Diplomacy

Please post here for questions and discussion about modding for Strategic Command.
Post Reply
User avatar
rmelvin
Posts: 236
Joined: Wed Apr 06, 2022 1:41 am
Location: Tucson, Arizona

Diplomacy

Post by rmelvin »

The manual 2.4.12 does not cover this clearly. Not in the Script document.

Block Investment Toward This Countries appear also stops Declaration War on those countries.

By using Assignment Limit (if Applicable) = 0, stop diplomatic activities but can still declare war.

Examples
Major Country Germany set Canada to 0. Therefore, Germany cannot influence Canada but still can declare war on Canada.
Major Country Germany set USSR to 0, Germany cannot influence USSR but still can declare war on USSR.
Attachments
Screenshot 2025-09-09 025942.png
Screenshot 2025-09-09 025942.png (606.62 KiB) Viewed 359 times
User avatar
BillRunacre
Posts: 6847
Joined: Mon Jul 22, 2013 2:57 pm
Contact:

Re: Diplomacy

Post by BillRunacre »

Yes, I think these features may have been added in more recent years.
Follow us on Twitter: https://twitter.com/FurySoftware

We're also on Facebook! https://www.facebook.com/FurySoftware/
User avatar
rmelvin
Posts: 236
Joined: Wed Apr 06, 2022 1:41 am
Location: Tucson, Arizona

Re: Diplomacy

Post by rmelvin »

Does script over ride manual setting:
Would this script work?
Does this AI script Diplomacy trigger, but Human still does not trigger?
Attachments
Diplomatic101.png
Diplomatic101.png (297.25 KiB) Viewed 92 times
User avatar
BillRunacre
Posts: 6847
Joined: Mon Jul 22, 2013 2:57 pm
Contact:

Re: Diplomacy

Post by BillRunacre »

The manual settings should override scripts.
Follow us on Twitter: https://twitter.com/FurySoftware

We're also on Facebook! https://www.facebook.com/FurySoftware/
User avatar
rmelvin
Posts: 236
Joined: Wed Apr 06, 2022 1:41 am
Location: Tucson, Arizona

Re: Diplomacy

Post by rmelvin »

Here why I asked.
I have all Minor countries are neutral and for the most part no Diplomacy.
The only way a Minor country entry the game is by invasion.
An AI Situation arose with Minor country island nations.
Need Amphibious to gain control.
Works great, now those high value units are stranded on an island.
There is no way for AI to swap out high value units for garrison level units.
Given all capitals have partisans and island does not need those numbers to garrison.
Yes, I use Transport condition to reduce the number of units.
"If" AI scripts overrode manual, I was going to give AI controlled Major country Diplomacy script with
low trigger and high cost for those Minor Island countries. Making human player still had to invade.
Negating AI need for Amphibious or Transport scripts.
Unless somebody can think of another workaround.
Setting the Island Minors countries Diplomacy to Human and AI.
Give AI Diplomacy script high trigger and no cost. :?:
The thing I was working to avoid system cheating.
Post Reply

Return to “Scenario Design and Modding”