Total War: ROME II - Emperor Edition

Total War: ROME II - Emperor Edition

Realistic Expansion for Divide et Impera grand campaign
171 opmerkingen
Rhetor  [auteur] 17 okt om 1:10 
Thanks to everyone for the continued interest in the submod.

@diego213911, @Ɨnquisitor.7: You are welcome.

@Saint Augustine: No that one variable will turn on all the related functionality. The other variables like IslandPeace are ones the script sets, not the user. That's how the script keeps track of what functionalities have been triggers. Some might be possible to set manually, but I don't think this will work as intended. I don't think you have to turn on anything for carthage to get cannibalized once they lose carthage, but I don't remember. You'd have to check the files for mentions of carthage. It's all in there. Sorry for the late reply.

@Gibb: Find a tutorial online for how to open the pack files, open the file this mod downloaded, in the top of the file you'll see the variable. You change the word "False" after the equals sign to "True". A slight programming background does help, but is always good to have.
Rhetor  [auteur] 17 okt om 1:10 
@RapkaV : Sorry to not meet your expectations. But I specifically advertized this mod as optimized for my own preferences, making it available to people just because there is no harm in uploading it. I haven't really programmed this for others. What specific outcomes do you think are unrealistic about it? There are quite a few technical constraints and practical limitations imposed by both scripting and game engine that I had to work around. All the variables can be changed in the file, if you want to customize a version of the mod for yourself. It would only require a minimum of willingness to learn programming. These criteria are literally just lists of numbers for each faction.

@ p.nieciengiewicz: This isn't an actual error message, but the general logging of the script. If you had a crash or such, there might be all sorts of reasons, many not related to my mod.
Rhetor  [auteur] 17 okt om 1:10 
@Dr. Oz The Great And Powerful: Where the AI moves their armies is not controlled by this mod. It only changes the outcome of AI battes once they happen. I have not fine-tuned the eastern part of the map, and imperfect balancing is to be expected. You can adapt the variables in the file and upload a variation of the mod.

@FRANK!!!!! (Pistoleros), @MissAlice: Sorry for the misbehaving script. Have you changed the variable? This is unfortunately a functionality that misbehaves, and I am no longer actively modding, so I can't fix it. You'd have to go in the files and disable it. This is distinct functions that you will recognize if you see them.

@Гениальность моё бремя: This is a good idea, but unfortunately I am no longer actively modding. I don't even have the game installed. But this would be easy to do for anyone willing to install PackFileManager and find a few functions in a script.
Rhetor  [auteur] 17 okt om 1:10 
@UnTypeOrdinaire, @$tickyYe@h: I have not heard anyone report this issue with several thousand users of the mod. You may have installed the mod wrong so it's not on, or are misusing it in some way.

@Dr. Quackers M.D.: Thank you for the engagment. You are welcome to not use the mod. This is optional for anyone who wants to try out something else.

@the_moon_wolfy: Yes.

@Lotussy: There are publicly available guides.

@stathis.tslch: This really only requires a minimum of modding ability, which available in public tutorials. Opening a file is not a difficult task, and should be a knowledge level required for the use of the Car variable. This was experimental functinoality that I turned off because it wasn't working. You'd have to know what you are doing.

@gaunter o'dimm: I forgot if this functionality is currently turned on. If it is, there were likely other criteria. You have to check the files. This functionality was flaky and difficult to bugfix, so it might not always work.
Rhetor  [auteur] 17 okt om 1:10 
@rikriv55: Learn to use PackFileMananger, there are guides online. Open the script file, search for the variable, and change the value after the equals sign, save the file, play.

@twitch.tv/RagingBrit , @xMcNultyx1896, @womp womp: The trigger had several conditions, and you might not be fulfilling some of them. You can check the conditions in the file, if you learn to use PackFileMananger. The whole system was a bit messy and a source of constant unintended behavior. The feature was also difficult to bugfix, because you basically have to play for several hours to see if the functionality triggers correctly.

