only:
-qst_kill_local_merchant (was no-homage)
-qst_incriminate_loyal_commander (was no-homage)

-In "script_get_dynamic_quest", add support for various lady/commoner personalities and companion morality types. Also, player affiliates will give the quest for imprisoned fellow affiliates. OPTIONAL CHANGE (AI CHANGES LOW+): increase the range of relatives that "qst_rescue_prisoner" can be given for.
-In "script_get_political_quest"... OPTIONAL CHANGE (AI CHANGES LOW+): Certain personalities have quicker reset times for certain quests. Also, increased the range of relatives that can be targets for certain relative quests.
-In "script_let_nearby_parties_join_current_battle", affiliates are more inclined to assist the player if they don't personally like him (since, unlike other lords, they have ties to him other than personal affinity).
-In "script_give_center_to_faction_aux", added behavior to update "dplmc_slot_center_ex_lord" and "dplmc_slot_center_last_transfer_time".
-In "script_change_troop_faction", changed to stop troops from forgetting what the player said when he recruited them ("slot_lord_recruitment_argument", etc.) if they're joining his faction.
-Fix a number of courtship-related bugs that could result in pretenders/kings courting people, in "script_assign_troop_love_interests" and other places.
-In "script_troop_set_title_according_to_faction", included Caba`drin's 2011-04-24 update to his custom vassal title code. Also, the "Tribune" title is used for any companion from fac_kingdom_5 with lrep_custodian/lrep_benefactor (by default this is just Bunduk, but in other mods this could include other people).
-In "script_give_center_to_lord", changed objection behavior when OPTIONAL AI CHANGES are set to MEDIUM or higher.
-In "script_calculate_hero_weekly_net_income_and_add_to_wealth", OPTIONAL ECONOMIC CHANGES. MEDIUM: When there is no marshall, the spouse of the faction leader receives a fraction of the normal bonus for marshalls/leaders. HIGH/EXPERIMENTAL: As factions are removed, the gold bonus for each remaining faction increases so the total bonus gold given out remains constant. HIGH/EXPERIMENTAL: NPC Leadership scores decrease their wage costs like for the player (copied from rubik's Custom Commander). HIGH/EXPERIMENTAL: If the lord has enough gold, the leftovers might get distributed to any impoverished fiefs he has instead, not including fiefs that have oversized garrisons or that are under siege.
-In "script_cf_reinforce_party", take into account Quality policy. (Previously, high Quantity helped in ways visible to the player and high Quality only helped in ways visible in autocalc battles.)
-In "script_village_set_state", set some things that are not used anywhere currently.
-In "script_process_village_raids", set some things that are not used anywhere currently. OPTIONAL ECONOMIC CHANGE (MEDIUM): When the player's villages are raided, he loses gold like a lord does. The player can only lose gold from his treasury, and the loss is taken out of uncollected taxes first. OPTIONAL CHANGE (EXPERIMENTAL/HIGH): When lords lose gold from their villages being raided, the amount lost is defrayed by uncollected taxes.
-In "script_center_get_food_consumption", OPTIONAL CHANGE (MEDIUM): food consumption increases with garrison size (castles and towns) and prosperity (towns only).
-In "script_troop_does_business_in_center", display notifications for affiliates.
-In "script_decide_faction_ai", count the player's vote (previously the player's choice was never counted for the election). OPTIONAL CHANGE (AI CHANGES LOW): Change the "king overrides popular choice" threshold.
-In "script_troop_get_player_relation", added honor effects for commoner/lady personality types & companion morality types, and lrep_selfrighteous.
-In "script_change_player_honor", OPTIONAL CHANGE (ECONOMIC CHANGES HIGH): The higher the player's honor, the greater the loss from misdeeds.
-In "script_init_ai_calculation", change to use terrain advantage if enabled.
-In "script_calculate_troop_ai", added notifications for affiliates.
-In "script_randomly_start_war_peace_new", do not change the underlying algorithm, but change the order in which kingdoms consider each other to deal with path-dependent effects.
-In "script_enter_court", during feasts reserve a certain number of spots for kingdom ladies. Also changed guard troop in certain multi-cultural empires, and took a change from rubik's Custom Commander: when the player lacks a default faction, instead of using Swadian troops for cosmetic purposes, mercenaries appear instead.
