Total War: ROME REMASTERED

Total War: ROME REMASTERED

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Passive AI fix
   
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269.020 MB
7 Oct, 2024 @ 3:29pm
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Passive AI fix

Description
This mod fixes a confirmed game limitation where AI faction A will never attack AI faction B if A has less than 7 settlements and B is part of a superfaction. This is the vanilla game version. To use this in mods, create a similar environment as this with the following things:
- 6 regions in the corner of the map which no one is able to get to with the correct names (check start of descr_regions)
- Hidden resource nowhere that is in no region
- Building (see EDU) that requires nowhere and gives lots of happiness
Then all you need is to copy the script (ai_fix.txt in imperial_campaign folder) into your script (or if you don't have any just use this one) and add/remove the FactionIsAlive blocks according to the factions you have in your mod.

Rome Total War Community Discord: https://discord.gg/7SqXDHchVZ
6 Comments
eduardo7010  [author] 7 Jun @ 9:46am 
@Yeswhois unfortunately its not possible to do that. Original rtw is missing some key commands used in the script, without which it isnt possible to achieve this (even with those it was very tricky).
In OG rome its not that big an issue though as there cant be 2 superfactions - in RR without this its possible that 2 superfactions enter a stalemate because none of the individual subfactions has enough settlements to attack a member of the other superfaction
Yeswhois 6 Jun @ 10:44am 
Is it easy to recreate this mod for the original rome?
eduardo7010  [author] 10 Mar @ 12:19pm 
@private I might be forgetting something but I think the only files that need changing are map_heights, map_regions, map_ground_types, descr_regions, imperial_campaign_regions_and_settlement_names, descr_strat, and the script file. That's all as far as I can remember. If you need further help please join the discord RTW community server (I'll update this mod's description to include an invite), as it is much easier to communicate and resolve issues through there
private 10 Mar @ 4:01am 
First of all, good work and shame that such tricks are necessary, so AI can work properly. I've been trying to incorporate your idea to some other mod I took interest in, "Barbarian Engineering" to be specific, which unfortunately is not compatibile with yours. I made changes in files you mentioned in description to mirror your edits but the furthest I made, was blank dialogue window when launching the game and no swap settlements present in campaign, unlike your mod. My question is - could you please provide detailed list of files that needs to be changed? I see that your mod is massive, but most of it are just vanilla files that (by the look of them) were not changed at all. Game mod manager tells about a dozen at best differs from vanilla. I would rather learn how to edit files myself, than bother individual mod creators to make this fix. Thanks in advance.
eduardo7010  [author] 18 Oct, 2024 @ 4:29am 
@BathorysGraveland for the vanilla game, yes, thats all it does (though there might be an interesting side effect with this - small factions that are quickly dying are more likely to attack much larger factions because they might overestimate their position, which is not necessarily a bad thing it keeps them fighting on for longer).
It can be used in mods though, and especially mods with several superfactions. For example, in Tales of Antiquity I use this, because if I didnt eventually the Scipii and Hannonians would end up in a stalemate as none of them would have enough settlements to attack each other so they would just do nothing, and with this fix thats not the case anymore
BathorysGraveland 15 Oct, 2024 @ 5:31am 
So essentially, this mod makes it so that small AI factions will attack/be more aggressive against the Roman factions? Is that it?