Total War: ROME II - Emperor Edition

Total War: ROME II - Emperor Edition

2.2 Better Campaign AI Beta
48 Comments
Epyon (AnimeToxic) 30 Apr, 2019 @ 9:50am 
is this update :(? why so many outdated mods :(?
skilur 21 Jun, 2018 @ 9:55pm 
In this version, " Better AI Recruitment (The Best recruitment mod) " is also present?
Drake22  [author] 6 Dec, 2017 @ 5:44pm 
Sorry, It hasn't been updated for the newest patch, I don't have an eta on it either.
patrickshelley09 5 Dec, 2017 @ 7:55pm 
If I use the mod while playing Empire Divided, the AI can't recruit. They are in muster stance but never actually recruit anything. I've even confederated with other factions and their armies (which are now mine) are in muster stance when I take them over. Anyone else experience this? I have confirmed that turning this mod off solves the issue.
Blade 23 Oct, 2017 @ 3:45pm 
Hello, are you still going to update your beta?
TexanChiss 29 Jan, 2016 @ 1:49pm 
Can you make the factions that are not played by the player attack a lot more more if they are aggressive? Also I think many factions should recruit units based on what type they are best suited for.
AshFall 23 Jan, 2016 @ 7:49am 
Would also love to see more work done on this Beta. Love this mod, makes the game much better!
Blackheart 12 Sep, 2015 @ 12:03am 
Exellent, thanky you very much.
Drake22  [author] 11 Sep, 2015 @ 2:51pm 
I haven't touched this Beta in awhile, I'll see what I can do for you, I fixed alot of those issues in the DEI version so I should be able to port over alot of my numbers ^_^
Blackheart 11 Sep, 2015 @ 12:52am 
This mod makes AI all whiny and they are using every single excuse they can think of to beg for money. First, pay me 5000 so we will trade, next turn, pay me another 5000 so we won't attack each other, next turn pay me 7000 for trade agreement, next pay me 10000 for defensive alliance, next give me half your treasury to form millitary alliance, now whats left give me so i will attack some factions on the other side of the map who are not even a threat to any of us.

I'm sorry, other than that mod is good, AI is significantly better and they actually protect their cities, but dimplomacy is just PAIN in the ass. Everytime i click "end turn" I get angry becuase same factions keep begging for money. Every single turn they ask for same thing. If this could be fixed, this mod would be great.
Drake22  [author] 25 Aug, 2015 @ 9:14am 
Should be just peachy
Darkside664 25 Aug, 2015 @ 7:23am 
Hey Drake. Does this mod work for the newly released patch 17?
Drake22  [author] 27 Jul, 2015 @ 6:47pm 
<3
Seht-N-Stone 27 Jul, 2015 @ 5:54pm 
Drake, I love you...you beautiful bastard!
Gauvain 27 Jul, 2015 @ 4:57am 
Thanks for the quick answer.
Drake22  [author] 26 Jul, 2015 @ 4:00pm 
The script doesn't effect players or their allies. This is true in co-op as well. So there is nothing to worry about as long as both players have the same mods.
Gauvain 26 Jul, 2015 @ 3:09pm 
@DrakeB22 I'd like to try your mod but i'm playing coop campaign, and I don't know how the major faction autoresolve script impact coop.
If a battle is seen by an agent of one human player, but not of the other, does the boost kick in or not, or both (resulting in a desync?). Does the shared view of coop players mean that both players see exactly the same thing, giving both players the same result?
Thanks for your work.

Elenrai[Facts] 18 Jul, 2015 @ 6:30am 
Been fun so far, the etruscans actually fight back a little now!
Yaddar 29 Jun, 2015 @ 5:14pm 
thanks for the response!

and yeah I tried starting a new game and around 38 trurns is so much going on in the map!!

very vibrant diplomacy!