-In "script_troop_get_family_relation_to_troop", add checking relations via paternal grandmother, maternal grandmother, and maternal grandfather. (In Native, just paternal grandfather is used.) In the default arrangement this is unnecessary, but it makes it possible for the script to work in mods with more complex family arrangements. Also add support for new relation types, such as half-brother, half-sister, grandmother/grandfather, grandson/granddaughter, non-blood aunts and uncles, and support for description of polygamous marriages. Also added detection of nieces/nephews/uncles/aunts through mother's siblings (previously didn't happen).
-In "script_encounter_init_variables", add support for terrain advantage.
-In "script_calculate_renown_value", add extra logic when terrain advantage is enabled.
-In "script_town_walker_occupation_string_to_s14": change to first write sir/madam/etc. to s0
-In "script_calculate_troop_score_for_center", with OPTIONAL AI CHANGES at LOW or higher, take into account the previous owner of the fief.
-In "script_do_party_center_trade", if OPTIONAL ECONOMIC CHANGES are LOW or higher, randomly reduce the percentage price convergence in order to make prices feel less static. Also update "dplmc_slot_village_trade_last_arrived_to_market" / "dplmc_slot_town_trade_route_last_arrival_#" as appropriate.
-In "script_player_join_faction", when the player is leader of a faction and pledges loyalty to another, move all heroes in his previous faction to the new one. Also, when the player leaves a faction, he does not retain positive relations from his previous kingdom. (In Native, negative relations are zeroed but positive relations are retained. This is widely considered a bug.)
-In "script_update_mercenary_units_of_towns", OPTIONAL ECONOMIC CHANGE EXPERIMENTAL/HIGH: mercenary party sizes increase with player level, the same way lord party sizes do, to make them stay relevant as the game progresses.
-In "script_update_companion_candidates_in_taverns", altered the "you can't go home again" veto.
-In "script_initialize_npcs", include pretender home slots (separate meaning) and corresponding dplmc_slot_center_original_lord slots.
-In "script_get_rumor_to_s61", add support for companion personality types.
-In "script_lord_comment_to_s43", continued support for companion and lady personality types.
-In "script_get_relevant_comment_for_log_entry", reg4 is now set to an appropriate value for the comment string. If prejudice is high and player is a target of discrimination, altered renown thresholds for condescending comments. Disable condescending remarks if prejudice is disable or it would be inappropriate from the speaker.
-In "script_get_relevant_comment_to_s42", set reg4 and possible reg3 to appropriate values for the comment. BUG: Fix some string errors.
-In "script_rebellion_arguments", replace many words with culturally-appropriate equivalents.
-In "script_cf_test_lord_incompatibility_to_s17", added support for companion/lady personality types.
-In "script_troop_get_romantic_chemistry_with_troop", ensured compatibility/incompatibility as appropriate for companions. Also use this to enforce sexual preferences.
-In "script_cf_troop_get_romantic_attraction_to_troop", OPTIONAL AI CHANGE HIGH/EXPERIMENTAL: Instead of the renown factor being the same for all ladies, how impressed she is depends on the renown of her daddy/guardian.
-In "script_calculate_troop_political_factors_for_liege", added support for companion morality types.
-In "script_cf_troop_can_intrigue", added conditions.
-In "script_lord_get_home_center", made the center that lords chose as their home court less arbitrary. Instead of picking the one with the lowest ID #, instead they pick in order of preference: towns before castles; their ancestral fief before other fiefs; and native centers before non-native centers.
-In "script_get_kingdom_lady_social_determinants", some stuff that shouldn't matter. (Also, supported the "guardian" being set via the mother if the mother is a kingdom hero.)
-In "script_assign_troop_love_interests", gave default behavior for companions.
-In "script_faction_conclude_feast", made changes to allow marriages when neither the bride nor the groom is the player or a kingdom lady. For NPCs, increased the range of viable wedding venues.
-In "script_courtship_event_troop_court_lady", fixed a (Native?) bug getting in the way of NPCs eloping with each other.
-In "script_courtship_event_bride_marry_groom", fixed
Major update, 2011-06-06

