Total War: ROME II - Emperor Edition

Total War: ROME II - Emperor Edition

Beta Ver 0.15.1 No Diplomacy Without Emissaries and Relations - FOR AI and HUMAN
50 Comments
Augustus II 16 Apr @ 11:49am 
Excellent, and thank you for getting back to me. I have turned to the darkside and am now playing Warhammer 3. God the mods for that game are insane. Regardless cheers to you mate!
crepax80  [author] 12 Apr @ 8:49am 
@Augustus II The project has been stopped at 0.15 ver. just beacuse my free time was heavily decreased in this period. But if you want, feel free to use and modify it, also to ask my anything about it! Thanks for your comment! Also consider that a my friend modder ("lequintal") released a mod called Profundis, where it's used my noDiplomacy mod for DEI context
Augustus II 6 Feb @ 5:26am 
This is dead? If so it is too bad because its an amazing idea. You should of made it for DEI and got on discord to see if maybe you could integrate into their amazing mod
crepax80  [author] 2 Oct, 2023 @ 4:28pm 
@pocketdude yes it's possible to use noDiplomacy script on Attila, but at the moment there are some things to get properly adapted, and i have so few time in the last period. The problem is that Attila hasn't the treaty_details functions, so diplomacy has to be developed in elseway. Anyway it's something i would do in the future.
crepax80  [author] 2 Oct, 2023 @ 4:25pm 
@[S.P.Q.R.] Kefkaius sorry, i've never tested it on multiplayer, so i can't say if they will be some desync problems
[S.P.Q.R.] Kefkaius 1 Oct, 2023 @ 11:25am 
Does this work for coop?
PocketTJ 16 Sep, 2023 @ 10:45am 
Could you please port this to Attila total war so I can use it in aoc
DaVincix 10 Sep, 2023 @ 2:46pm 
Thank you for the message.
crepax80  [author] 10 Sep, 2023 @ 1:05pm 
Hello @DaVincix! No, I haven't abandoned the project. I just have some trouble finding the time to implement the additional changes, and at the same time, I've come up with some new ideas (https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3032399715) that are taking up some of my time. Anyway, I won't leave things unfinished, and as soon as I find a completely free weekend, I'll try to complete noDiplomacy. Thanks as always! :)
crepax80  [author] 10 Sep, 2023 @ 1:05pm 
@RebelShutze thank you for your comment! :)
DaVincix 9 Sep, 2023 @ 10:18pm 
Hey, did you leave this project?
RebelSoldier 13 Aug, 2023 @ 8:26am 
This is very interesting, great that you are attempting this
DaVincix 9 Aug, 2023 @ 3:34pm 
Good news that you get professional help!

Btw., in regard of mentioned new features, i hope you keep the current "isle diplo connection", and that my suggestions will be additions.
Saying, because you wrote "(not just for dignitaries and army generals on land)" ... which i could interprete as that you exchange the both features with each other.

In meantime i playtested further, HatG and currently GC with v0.15.1 (while playing and modding the game anyway). Everything works well.

Can't wait to get the new suggested feature with the more limited war declaration requirements. Especially with GC, it is needed, because else (as it is now and with basically vanilla diplo), imo. the world is full of pretty unrealistic wars.

The new features in whole will provide quite some realism improvement.
crepax80  [author] 9 Aug, 2023 @ 10:22am 
@Brugarolas you said well: i'm not a programmer (i'm a lawyer in real life :D ) and i'm not an "organized" guy (i had wrote the script as on a blank page, without indentation... I just checked that mod works), so i'm so happy to accept your offer of help, also preserving my operativity :) P.s. my code already has the debugging/logging parts (it would be impossible to finish work without them!), but i removed
them for public release of course. P.p.s. i've sent you a friend request! ;)
Brugarolas 9 Aug, 2023 @ 12:25am 
This is a brilliant idea, I love it!

But I have to say, man, your code is kind of unreadable and inefficient. It isn't even indented, it made my eyes bleed. I'm a software developer myself, would you add me as a collaborator if I refactor it? I can also add logging/debugging. Both things would make your life easier. And I can help you with further development if you need. You would be surprised how easy it is to add new features or fixing bugs with a well organized, clean code
DaVincix 1 Aug, 2023 @ 10:11am 
Thumbsup!
crepax80  [author] 30 Jul, 2023 @ 11:12am 
Ok DaVincix, anyway, I believe that I will release a new update as soon as possible, enabling the "Near Port Diplomacy" feature for fleets as well (not just for dignitaries and army generals on land) and with a system for reading offers from allied factions. As for everything else you mentioned (and it is feasible), we will consider implementing the new features in the future. Thanks as always!
DaVincix 28 Jul, 2023 @ 5:20pm 
Forgotten to mention for the war-declarations: Of course sharing borders is always enough as requirement. So for those cases no scripted requirements. Allies of an enemy also shouldn't be hindered to enter the war with mentioned requirements. In summary, the mentioned requirements should only fire for "fresh" new conflicts.
DaVincix 28 Jul, 2023 @ 5:09pm 
That's good. I think, the current mod will be quite round then.

