Total War: ROME REMASTERED

Total War: ROME REMASTERED

Campaign AI Fix
29 Comments
luckyjkun  [author] Apr 24 @ 7:15pm 
Not difficult just need to test it make sure all mods work fine. I will make for RTR as well but some of the existing RTR scripts will be disabled. It will be like playing sandbox game.
Prince_Of_Ionia Apr 23 @ 5:46pm 
@luckyjkun I saw down below you said you were working on a version of this mod so it can be used in some mods/other versions of RTW. How difficult is it to do this? Would it just consist of changing some (or a lot) lines in a text file?

Also, would RTR be on the table? The new one not the old one
luckyjkun  [author] Apr 23 @ 5:33pm 
You can play at any difficulty you want. But it is balanced for very hard
Prince_Of_Ionia Apr 23 @ 3:09pm 
Do I have to play the campaign on very hard for this mod? Or can I play it in other difficulties?
luckyjkun  [author] Mar 21 @ 8:43pm 
There are 2 ways to do that.
1. Use senate mechanics like romans. It will lock these 2 factions in alliance forevee. It requires a bit of work.
2. Prohibit these 2 factions to start a war against each other and use script to ally them if they ever break it. That is fairly simple
Salamarder Mar 21 @ 9:52am 
How hard is it to make forced alliances like the 3 roman houses? Like make Gaul and Britons allies forever.
luckyjkun  [author] Mar 15 @ 11:17am 
Hi folks, seeing people liking this mod I am going to make this mod work not only with vanilla rome but also following games and mod:
1. Barbarian invasion
2. Alexander

MODS:
Barbarian Empires (including provinvial campaigns)
Rome Retrofit
Glory of Rome Remastered

Let me know if you want any other mod covered. Thanks!
luckyjkun  [author] Feb 26 @ 3:34pm 
Sure mate, no worries :) i myself tried to fix that but to no avail. The game simply does not allow me to do that.
Guvenoren Feb 26 @ 12:48pm 
The last note is not assuring. sry Im gonna have to skip :(
luckyjkun  [author] Feb 13 @ 12:54pm 
No but imma make similar mod for bi
Gyan GQ(Gundam) Feb 13 @ 3:47am 
@luckyjkun Will this also work in Barbarian Invasion?
luckyjkun  [author] Jan 8 @ 11:02pm 
It has some to do with how you play vs how AI plays. AI getting bigger money bonuses usually play more cautious. It keeps a lot of force in reserve. But play usually tries to expand and overextend.
Rancor Jan 8 @ 9:12pm 
Well i can't say for certain that it doesn't work at all but the AI behaves differently depending on what faction you start as so there's clearly some player bias still going on. The script is based around all_ai command right, if you type that in-game console it tells you "may not act correctly as ai faction".

I will say that after doing bunch of testing the AI seems to be generally less aggressive towards you when using the mod but it does not treat you like another AI faction entirely.
luckyjkun  [author] Jan 8 @ 7:52pm 
No it should work with remastered AI. That is how I am using it.
Rancor Jan 8 @ 3:49pm 
It is as Nevermore said, if you disable AI-improvements then the mod works. The "classic" AI however doesn't seem to work at all, i don't know what the devs did but the original AI was never as passive as it is in remastered, i even tested with the original game myself and the difference is night and day.

That's obviously not this mods fault, the mod works but it would be cool if there was a way to make it work with the AI-improvements since the "classic" AI seems to be broken.
luckyjkun  [author] Jan 8 @ 2:57pm 
Do you only enable this mod or have other mods as well. A good way to know if AI fix enabled is when your settlements go to automanage.
Nevermore Jan 8 @ 1:23pm 
@Rancor, same for me. My fix was to disable "AI-Improvements" when starting a new campaign. The AI loses some abilities on the campaign map and they are less aggressive overall, but they also stop charging at me nonstop.
Rancor Jan 7 @ 8:55pm 
I cant get this to work, the anti-player bias is still there. For example when you play as Spain or Briton, Julii will never attack Gaul but when you play as any other non-neighbouring faction they will pretty much always attack on turn 2.
luckyjkun  [author] Dec 31, 2024 @ 7:39pm 
No, it will not
Engage Dec 30, 2024 @ 6:43am 
Will it work with Imperators Mundi map though?
luckyjkun  [author] Dec 26, 2024 @ 8:01pm 
Yes because the recruitment and building construction is still controlled by you. Only taxes are on automanage
Lancaster1517 Dec 26, 2024 @ 12:12am 
Automanage seems to switch on every turn when I have this mod active. Is that what you mean by auto-taxation?
bstangeby Dec 22, 2024 @ 4:47am 
Cartage landed armies by Rome and defeteated SPQR. I had to relocate troops back to Tarentum to conquer Rome. Hoped that would restore senate system but that did not happen. Then Scipio broke alliance and attacked me. That is just hilarous.
bstangeby Dec 19, 2024 @ 5:20am 
I have to say like this mod very much. Earlier you would need a garrison force of 10++ on your borders. Now can just maintain as few as 4. But I also noticed that ai have very few garrison forces in cities that often lead to rebellions.
Biggus_Dickus Dec 16, 2024 @ 8:46am 
devs should have done this. thnx for the mod.
luckyjkun  [author] Dec 10, 2024 @ 10:40am 
No, those mods can use the script themselves if they want.

Each mod has different script file name and content so I cannot make one that works for all
Ganon Cannon Dec 10, 2024 @ 9:51am 
So like why wouldnt this work for a modded map like RIS?
jgoodman53stj Dec 9, 2024 @ 11:08pm 
Any plans to make this compatible with mods beyond the base game?

Neutral AI would make entangling alliances more interesting in mods with high faction totals.
Bdeslaurs Dec 1, 2024 @ 9:55pm 
Thx very much :praisesun: