Total War: ROME II - Emperor Edition

Total War: ROME II - Emperor Edition

No Diplomacy Without Emissaries and Relations - FOR AI and HUMAN Alpha ver. 0.14
69 Comments
crepax80  [author] 30 Jul, 2023 @ 2:39pm 
Arbiter Thel in reality i think i should just change 1 function and adapt the map... It can be done
Arbiter Thel 30 Jul, 2023 @ 11:38am 
any chance of getting a version of this for Attila?
crepax80  [author] 30 Jul, 2023 @ 11:07am 
@lequintal feel free to integrate noDiplomacy in your submod ;) p.s. do you know i've released a new version of noDiplomacy ? https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3004746852 (not compatible with 0.14)
lequintal 30 Jul, 2023 @ 9:53am 
Hi Crepax80
Would you agree to let me add your fantastic script in my DeI overhaul submod ? with all due credits ofc!
It will be my personal take on DeI with all my submods incorporated as well as scripts (trade regions, diplomacy reforged, rebellion script) made by other modders
Luskainn 16 Jul, 2023 @ 2:15am 
@crepax80 Thank you so much! I'm sure this will be useful, and I'll try to make the submod that matches your genius ideas as much as I can, and that's probably the best way I can show my appreciation. I'm ready to redefine it based on version 0.15 and let you know as soon as it works.
crepax80  [author] 15 Jul, 2023 @ 5:29pm 
@Luskainn anyway, also if i'm starting from 0 infos about (at the moment), i think your problem could be found in these strings: if (string.sub(context.string, 1, 18) == "faction_row_entry_") then
local diploFactionName = string.sub(context.string, 19) . I think you should use a different number values, because 1, 18 and then 19 is the numbers related to each single letter of the "factionName", so for example 1,18 means in this way since letter 1 to letter 18, and the next 19 means from 19 to the end. Of course this pattern will not work if the single letters are different in number or order, so you maybe have to rebuild it. I may be wrong, but i think this could really be the issue.
crepax80  [author] 15 Jul, 2023 @ 4:17pm 
@Luskainn i've started a new thread in Discussion, here on discord. Please report me every specific issues you are facing in adapting no diplomacy to your mod. I will try to help you
crepax80  [author] 15 Jul, 2023 @ 8:47am 
@Luskainn i'm so sorry for your issue! Later i'll add a discussion thread about adapting noDiplomacy to mods, so maybe you can tell me more specific issues there!
crepax80  [author] 15 Jul, 2023 @ 8:45am 
i've released the beta 0.15 as a separate project to preserve the old alpha savegames, making it a public beta. I'll merge in future the two mods. For now of course the beta version is not compatible with the alpha. https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3004746852
Luskainn 15 Jul, 2023 @ 7:07am 
@crepax80 My friend. I'm luskainn, the mod author of Peloponnesian War, who contacted you earlier. these days my friends and I are working on a compatible version (based on this 0.14 version that has been released) according to your licence, and everything is fine with the English version, and the localisation of the Chinese version has been done as well. But we have a problem, the Chinese version can't determine the country of the diplomatic interface correctly after the localisation. Maybe there is something I missed, I spent 8 hours last night researching but no success, still working on it now. Thought I'd ask if you had any hints? I heard today that there is a new version, that's great news. Hope all your processes go more smoothly. Thanks!
crepax80  [author] 15 Jul, 2023 @ 6:36am 
@DaVincix check your sTWC messages. I've sent you a newer version of 0.15. It contains a new feature to fix your issue (dignitaries or armies - not navirs - generals are at sea and if they are very near to a faction's port, then you can diplomatically deal with this faction)
DaVincix 14 Jul, 2023 @ 10:33pm 
Done. You've got a PM by me at TWC.
DaVincix 14 Jul, 2023 @ 10:26pm 
Alternative, if you would like to hide it longer: Find me on TWC (nick there: DaVinci) or better i find you there (you have a TWC link, now remembered). I put you then into the friend-list and you can easily PM me with the DL-link.
DaVincix 14 Jul, 2023 @ 10:22pm 
Can't find a message with DL link. No idea how that works here, lol.

Would love to playtest with v0.15, finally.

I think it would be much easier if you decide to publish it as open beta. Don't be so shy! ... already v0.14 works quasi flawless (no crashes whatsoever) - at least with WoS/R2TR4 (modded) and can't believe it would be otherwise in GC or the other DLCs; the only issue thing was what i mentioned in the Discussion thread.

Roll it out ;) ... the more playtester, the quicker you get possible issues ironed out.
crepax80  [author] 14 Jul, 2023 @ 2:01pm 
@DaVincix check your steam messages ;)
DaVincix 13 Jul, 2023 @ 5:55pm 
Yes, i wanna playtest it. Just accepted the friend request. Imo., you could also release it as "public beta". However, i will report back in your Discussion thread.
crepax80  [author] 13 Jul, 2023 @ 10:27am 
@Lotussy I'm working on beta version at the moment and i hope to release beta as soon as possible. Thank you very much for your comment!
crepax80  [author] 13 Jul, 2023 @ 10:26am 
@DaVincix I've sent you a friend request, so i can send you the new 0.15 if you want to test it! Thank you very much!
Lotussy 13 Jul, 2023 @ 1:28am 
really cool, looking forward to see this out of alpha :)
DaVincix 9 Jul, 2023 @ 11:56am 
Btw., i would playtest your v0.15 (with WoS), if you like to upload it to for example https://workupload.com/ , a simple and free file storage server. I could then report back in your Discussion thread.
DaVincix 9 Jul, 2023 @ 11:51am 
I'm playing WoS with R2TR4 (and some own modding) and few graphical mods, no problems. I didn't look into your script that far, a question, the getCampaign() function relates to code city names or .loc file city names?
crepax80  [author] 7 Jul, 2023 @ 7:19pm 
@DaVincix yes, but beware of campaigns map. If some city names are changed in the mod campaign, the script has to be adapted to the specific mod by adding new city names in the getCampaign() related functions. Thanks again for your comment!
DaVincix 7 Jul, 2023 @ 2:17pm 
To be more specific: R2TR4 has no .lua files, so no (technical) issues with according script mods.
crepax80  [author] 7 Jul, 2023 @ 1:49pm 
@DaVincix Thank you! Sincerely i didn't know the mod was compatible with R2TR4 but the thing make me happy :) P.s. i have still to publish the last update, but i've not yet find some free time to do the last testing session. I hope to release it in short time
crepax80  [author] 7 Jul, 2023 @ 1:46pm 
@Leondas Thank you so much! P.s. at the moment the mod is not compatible with DEI but if you want you can make it compatible by inserting the city names from DEI Maps in the campaign functions in the script file. It's very easy to do, but if you want feel free to pm me or join the mod's discord
DaVincix 7 Jul, 2023 @ 11:01am 
Excellent improvement! Btw., it is compatible with R2TR4 overhaul mod.
Leondas 24 Jun, 2023 @ 2:15am 
Hello Great mod btw is it competible with DEI?
Luskainn 18 Jun, 2023 @ 6:08am 
@crepax80 OK…genius of no played ROME LOL
crepax80  [author] 15 Jun, 2023 @ 5:16pm 
@Luskainn you're too kind and i thank you: I'm just one who loves programming and scripting since the youth :) p.s. i almost never plays Rome 2! :D
Luskainn 14 Jun, 2023 @ 4:28pm 
Bro genius, I want to thank you in advance for the fruits of your hard work.I wish you all the best!
crepax80  [author] 12 Jun, 2023 @ 2:34pm 
Thank you again @Skyn0s!
Skyn0s 12 Jun, 2023 @ 9:53am 
Beautiful. Thank you @Crepax80, I look forward to test it !!!
crepax80  [author] 12 Jun, 2023 @ 9:44am 
on saturday 17.6.2023 i'll release the new version of noDiplomacy mod. If you are interested, please check the post in the discussions section for more info about.
crepax80  [author] 4 Jun, 2023 @ 2:37pm 
thank you so much @Skyn0s! Feel free to implement it and merge it in your mod freely! Anyway as soon as possible i'll release a new version with some new conditions (diplomacy partially enabled - only war declaring, passive and active - for the factions which belong to the same geopolitical area, also if not bordering). I've developed the new version to avoid your faction in game could remain isolated from all the other ones (for example for island faction). Further there will be a lot of fixes. The new mod version (not yet released) will be not compatible with old save games.
Skyn0s 4 Jun, 2023 @ 6:45am 
I did manage to implement it and merge it with other mod and it works like a charm. It is a game changer @crepax80.
For this and the experience and enjoyement it will bring to my campaign, I thank you very much mate ! Fantastic Idea, and it gives a purpose to the agent again :D
Luskainn 23 May, 2023 @ 11:24am 
@crepax80 I feel very encouraged and thank you my friend for the authorization you gave me. I will credit you and notify you once I finish my update. One more thing. discord is not very convenient for my Chinese community here, it needs some ...... unofficial operation to use, you know it, right? So I may not be very good with this stuff, I hope you can forgive me. If possible, I would like to leave a message or email to ask you for help. 77510572@qq.com. Thank you again!
crepax80  [author] 23 May, 2023 @ 7:39am 
@Luskainn of course you can freely integrate No Diplomacy mod in your mod; i also would be glad of it because your mod (as i can see) it's a great work! :) . Feel free to add me as friend here or on discord (nickname: Trasibulos80) so i can tell you the little things needed to adapt this mod to yours one P.s. i hope that i will release a further update in this weekend ;)
Luskainn 23 May, 2023 @ 4:15am 
@crepax80 I personally like this idea of yours very much. Since I myself am the author of the mod Peloponnesian War, I would love to get your authorization to integrate this system into my mod if possible. its main idea is also to be as historical and hardcore as possible. Of course, I might have to make a lot of adaptations for it, such as the number of nobles and the removal of negative skills of nobles in other territories, etc.I'd love for Invite you to play with the projects I do too, LOL
crepax80  [author] 22 May, 2023 @ 11:34am 
@Luskainn yes, it's correct. But in trials (at the moment) the AI seems to take aggressive stance towartds you, if diplomacy disabled for so many turns; so it has happened to have neutral force raiding my region (their force in my lands will enable diplomacy), and at the next turn they declare war on me. Anyway i have in mind to develop some "Sphere of Influence" (or "Local Theater") to enlarge the possibilities of enabling diplomacy. Thanks for your comment!
crepax80  [author] 22 May, 2023 @ 11:30am 
@Ragnar thanks for your comment!
Luskainn 22 May, 2023 @ 11:19am 
Very hardcore, very genius idea. My only personal concern is what if the AI can't reach me. That's possible right?
Ragnar 22 May, 2023 @ 8:03am 
That's interesting
crepax80  [author] 22 May, 2023 @ 6:43am 
thanks @Benjin :)
Benjin 22 May, 2023 @ 2:27am 
That's a great update, fantastic work!
crepax80  [author] 21 May, 2023 @ 7:30pm 
Updated the mod to ver. 0.14 (Experimental Version). Now the mod will affects Human Player and AI so the conditions for diplomacy enabling/disabling will count for AI too (active diplomacy, passive diplomacy, parallel diplomacy).
crepax80  [author] 21 May, 2023 @ 6:00pm 
thanks @Pando04 :)
Pando04 20 May, 2023 @ 7:22pm 
sweet thank you this sounds like an awesome mod
crepax80  [author] 20 May, 2023 @ 2:48pm 
@Pando04 to enable diplomacy for a faction you have to meet at least 1 of the conditions
Pando04 19 May, 2023 @ 10:05pm 
so do we have to meet all 5 requirements or just one?
crepax80  [author] 19 May, 2023 @ 2:06pm 
@Starsmil, the question is about 3 orders of problems: 1) active diplomacy (from player to ai); 2) passive diplomacy (from ai to player; 3) parallel diplomacy (from ai to ai and viceversa);
while for the first 2 cases we already have a solution (the released mod covers the 1) condition, but it can easily cover the 2) condition too, by preserving the buttons disabled also in ai turns, for the 3) condition it will be a bit more complex (but doable) because we have to disciplinate the ai from ai and ai to ai relations. Anyway i haven't yet finished the job, so i'll develop further this mod.