Here are a few of the notable changes in the 2011-06-06 release:
  • It is now possible for a player to marry a claimant.
  • Optional economic and AI changes.
  • Female players can disable prejudice if they want to be treated the same as male players.
  • AutoLoot and AutoSell from Custom Commander have been added, although AutoSell works differently. (Read the in-game info pages.)
  • New Diplomacy Kingdom Policy: Mercantilism.
  • Various bugs from the previous "Diplomacy plus fiefs etc." release have been FIXED. (The vassal titles bug. The ladies speaking as lords bug. The terrain advantage/loot/renown bug. Various string problems. Thanks to Caba`drin and others. The INFAMOUS Diplomacy battle continuation bug is finally fixed, also thanks to Caba`drin.)
  • Quite a few other things, that are tediously listed in the changelog included with the download.
2011-04-03 update notes:

I am still not done adding everything I want to, but this seemed a good time to make another release, since there are a number of bug fixes included. Here is a summary of what is included:

Try to convince lords to support a candidate for an honor
In the default game (Native), you can ask a lord whom they support for an honor (such as who should receive a newly-conquered fief). Your options then are limited to asking them to support you instead, or telling them you agree with their choice. If you become the king of your own faction, you won't even be able to do that much anymore: you can only ask lords their opinions.

Multiple people have mentioned a desire to be able to pick a candidate of your own, and try to convince lords to support him. This update adds this ability, whether or not you are a king.

The logic for whether or not your persuasion attempt succeeds is (in nearly all respects) identical to the logic used in Native when you ask "Can I convince you to support me instead?" You will not have much luck trying to sell an under-qualified candidate, or trying to convince someone to support someone he's indifferent to instead of one of his close friends. Success requires you to keep in mind the relationships between lords.

Implemented some suggestions from the "Affiliate to a Family" thread
A fuller discussion of these changes and the reasoning behind them can be found in Aeon's Affiliate to a family thread.
  • Just like lords of a faction always know where their allies are, when the player Affiliates to a house he gains the same ability. This may represent them telling him of their plans in advance, or access to a wide network of messengers, or something else -- however it is that the lords know is how the player knows. This information is visible under the Reports menu.
  • Normally, whenever an Affiliated lord is defeated or imprisoned, the player suffers a relationship penalty for not coming to his aid. This update changes the penalty to only apply when the player is not wounded or a prisoner himself: there is no penalty for fighting alongside your ally and losing (although there are other game mechanics by which you still suffer a loss of relation if he holds you responsible for the defeat), and no penalty for being locked in a dungeon on the other side of the kingdom when the battle happened.
  • Affiliated lords are more willing to heed the player when he makes tactical suggestions to them. The player also has an expanded range of suggestions he can make to an Affiliated lord even when he is not the Marshal. This reflects the increased level of mutual support in martial matters that Affiliation represents.
  • Affiliated lords are more willing to engage in intrigue with the player. This reflects the idea of the House as a political alliance.

Kingdom management / political display changes:
  • Added a new display option for the Known Lords by Relation report. It only shows lords who belong to the player's faction, and also lists how many fiefs they each have. (This is mostly for quickly glancing down a list and seeing who you might want to give a fief to; this is a temporary measure, since various forum posters had requested a report like that.)
  • Lords being exiled or pardoned, marriages, and fiefs being awarded are important political events. Because of this, they should be mentioned in the game log.
  • When assigning fiefs, in addition to the number of fiefs already owned by each lord, the list also displays each lord's relation with the player.
  • When giving a suggestion to a lord, some options previously only available to marshalls are now also available to kings (the previous state of affairs did not make sense).

Expanded support for companion/lady personalities
Some of these changes are only relevant for characters with lady personalities who become lords. In Native this never happens, but I intend to add such options in the future, and these changes will support anyone else who also wants to do so.
  • Fixed more strings with incorrect or inconsistent pronouns (these can be noticed in Native with female faction leaders and female companions made into lords). I still have not fixed all of them, though.
  • In script_lord_comment_to_s43, added support for kingdom lady personalities. Ambitious ladies use the comments for cunning lords, and other ladies use the comments for good-natured lords (the same as non-noble companions do by default). Without the change, the result would have been a bad string. Also added a check so that sadistic companions like Klethi don't use comments drawn from the "goodnatured" lord defaults, based on the presence of the "humanitarian" morality type with a negative value (so this should also work for other mods that add or change companions).
  • In get_relevant_comment_for_log_entry, altered moralistic ladies to use the lines for upstanding lords and altered ambitious ladies to use lines for cunning lords. (Also began but did not complete an alteration to complaints about giving fiefs to commoners. The comments as written don't make sense in some situations; the changes already in begin to address this but do not solve it yet.)
  • In the "willingness to intrigue" check in dialog state lord_recruit_1_relation, added support for certain lady personalities (in terms of how willing they are, and what lines they speak). Instead of using the defaults, moralistic ladies use the settings for upstanding lords, and ambitious ladies use the settings for cunning lords.
  • Assigned behavior to some companion and lady personalities for fief selection. Benefactors, moralists, romantics, and conventional maidens use the same thought processes as upstanding and good-natured lords.

Lords now actually get the gold you pay them
Many times when gold is paid to a lord or kingdom, the game subtracts it from the player but doesn't add it to the lord. This leads to absurdity like: when the player helps a lord collect his taxes, the lord actually gets poorer. This also throws off the idea of bribery, which Diplomacy has expanded, since the AI never gets the money it thinks the action was worth.

This does not include gifts (even in the case where you are giving gold coins to a lady to buy them). I assume those are luxury goods that are primarily pleasurable or ostentatious, and in any case they are gifts rather than payments. The times the lord does get the gold you give him are:
  • Paying a lord in a siege to let you escape.
  • Paying a kingdom to start a war against a third party (the gold is to defray the costs of the war; the king takes the lion's share, and divides the rest among his subjects)
  • Paying a kingdom in exchange for a truce (the king takes the lion's share, and divides the rest among his subjects)
  • Paying
  • Paying owed money to a lord (this has a number of possible causes, mostly relating to failed quests)
  • Collecting taxes for a lord
  • Bribing a lord as part of a "convince" dialog (used in "convince a lord to make peace" quest)
  • Ransoming a companion

(To address a misconception I've seen people sometimes repeat elsewhere, it isn't true that lords don't need gold. Lords use gold to raise armies and to maintain armies. At the beginning of a war, gold might not seem important, but once losses begin to occur the side with less gold won't be able to recover its losses at the same rate, and will be increasingly at a disadvantage.)

(Experimental) Optional Feature: Pardoning Exiled Lords
You can change this option off or on in the Diplomacy settings menu (accessed through the camp menu). By default it is OFF. If you turn it on, from time to time NPC kings will issue pardons to lords who have gone into exile outside of Calradia, and (if the player is a king) from time to time exiled lords may come to his court petitioning him to be pardoned. I have not tested this fully, so it might not work as hoped.

Bug fixes:
  • (My bug) I fixed a bug in one of the features I added, and now the option to ask the travellers where to find ransom brokers or book merchants now works as it was intended to. Merchants and ransom brokers can be located if the player has met them.
  • Fixed a longstanding bug that prevents players from receiving Right to Rule when they marry.
  • Fixed a longstanding bug with fief quarrel dialogs that was causing lords to say things like "It is well known that King Harlaus received the fief of Peasant Woman, which I believe should have gone to me."
  • Fixed a bug in fief assigning dialogs, that prevented the game from properly displaying which lords have been promised fiefs. (The code was there, but was checking the wrong troop.)

Trivial changes:
  • Stripped leading spaces from some relationship strings (relation_plus_90, etc.) in module_strings.py, because they made something otherwise-useful useless for many purposes.
  • Noticed that str_s15 has two definitions, one of them with mismatched brackets. Left the duplicate in, but fixed its formatting.
  • Added support to script_troop_get_family_relation_to_troop non-coded family relations of certain faction leaders and pretenders. (Prince Valdym is the cousin of King Yaroglek. Dustum Khan Sanjar Dustum Khan are (half-)brothers. Also, Lady Isolla and King Harlaus are first cousins once removed, but relationships this distant are not given any mention by default.)
  • Fixed grammatical error: changed "Whom do you think should receive the fief of {s4}?" to "Who do you think should receive the fief of {s4}?"

Also made minor changes to the calculations in script_dplmc_get_truce_pay_amount. You are unlikely to notice anything different, but it is slightly more consistent now in the way it assigns values to fiefs.
2011-03-27 update notes:

Quote:
Diplomacy 3.3.2 bug fixes (since 2011-03-17):
  • Disabled "send your spouse to buy bread" in some circumstances that could result in them existing in duplicate parties. A fuller solution is planned but not yet ready.
  • Fixed bug when the player moves her/his household and is married to an NPC lord, that would cause the spouse to exist in two places (and possibly cause the AI to behave weirdly).
  • Fixed a random number bug in the "send your companion to recruit a lord" calculation that caused rejection far more often than intended.
  • Fixed dialogue reference from "companion_truce_pay" to "dplmc_companion_truce_pay", which could make the game uncontinuable in a certain situation.

Fief trading bug fixes and improvements (since 2011-03-17):
  • Transfer prisoners with garrisons
  • If the player is trading a castle or town for a village, the player's old garrison stays with his old fief
  • Fixed bug that caused error messages when the lord demands gold
  • Lords will now refuse to trade for fiefs that are currently under siege or being raided.
  • Changed calculation for the maximum prosperity difference lords are willing to accept (even with compensation), to take into account a number of factors instead of always being the same.

