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  #1  
Old December 26th, 2000, 02:10 AM
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Noble713 Noble713 is offline
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Default Re: Diplomacy woes...again...1.19

In one of my recent games, I asked the Toltayans (Brotherly Partnership) to break their Trade Alliance with the Drushocka. I checked the Treaty Grid a turn or two later, and was quite suprised to find that they had done so. A little while later I asked them to support me against the Drushocka (or declare war on them, I forget now) and they did. I don't know if they were actually fighting, but the Treaty Grid said they were at war.

I think the Diplomacy works when it wants to, which unfortunately isn't often enough. The above example is one of the few where it actually has, so the underlying diplomatic capabilities are there, they just need some tweaking to make them work on a more regular basis.
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Old December 26th, 2000, 06:20 AM

Talenn Talenn is offline
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Default Re: Diplomacy woes...again...1.19

Noble:

Hehe, when you are 'quite surprised' when the AI actually follows through on an agreement I think that means there is something wrong. It should at least honor it's agreements. I wouldnt care if it didnt AGREE to the breakoff, but once it does, it should happen.

Eagleton:

Did you actually check the Treaty status? I've had them agree plenty of times but the treaty status remains unchanged. I was pretty happy with the diplomacy until I actually starting checking that and seeing that anything they agreed to wasnt being done...whats the point?

Talenn
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Old December 27th, 2000, 08:47 PM
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Default Re: Diplomacy woes...again...1.19

Hey guys just a point,

If diplomacy was a science how many wars would not have been fought in the past 100 years?

MM is working on diplmacy, no idea how high on the list but hey consider how hard it must be to code,

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Old December 27th, 2000, 09:00 PM

Freyland Freyland is offline
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Default Re: Diplomacy woes...again...1.19

Another point: when a race asks/demands you break relations with another race, and you agree, the game should either automatically break those bonds, or prompt you with an "are you sure" window. As it is, I have been agreeing regularly, only to realize I still had treaties and everyone was satisfied with me!

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Old December 27th, 2000, 09:38 PM
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Default Re: Diplomacy woes...again...1.19

You know, it would be nice to have a Demenour (sp) choice when sending Messages. That way, when you send a message, instead of pleading, neutral, or Demanding, you could have:
Polite
Rude
Condecending
Patornizing
Friendly
Hostile
Upset

and so on

I would use Upset in a message stating my displeasure over the recipant blowing up one of my scout ships or something. See my point?

It gets more personal this way, and ya, adds a few extra steps to sending a message, but with a default setting of Friendly, you will never have to worry about offending by accident.
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Old December 28th, 2000, 02:04 AM
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Default Re: Diplomacy woes...again...1.19

quote:
Originally posted by Seawolf:
Hey guys just a point,

If diplomacy was a science how many wars would not have been fought in the past 100 years?

MM is working on diplmacy, no idea how high on the list but hey consider how hard it must be to code,



Surely diplomacy should of been sorted out at the first instance, its a major part of the game. Again playing today i asked a empire to stop a treaty they agreed but on the treatys grid they still had the treaty.
Another bug ive found is when you go to ask
a empire to remove ships from a system,when its goes to what system you want them to remove its blank.

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Old December 28th, 2000, 02:05 AM

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Default Re: Diplomacy woes...again...1.19

Some of these issues oversimplify the situation. Let's say that you demand your ally make peace with a third race and they agree to do so. What if the third race is unwilling to end the war? Should your ally be forced to surrender if that is the only peace the third party is willing to accept?

Or what about this scenario: Most of us move first in single player games. What if you demand the Krill make peace with the Abbidon, and in their turn they do so. Then the Abbidon go and declare war again on the Krill. When it comes around to your turn you'd think the Krill agreed to your terms and then never acted on them.

Enforced diplomacy can have all kinds of negative side effects too. Like when one player chooses a permanent effect in return for a temporary one. For example, give me some technology and I'll give you a peace treaty. Then right after I receive your technology I declare war on you again. Is this any better a situation? Do you honestly think the AI can handle this level of diplomacy?
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