@Lotussy: I think not. If I remember correctly that feature was just on. It worked, but was kind of inconsequential, because he just gets beaten by the romans.

@Lirik^: This mod does not affect population. It does not interface with those systems at all. You are causing that error in some other way.
Rhetor  [auteur] 17 okt om 1:09 
@GEORGEBUILDER, @Drax70: The mod seems to work. It is very simple and modular, so it is unlikely to break due to updates. I haven't had Rome II installed for years, so I can't test it. But there are almost 6000 current subscribers (those would disappear if the script wasn't working) and few comments that the script doesn't work. The complaints I am seeing are mostly people who did something else wrong. If people start complaining in the comments that the script stopped working, you know it isn't compatible any more.

@ExPR: I don't remember the specifics of that implementation. The carthage functionality was a mess and I gave up on fixing it. I think it is turned off by default now.

@Frosted Flake: Thank you. Yes, the mod is fully save game compatible, but results might be weird if it is turned on late in a campaign.
RapkaV 15 okt om 7:28 
It always bothered me when modder are interpenetrating their own "historical accuracy" and they think they know better where, who would be and would never be...
Drax70 1 okt om 3:58 
Hello @Rhetor!

Is this mod still compatible with the latest v1.3.4 patch of DeI?

Thanks!
Gibb 11 aug om 15:37 
how do i set the car variable to true idk how
p.nieciengiewicz 16 jul om 1:30 
I have this error:

Battle between rome (12 units) and veneti (20 units) turn 22
7 regions (6-8), 1 regions (1-1)
region: rome's latium_ariminium in error in: no area group (325,412)
*both sides are considered in enemy territory
result: rome won heroic victory

Battle between veneti (6 units) and rome (20 units) turn 23
1 regions (1-1), 7 regions (6-8)
region: rome's latium_ariminium in error in: no area group (311,421)
*both sides are considered in enemy territory

Battle between veneti (6 units) and rome (20 units) turn 23
1 regions (1-1), 7 regions (6-8)
region: rome's latium_ariminium in error in: no area group (318,422)
*both sides are considered in enemy territory
result: rome won decisive victory

Battle between rome (20 units) and veneti (14 units) turn 58
7 regions (8-13), 1 regions (1-1)
region: rome's latium_ariminium in error in: no area group (325,412)
*both sides are considered in enemy territory
-rome got advantage for higher limit average
result: rome won close victory
MissAlice 26 mei om 9:23 
I got the scripted peace from Carthage but they declared war again after 10 turns
Current Baktria campaign has become way too easy because the Selucids have moved all their armies past the Caucuses to fight nomads instead of Egypt or guard their border with me. I don't even know what Egypt is doing since their border with the Selucids has been unguarded for ages and they haven't made a move despite being at war. I wish I had known about this mod earlier, because I doubt at this late point it can turn the AI around.
Ɨnquisitor.7 15 mei om 15:23 
Im happy that this mod exists, thank you for it
can you separate scripts on peace with carthage and collapse carthage after occup carth, and post it separately, i love this mod for it, but I don't use it because it conflict with ultra ai aggression.
in this mod ai is weak
$tickyYe@h 18 feb om 8:41 
'm not getting a peace after Wining the first punic war. I also notice that factions getting destroyed that should stay. I think this mod does not fully work.
the_moon_wolfy 5 feb om 14:23 
@Dr. Quackers