Other bug fixes and improvements (since 2011-03-17):
  • Do not display the "pay X denars or pay Y denars and give a fief" truce option if "X denars" is negative.

Diplomacy feature changes (since 2011-03-17):
  • Unlike most lords, Custodian lords (i.e. merchants and similarly-minded companions like Marnid and Artimenner) like a kingdom culture that is biased towards Plutocracy rather than Aristocracy.
  • Unlike most lords, Benefactor lords (i.e. benevolent companions such as Bunduk and Jeremus) are pleased by freedom and displeased by serfdom.

New features (since 2011-03-17):
  • When assigning fiefs through your minister, the number of fiefs already owned by each lord is displayed next to his name.
  • Added Arch3r's terrain advantage code as an option that can be toggled in the Camp menu (defaults to "on"). This mostly affects AutoCalc battles, but also will have a slight effect on the AI when it is enabled (if it's enabled, the AI lords will also use it in certain circumstances to estimate which of two groups is stronger).
  • The way your wife/husband addresses you will change based on their relation with you. (This may seem like a silly feature, but someone mentioned that they wanted it on the forums, and it seemed harmless.)
Original 2011-03-17 release notes:
Quote:
Major features
  • Lords in halls are sorted by the time you last spoke to them, so you can speak to every lord in your feast by repeatedly leaving and entering the hall.
  • Enabled exchanging fiefs with other lords of the same faction.
  • Allowed male PCs to marry female lords (such as promoted companions in Native).

Diplomacy features altered
  • Fixed bug in Diplomacy truce cost calculations (there was a sign error that was making the computer almost always agree to truces when it shouldn't). Made enemy kingdoms slightly less easy to take advantage of.
  • For paying to escape in sieges, increased the cost to be similar to ransom (since the player is effectively ransoming himself). Removed the bonus reputation this gives with the enemy. Also, before castles conquered this way didn't get initial garrisons; changed the code to give them some.
  • Found and fixed the part of Diplomacy that (I think) was causing the fake war declarations.

Lady features
  • Ladies now can be asked about their relatives if you are on speaking terms with them, and will give similar information to that available from the chancellor, plus location (for lords) or recent rumors (for unmarried ladies).
  • Ladies now charge less for improving relations with their relatives. Distant relatives receive less of a discount than close relatives.
  • Ladies can be asked about ongoing feasts.
  • Players can continue to dedicate tournaments to other ladies after marriage, although it may annoy their wife.
  • Fixed bug where daughters were assigned to their own "mother" slots. This happens at the start of the game, but troop_get_family_relation_to_troop has been modified to work correctly on saved games with this bug.

Companion features
  • Players can now assign the skill points of former companions who became lords (including pretenders).
  • Bunduk's title is "Tribune", since he insists on that in his acceptance dialogue.
  • Niz'ar is not considered a commoner for the purpose of fife promotion, as that contradicts his backstory. (Regardless of the veracity of his origin, other characters with hard-to-verify claims of being distant nobility are treated seriously.)

Other features/changes
  • In a rebellion, added the option to defer the assignment of newly-captured fiefs.
  • Added Cabra'din's code that allows players to set a custom title for their kingdom's lords and ladies. (Bunduk remains a Tribune, however.)
  • In npc_decision_checklist_marry_female_pc, added behavior for non-noble personality types.
  • Travelers in taverns can now be asked about book merchants and ransom brokers (as in rubik's Custom Commander), but only gives locations of brokers/merchants that the player has encountered before.
  • Copied rubik's code from Custom Commander that lets you view (but not alter) the equipment of ordinary troops in your party.
  • Various minor improvements to Chancellor's lord descriptions. Made the Chancellor's descriptions use the correct pronouns for the lord's gender. Altered love interest display script to stop printing things like "knight_lady_1_1", but it still sometimes gives garbage. Suppressed information about rivalries with characters who are in exile or retirement, and added descriptions for marriage. (Partially tested.)

Trivial changes
  • Replaced the mod's and native's use of "resentful against" and "suspicious against" with "resentful towards" and "suspicious towards."
  • Changed the Chancellor default description from "It's nothing known about {s46}." to "{s46}'s motivations are a closed book."
comment last edited by zParsifal on Apr 03, 2011, 06:37:43 pm
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