One other point is still in my mind for the current mod: Currently factions can declare war without requirement, correct? Imo. it should have a default requirement; without touching eventual existing specific campaign scripts in this regard, that are setup as historical event. But so to speak "random" war declaration should be somewhat hindered. It makes more sense to me as requirement, that a) an agent (dignitary, spy or veteran/hero) is in the targeted region or b) an army or fleet entered the targeted region or is very close to the border. I believe these requirements could reflect ancient reality quite properly. When script-technically feasable.

If i understood right, you plan a separate pack, where your new mentioned features are included ( would need new testing ;) ).
crepax80  [author] 28 Jul, 2023 @ 3:51pm 
@Davincix of course yes. It's possible to extend the emissary in/near region also to navy; in reality i've added an apposite check to exclude navies, so we should only remove it! ;)
crepax80  [author] 28 Jul, 2023 @ 3:49pm 
@Luskainn so congratulations to you, friend! ;)
DaVincix 26 Jul, 2023 @ 8:30am 
Still a question to the current scripting "enabled diplomacy" with dignitaries or generals close to ports: Can't we have that option with Admirals (navy force)? It would be more logical than naval Generals.
Luskainn 25 Jul, 2023 @ 5:29pm 
@crepax80 I've updated it in my new version 6.0, which uses this version 0.15.1 for the scripts. It's an honor for you to come and experience this version as I've spent years and thousands of hours on this mod. Welcome to Thucydides Trap ~ LOL Also, the new features mentioned within your reply are just great and I couldn't wait for them more!I've updated it in my new version 6.0, which uses this version 0.15.1 for the scripts. It's an honor for you to come and experience this version as I've spent years and thousands of hours on this mod. Welcome to Thucydides Trap ~ LOL Also, the new features mentioned within your reply are just great and I couldn't wait for them more!
crepax80  [author] 25 Jul, 2023 @ 3:01pm 
@Luskainn and @DaVincix again thank you so much for your great and precious testing work! As both of you said, it's possible to get out the mod from beta! Regarding extra features i'm trying to read the ai diplomatic proposals in real time, to get some diplomatic bonuses or maluses if saying yes or not to allied requests. For example i've thinked to lower relations, for example, if you say too many times no to your allies, and something similar for other factions. In reality (as usual) this idea was suggested me by @Starsmil, who asked me about possibility of doing such thing! :D Anyway because we haven't any ingame functions to hear diplomacy proposal, it will be a very hard struggle, but i think it's possible. It will be packed into a new Realistic Diplomacy (Improved Relations System). I hope to do it as soon as possible. P.s. @Luskainn of course you are free to integrate noDiplomacy into your great mod (please tell me when it will be released cause i want to try it ;) )
crepax80  [author] 25 Jul, 2023 @ 2:51pm 
@Seoh as DaVincix said you, it is the map of Wrath of Sparta DLC. Thanks for your comment!
DaVincix 24 Jul, 2023 @ 11:59am 
Hey Trasibulos, what are the mentioned extra features for a planned update?
DaVincix 24 Jul, 2023 @ 4:57am 
@Seoh, these images are from Wrath of Sparta DLC.

@Trasibulos, i would call this mod probably "Improved Diplomacy" ( or "Better Diplomcy" ). Simple and true ;)
Luskainn 24 Jul, 2023 @ 2:56am 
@crepax80 Version 0.15.1 seems to work perfectly fine after a week of testing with my friends. So does the new update after my own mod integration. This update has been noted in the description with your license and presented in the in-game popup. Glad to be able to give you this delightful feedback. Cheers!
Seoh 23 Jul, 2023 @ 3:19pm 
where are the greece map screenshots from? mod, dlc? i see that it has more settlements than normal, great mod!
crepax80  [author] 23 Jul, 2023 @ 10:38am 
@Pharaoh i think your idea is good! I'll use that for noDiplomacy next release (i want to add some extra features). I hope it will be final version of this mod
Pharaoh 22 Jul, 2023 @ 11:01am 
maybe a better name for the mod could be "realistic diplomats" just a suggestion
crepax80  [author] 22 Jul, 2023 @ 6:41am 
Thanks so much @DaVincix fot your work! If you don't mind i've quoted you and @Luskainn in the mod's description
DaVincix 22 Jul, 2023 @ 3:13am 
Version 0.15.1 works flawless along my experience. Went on to play RotR/R2TR4.
Imo. NoDiplomacy could go out of "beta".
crepax80  [author] 21 Jul, 2023 @ 3:17pm 
@Pharaoh it was exactly my intention! ;) Thannk you for your comment! :)
Pharaoh 21 Jul, 2023 @ 8:16am 
i should try this it sort of reminds me of rome 1/medieval 2 diplomacy
crepax80  [author] 18 Jul, 2023 @ 8:13am 
18.7.2023 updated to Beta 0.15.1 : 1) fixed bug affecting disabled diplomatic actions when emissaries (dignitaries or generals) are in the targeted faction's region or very near targeted faction's port, when the targeted faction previously belonged to "SameTheater" condition; 2) a new dynamic technique to deactivate the diplomatic action possibles based on a further for cycle on UI components (you will not see it directly, but you'll see the effects); 3) a new refreshing buttons functions to reactivate the "send_button", "ok_request", "ok_declare" etcetera, to fully perform diplomatic actions in any case, when the general conditions are met; 4) now checking foreign emissaries in your regions is totally real time;
crepax80  [author] 18 Jul, 2023 @ 7:57am 
@Luskainn to fix the bug, i've just to add a "and not enabledUI[diploFactionName]" condition to the diplomatic options bars check... I totally forgot about it! :D p.s. Thanks again! :)
crepax80  [author] 18 Jul, 2023 @ 7:55am 
@DaVincix and @Luskainn thank you so much for your great testing work! :) I've fixed the bug (very quickly thanks to the suggestions of Luskainn :D ) and i'll release today a new 0.15.1 (in some hours)
crepax80  [author] 18 Jul, 2023 @ 7:52am 
@Leondas and @Paidas Demetriou thank for your comments! I'll check soon what it has to be done to make noDiplomacy compatible with DEI and Por 2 ;)
DaVincix 18 Jul, 2023 @ 3:33am 
Hello Luskainn, in case you are also on TW Center (TWC), you could PM him the download link there. See above in description his TWC mod page to find him as Trasibulos.

Btw., the bug you guys found is exactly what i already reported above.
Luskainn 18 Jul, 2023 @ 2:13am 
@crepax80 By the way, I can send you my modified source file if you need it. I tested this file myself and the bug seems to have been fixed perfectly. Give me an e-mail if you need it.
Luskainn 18 Jul, 2023 @ 2:09am 
@crepax80 A good news: a friend of mine helped me troubleshoot and seems to have found the problem. Feedback for you, just FYI:A faction can belong to both the semiEnabledUI list and the enabledUI list at the same time in the script, but the checkEnabled function will treat them as semiEnabledUI list faction only.
Luskainn 17 Jul, 2023 @ 6:06pm 
I have to have a feedback on a suspected bug that has been tested with two friends and confirmed to exist. For countries in the "Strategic Theater" state, that is, countries that are designed to only can declare war, neither sending diplomat nor general can propose diplomatic offers (diplomacy does not work). However, the text screen is green, which means that diplomacy is possible.
Leondas 16 Jul, 2023 @ 3:36am 
@Paidas Demetriou yeah it does!
Paidas Demetriou 16 Jul, 2023 @ 3:02am 
@Leondas, it also eliminates the population script. IInteresting mod, i wish it was compatible with DEI.
Leondas 16 Jul, 2023 @ 1:50am 
Where is a problem playing this mod us any major faction in Divide et imera mod, it effects the scripts of the reforms and the units came out from the 1st turn. What i wanna to say is that can you make this mod for DEI also ?
DaVincix 15 Jul, 2023 @ 9:01pm 
Hey Trasibulos, i guess this public beta is identical to the one i got from you via TWC? However i will take this one from here now.
crepax80  [author] 15 Jul, 2023 @ 4:11pm 
@Leondas and @Skyn0s thank you very much for your words guys!In reality for me the real game is modding itself! ;)
Leondas 15 Jul, 2023 @ 2:52pm 
Amazing Mod it's make game more realistic! Thanks!
Skyn0s 15 Jul, 2023 @ 1:44pm 
Fantastic ! Thank you for your hard work @crepax80. It already made my campaigns so much interesting thanks to you, can't wait to test this new version ;)