^ This guy probably plays SQUAD and says: "It's just a game. Go join the Military if you want realism" after causing his team to lose catastrophically and being an overall nuisance for the SL's and teammates who are actually trying to be immersed
-
It's a mod. If you don't agree with it, then don't use it. Do everyone a solid and close your mouth before making braindead takes like that
diego213911 2 feb om 19:04 
Thank you so much for this great mod! I must say that is working fine by now on my First Punic War. Great to see there are other players who are tired of a big Massalia empire or fight Macedon in Germania. Greetings from Peru Rhetor.
UnTypeOrdinaire 19 jan om 11:35 
Doesn't works, I got germanic empires at the gate of Italy at turn 60
FRANK!!!!! (Pistoleros) 14 jan om 10:05 
Can someone help me? Every other turn Carthage makes peace with me just to attack me again in the next round. I am in Turn 115 and still fighting with Carthage in Spain, now its almost impossible for me to do something without ruining my reputation.
Dr. Quackers M.D. 2 jan om 3:43 
If you dont want alternatives taking place read a history book dont play a game.
Lotussy 20 dec 2023 om 5:25 
For each step, you can google to get more infos:
- Get the Pack File Manager for RT2
-close the game if u have it running
- in the pfm, open the mod pack file
(D:\SteamLibrary\steamapps\workshop\content\214950\2753980599 or similar, the file name is
@___expansion_limiter_for_DeI.pack)

- ones the packfile is loaded find luascripts and auto_resolve_bonus.lua (the only thing here that has stuff basically, impossible to not find)
- find the line local var Car = false
- change it to local var Car = true
- save and start a new game

i hope this helps to get u started :)
stathis.tslch 18 dec 2023 om 2:33 
Can someone change the Car variable to true? Or to show us the way?
womp womp 15 dec 2023 om 16:42 
doesnt triggert peace help
Saint Augustine 2 nov 2023 om 13:40 
@Rhetor Just had a few questions if possible about turning on the Car variables for Rome. Know you may see this long after I'm asking, but here it is:

Should I only change it to true and that is it, or are the other variables here for various aspect of it?

Should I change IslandPeace to 1 if I want the scripted peace after taking the Medditerran islands for first Punic War ish? If so, does Ibsollom in the Hispania area count for that or is it just Cor&Sar and Sicily?

Also, for the script with Carthage getting cannibalized by neighbors, do I need to turn on a specific variable? Also, in that case can I just sack/raze Carthage or do I need to occupy in some capacity?

Thank you!
gaunter o'dimm 29 okt 2023 om 14:43 
As Rome took the city of Carthage, but it didn't trigger the attack by its neighbors :(
xMcNultyx1896 26 okt 2023 om 9:39 
No scripted peace after conquering all of Sicily and Corsica.. anyone knows why?
rikriv55 9 okt 2023 om 22:12 
@Lirik^ how did you change car= true?
twitch.tv/RagingBrit 8 okt 2023 om 11:06 
Any idea why I'm not getting a peace after conquering all of Sicily and Corsica?
Lotussy 22 sep 2023 om 11:44 
Does the Hannibal Army feature also have to be turn on in the pack file?
GEORGEBUILDER 21 sep 2023 om 11:08 
does this still work
Lirik^ 9 sep 2023 om 12:01 
@Loganberry1017 @Rhetor I have the same issue, it happend right after I've started a new campaign with Car = True, population was the same every turn, 0 growth for DEI population, couldn't raise new armies as patricii, plebs was not growing and in any region was the same, no growth (was still able to expand cities) and also couldn't manage to make Carthage ask for peace even after I conquered both Sicily and Corsica&Sardinia, no change in the war status
ExPR 29 aug 2023 om 23:57 
Can Carthage make peace with me after I conquered the islands at turn 89 even if I recently turned on the Car value?
Frosted Flake 30 jul 2023 om 13:02 
Absolutely brilliant. I keep banging my head against the wall as the AI keeps raising stack after stack with a single province. Hoping this mod turns that around. Save compatable?
Rhetor  [auteur] 21 jul 2023 om 23:40 
Loganberry/Numb: This mod does not affect the population system and does not cause such bugs. You might have an unrelated issue, such as the mod limit.

Getern: I must admit I have not tested eastern factions to the turn 800 level. There might be imperfections in the balancing. But unfortunately I'm no longer modding. I can tell you that with some rudimentary programming skills, you can easily set up the balancing the way you like. (It's a good job skill to have anyways!) Just look into lua programming and read the code in my mod to see what it does.
Rhetor  [auteur] 21 jul 2023 om 23:40 
The Grimwar: People also keep telling me that Rome is not strong enough and ask me to make it stronger. I can't make everyone happy, the only way to solve this would be to make different versions. Personally I always played as Rome, so their treatment is somewhat sloppy. The precise limits to Romes expansion are easily moddable, just look into the file. This mod was always meant to be a base for peoples individual modding. People could get a long way with a few days of time invested.

