Total War: ROME II - Emperor Edition

Total War: ROME II - Emperor Edition

147 ratings
No Agents for AI
   
Award
Favorite
Favorited
Unfavorite
Tags: mod, Campaign
File Size
Posted
Updated
3.861 KB
Apr 23, 2016 @ 1:35am
Jul 14, 2018 @ 5:45am
2 Change Notes ( view )

Subscribe to download
No Agents for AI

Description
SPECIAL THANKS TO INSENSUS
who supported this mod by donating the "Empire Divided" DLC so that i was able to update the mod. Let his fame be eternal.


Mod Description
Set the value the AI is willing to spend for agents each turn to zero.
Agents that already exist on the map will be just moved by AI but not used. AI also will not create new agents in general but there might be some exceptions.

- latest patch compatible
- save game compatible
- works for all campaigns





CREATE YOUR OWN MOD IN 5 MINUTES:
Step 1/7 - download the tool
- in Steam open:
-> library
-> tools
->Total War: ROME II - Assembly Kit BETA (terms depend on your language)

Step 2/7 - start table launcher
- navigate to:
C:\Program Files (x86)\Steam\SteamApps\common\Total War Rome II\assembly_kit\binaries (the path could be different)
- run TWeak.AssemblyKit.exe
->Tools
->DAVE - DAtabase Visual Editor (Yes at warning)
->View
->Table Launcher
- here you will find a lot of game related databases.

Step 3/7 - change the values
- choose the table of your choice and change the values that have to be changed in your opinion
- e.g cai_personalities_budget_allocations: you can find spent gold used by ai for funding agents here
- click ->"Apply" (you can change as many tables as you want)

Step 4/7 - export the changed table
->Export
->export single tables
(for changes referring to the startpos.esf e.g. turns per year: ->export changes to binary)

->Locally edited Tables: select all tables shown
- click ">" Button
- click "Export" Button
- close TWeak.AssemblyKit.exe (click "Yes" at warning)

Step 5/7 - create the mod file
- make sure "Hide extensions for known file types" is deactivated on windows explorer so that you are able to see hidden file endings
- navigate to:
C:\Program Files (x86)\Steam\SteamApps\common\Total War Rome II\assembly_kit\binaries
- run BOB.AssemblyKit.exe

---------------------------------------------------------------------------------------------------------------------------------------
(for rare changes referring to the startpos.esf e.g. "turns per year" mark the select box "startpos.esf" at middle column "working data"->campaigns->main rome->startpos.esf in the field ->provider actions
->"Start" button and repeat 5) by skipping this)

---------------------------------------------------------------------------------------------------------------------------------------

- mark the select box "data" at right column "Retail"
- click "Start" Button
- click "Exit" Button on pop up window
- navigate to:
C:\Program Files (x86)\Steam\SteamApps\common\Total War Rome II\assembly_kit\retail\data
- here you got your mod.pack file, rename it (like: exampleModName.pack)

Step 6/7 - copy the mod file
- copy the file to:
C:\Program Files (x86)\Steam\SteamApps\common\Total War Rome II\data

Step 7/7 - play it
- now you can start the rome 2 launcher and instead of running the game choose the mod administration instead. there is shown your mod now, select it and start Rome II





Optional: publishing the mod
Step 1/3
- to publish the mod via steam work shop just open the image editing program of your choice and make an image of 256x256px (size is important) and save it in PNG format
- give the image the same name as your exampleModName.pack file is named: exampleModName.png and copy this image to:
C:\Program Files (x86)\Steam\SteamApps\common\Total War Rome II\data

Step 2/3
- start the rome 2 launcher and instead of running the game choose the mod administration instead. there is shown your mod with the image you created
- click "Upload" Button (maybe an error warning appears in your browser: just ignore it)

Step 3/3
- go to your steam account
-> your steam profile
-> right column
-> workshop objects
- click at your mod you want to publish
- you are now at your specific mod administration window:
you are able to give a title, description, to relate photos/videos and so on
- finally you can change the visibility to public


33 Comments
Diz Apr 25, 2021 @ 2:56am 
I changed move points for agents and even if the mod is off it seems it is still active. Any tips?
Brezonte Jan 23, 2021 @ 3:49pm 
It works just fine for me, ty
Javatar  [author] Nov 27, 2020 @ 9:46am 
It should work in DLCs.
LAIB Oct 25, 2020 @ 6:38am 
does it work in dlc?
MoreThanOne Jun 8, 2020 @ 11:08pm 
Haven't yet tried this out fully yet but if it works the this mod is essential for some mods that raise generals and agents experience quickly. Vanilla AI agents are a pain in the ass enough but almost all of them high leveled and mutli-skilled? Brrrrr....
The Field Marshal May 24, 2020 @ 11:49am 
nice thx
Javatar  [author] May 24, 2020 @ 2:54am 
yes. you are able to.
The Field Marshal May 23, 2020 @ 4:07pm 
so it makes it so AI cantuse agents but can the player still create agents and use them?
Javatar  [author] Apr 27, 2020 @ 8:30am 
please check comments below
gthtd Feb 15, 2020 @ 8:57am 
This mods still works, nothing have been changed in cai_personalities_budget_allocations since latest patch