Total War: ROME II - Emperor Edition

Total War: ROME II - Emperor Edition

Realistic Expansion for Divide et Impera grand campaign
187 Comments
Antonio Givaldri May 29 @ 6:39pm 
I have no clue where the pak file is
DopeDawg Apr 12 @ 12:53am 
Does this mod add new events for rome vs carthage? Never got them in DEI. Btw the peace script works, I guess people forget to save the file after editing
RALLEMANDEN132 Feb 12 @ 10:33am 
why the hell does my soldiers not have a torso now
RALLEMANDEN132 Feb 12 @ 2:17am 
How do i set it to true?
austinjames74 Feb 10 @ 6:14pm 
How do I change the "Car" variable to true? Not really a computer guy but still love Rome 2. Thank you in advance!
Pico Feb 8 @ 10:17am 
Any experience in playing this mod in mp campaign?
Honkman Feb 5 @ 8:37am 
I am sorry but this mod seems to not be working as intended. Despite me changing Car variable to true (this was done before starting the game and creating save file), however, scripted peace never appear. If anyone could help me check what could be the issue, it would be highly appreciated.
junaedkhan609 Jan 26 @ 7:40pm 
i really like the idea, it also really bugs me when ai expands like that but idk if this mod is the fix for that. what we need is honestly giving payer incentives to play accurate to historical timeframes by missions. and ai to act realistic. to sue for peace when doable. not going beyond what it historically expanded to. unless neighboring faction bothered it too much
NotADuck Jan 26 @ 1:21pm 
I set the car variable to true but nothuing happend. I dont know why but it doesnt change anything about my campaign. Pls help
Aussie Jan 19 @ 9:52am 
@Sergio_Cazzaro and @Ivar the Boneless, i can confirm that by following the instructions in the above text in @Rhetor's Description,

"So if you want to turn this feature on, then set the Car variable to true. But do this in the beginning of a campaign."

This has worked for me and peace was brought about once i took Sicily and Corsica.
Aussie Jan 18 @ 7:33am 
@Sergio_Cazzaro did you do the variable then start a new game? Im about to try doing this as it does say to set this before starting a new campaign.

Currently without changing this setting it is not making peace however im about to test the setting to TRUE and start a new campaign and see. If it doesnt then there may be other parts of the script that could need changing as well and only@Rhetor could tell us that as i dont have any experience in coding or scripting.
Sergio_Cazzaro Dec 25, 2024 @ 1:28pm 
i chneged the car variable to true but the scripted peace with carthage doesn't trigger
Ivar the Boneless Dec 22, 2024 @ 12:49pm 
Hello, I have been using this mod for about a week and I have started many rome playthroughs over.. Why wont the script work? Punic war starts, once I capture the islands i thought it should end, I even captured Carthage and it wont end? whats wrong with the mod?
Natureboy Dec 9, 2024 @ 1:29pm 
Like @Numb, I'd also like this for vanilla.
brucecanzoli Dec 5, 2024 @ 1:29pm 
@Rhetor I really like this mod, i always disliked the rapid ai growth in TW. Is there any chance i could make this work for Dlcs like Rise of the Republic?
Numb Oct 29, 2024 @ 6:26pm 
is there a vanilla version or no. ALSO I LOVE THIS MOD
Rhetor  [author] Oct 17, 2024 @ 1:10am 
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  [author] Oct 17, 2024 @ 1:10am 
@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  [author] Oct 17, 2024 @ 1:10am 
@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  [author] Oct 17, 2024 @ 1:10am 
@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  [author] Oct 17, 2024 @ 1:10am 
@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  [author] Oct 17, 2024 @ 1:09am 
@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 Oct 15, 2024 @ 7:28am 
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 Oct 1, 2024 @ 3:58am 
Hello @Rhetor!

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

Thanks!
✝Gibb✝ Aug 11, 2024 @ 3:37pm 
how do i set the car variable to true idk how
p.nieciengiewicz Jul 16, 2024 @ 1:30am 
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 May 26, 2024 @ 9:23am 
I got the scripted peace from Carthage but they declared war again after 10 turns
Dr. Oz The Great And Powerful May 18, 2024 @ 2:59am 
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.
Lord Ɨnquisitor May 15, 2024 @ 3:23pm 
Im happy that this mod exists, thank you for it
Турбо Психопат Mar 28, 2024 @ 1:57am 
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 Feb 18, 2024 @ 8:41am 
'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 Feb 5, 2024 @ 2:23pm 
@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 Feb 2, 2024 @ 7:04pm 
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 Jan 19, 2024 @ 11:35am 
Doesn't works, I got germanic empires at the gate of Italy at turn 60
FRANK!!!!! (Pistoleros) Jan 14, 2024 @ 10:05am 
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. Jan 2, 2024 @ 3:43am 
If you dont want alternatives taking place read a history book dont play a game.
Lotussy Dec 20, 2023 @ 5:25am 
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 Dec 18, 2023 @ 2:33am 
Can someone change the Car variable to true? Or to show us the way?
to da king Dec 15, 2023 @ 4:42pm 
doesnt triggert peace help
Saint Augustine Nov 2, 2023 @ 1:40pm 
@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 Oct 29, 2023 @ 2:43pm 
As Rome took the city of Carthage, but it didn't trigger the attack by its neighbors :(
xMcNultyx1896 Oct 26, 2023 @ 9:39am 
No scripted peace after conquering all of Sicily and Corsica.. anyone knows why?
rikriv55 Oct 9, 2023 @ 10:12pm 
@Lirik^ how did you change car= true?
twitch.tv/RagingBrit Oct 8, 2023 @ 11:06am 
Any idea why I'm not getting a peace after conquering all of Sicily and Corsica?
Lotussy Sep 22, 2023 @ 11:44am 
Does the Hannibal Army feature also have to be turn on in the pack file?
GEORGEBUILDER Sep 21, 2023 @ 11:08am 
does this still work
Lirik Sep 9, 2023 @ 12:01pm 
@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 Aug 29, 2023 @ 11:57pm 
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 Jul 30, 2023 @ 1:02pm 
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  [author] Jul 21, 2023 @ 11:40pm 
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.