Darkrider: You might not load the mod correctly or have other technical issues.

korodik: Yes, that should work. Load order doesn't really maftter. You can safely put this on top.

The Cultist: I don't remember the specific triggers. This functionality was alway flakey, that's why I turned it off. Do check out the triggers in the file to perfect it for your use case.

TheAstuteEnglishman: Research how to open Rome II mod files, then how booleans work in lua.
Getern 17 jun 2023 om 9:02 
You mentioned making changes to Pontus. I had issues with Carthage and them constantly breaking client state (had to liberate, then subdue again). Is there same treatment done to Pontus, or is it perhaps turn/year limited? Cause I am 810 turn in GC and Pontus seem to be breaking from my domain as well
Loganberry1017 6 mei 2023 om 11:18 
I turned this mod for the first time in a while, mind you with the same mods that I used with this one before, and the population is bugged. Every province's population is static and the text "population" is shown as a garbled mess. Back when I first used this mod (again same mod set) I had no such issue. This might be a problem on my end, but resubbing did nothing and I only had this issue when I your mod is on.
The Grimwar 9 apr 2023 om 17:26 
PLEASE make a version of this mod that only affects Rome so that their ludicrously swift territorial expansion is curtailed!
Darkrider 30 mrt 2023 om 7:05 
This mod doesn't do shit anymore
. CAR variable set to true, conquered the mediteranean islands three times over and still no peace w Carthage. Meanwhile Sparta has conquered pretty much all of Greece and Asia minor. TF is wrong with this mod all of a sudden?
korodik 30 mrt 2023 om 6:30 
Does it work with Ultra Aggressive and Smart Ai? And what should the load order be? Thanks in advance!
Lisan al-Gaib 2 mrt 2023 om 11:00 
One problem: i conquered Sicily without Syracuse, i conquered Sardinia + Corsica, scripted event ended war. Later i conquered Syracuse, but event that meant to start 1st punic war aka player move army to sicily, triggered and new war begun. Some way to fix it to not happen again?
TheAstuteEnglishman 2 mrt 2023 om 10:28 
Was struggling to understand how I go about changing the 'Car variable' to allow the scripted peace between Rome and Carthage. Any advice would be appreciated
Bibleboy 16 feb 2023 om 22:28 
@krixpop sorry didn't explain enough I know that I meant when I conquer the Sicily and the other two island :steamthumbsdown:they wont accept my peace treaty, hysterically speaking ending the first Punic war in the desc it says change the car value? dont know what that means.
ALSawareness 14 feb 2023 om 21:29 
@[W40KG] Saigo J

That's what kind of holds me back as well.
Aegyssus 13 feb 2023 om 22:05 
@Bibleboy777:
Historically speaking Carthage has as the expansion potential the entire Mediterranean "region"
So whatever you chose to be, Roman, Greek, Macedonian, etc then Carthage will expand towards your Kingdom and Attack you, since it is within their Power Projection Area, so to speak.

The Mod is working as intended. :steamthumbsup:
Bibleboy 2 feb 2023 om 16:58 
can someone help i downloaded the mod placed it at top started a new game and carthage keeps attacking me
Bibleboy 2 feb 2023 om 16:46 
i subscribed doesnt work
xTHExCHOSENxONEx 31 jan 2023 om 18:29 
mmm for some reason i activate this mod and my agents disappear why?? tried different load orders only way my agents go back to normal is without this mod
The Grimwar 30 jan 2023 om 21:32 
May you please make a version of this that only affects Rome?
Saigo 29 jan 2023 om 4:06 
My biggest problem with that mod is that it makes the game way easier because other factions will never grow to a point they can be a menace to the player.