-so far, no complaints-
Drake22  [author] 29 Jun, 2015 @ 1:42pm 
Its save game compatible, best experience is using it from the start so the AI can expand early, but it won't have any issues with saved games.
Yaddar 28 Jun, 2015 @ 10:49pm 
hi and thanks for the hard work you put into these.


is this mode compatible with saved (vanilla) games of current campaigns?
B35Patriot 2 Jun, 2015 @ 5:07pm 
This looks pretty impressive, a mod that finally makes it so Cyprus isn't recruiting full stacks of slingers anymore. :). Any possible way you can put up a seperate download of this up? Macs sadly have not responded well to Total War Rome 2 mod subscribing, but there is a way to put mods into the game.
Drake22  [author] 13 May, 2015 @ 5:25pm 
When I play I've been using this version, half because it's farther along, and half because it's always good to have inspiration for improvements.
Darkside664 13 May, 2015 @ 3:02pm 
Hey Drake, do you recommend this version of your better campaign ai or version 2.1?
Drake22  [author] 9 May, 2015 @ 3:48pm 
Yeah I spent alotta time trying to clean up diplomacy abit. As far as carthage goes, from what I've seen the AI doesn't manage oversea's empires with multiple enemies that well, I've seen rome have a 4-5 stack invasion of africa before, and I've seen carthage invade italy with a reasonable number of troops, but I find carthage suffers from having it's territory split up like you said. Been thinking about how to fix it but haven't come up with anything yet.
Regal Orangutan 9 May, 2015 @ 3:46am 
Couple issues, love this mod though. There is a lot of aimless wandering by the ai. I'm playing as Rome and at war with Carthage. They have about 4 fleets of 4-7 troops sailing sailing back and forth throughout the Mediterranean. I was able to make it to Carthago with a full stuck unchallenged. I began sieging the city and after 3 turns they pulled a fleet of 7 units into the harbor. Could it be that Carthage is so unique in terms of territory (spread out over lots of water and with a lot of client states) that it is causing the problem? Also, diplomacy seems to be a lot easier in 2.2. Thanks for the hard work.
Drake22  [author] 1 May, 2015 @ 12:07am 
Updated with new modified major factions script as well as other changes. If all goes well I'm going to drop the "beta" tag soon!
Drake22  [author] 30 Apr, 2015 @ 11:02pm 
I played a macedon game recently where I had to migrate from macedonia after a combined athens/sparta/areduai stack took pella, and began my empire of new macedon from the island of rhodes. Long story short, 70 turns later I sacked athens and sparta and took back pella in a revenge rampage.
dustish 30 Apr, 2015 @ 10:48pm 
Play as Macedon on VH. I enjoy it. CAI agressive but adequate - get trade, peace ,etc.
Drake22  [author] 30 Apr, 2015 @ 9:17pm 
No not so far, I have a scripted money bonus for some of the playable factions with the condition for it only to fire if the faction is AI controlled, so its a economic nudge towards expansionism. Currently experimenting with other ways to encourage growth otherwise I'll have to re-add the modified major factions script I was using before that was pretty effective.
TexanChiss 29 Apr, 2015 @ 6:13am 
Are the large empires dependent on faction being playable? If so It helps players gain strong potential allies.
Drake22  [author] 28 Apr, 2015 @ 8:49pm 
Fixed it just now, something I did before broke it, darn misspelled variables
Drake22  [author] 28 Apr, 2015 @ 8:44pm 
In the process of testing the new changes, but I'm experimenting with giving the AI extra recruitment slots and a few other tweaks to try and encourage large empires.
TexanChiss 28 Apr, 2015 @ 8:14pm 
Any jucy improvements? I saw that the mod was updated.
Drake22  [author] 23 Apr, 2015 @ 5:21pm 
@Gluteus maximus The most helpful thing at the moment would just be giving it a try while playing and making note of what the AI is doing, screenshots of any good or bad behavior is great as well.
Drake22  [author] 23 Apr, 2015 @ 10:22am 
And my "Gold for the people" Submod stresses the gold difference between minors and majors to create an environment which favors majors to bully their minor neighbors unless they get ganged up on by too many of them, in which case they deserve to fight or die.
Drake22  [author] 23 Apr, 2015 @ 10:21am 
Bit of both, Alot of the majors get access to units that are rated highly in autoresolve (Thorax Troops, Chosen Swords, Principes) over their unplayable neighbors, as well as having more money and armies at their disposal. In my recent tests I still see the major empires forming from playables, but with much less of a predictable nature. So there is still a small chance of a big persian empire or a unexpected germanic tribe gaining power. Still in the process of making it perfect however. If you want a game with the big players guarenteed to get big, my 2.1 version is perfect for that.
TexanChiss 23 Apr, 2015 @ 10:18am 
ai vs ai
TexanChiss 23 Apr, 2015 @ 10:17am 
How does an ai win in this instance then? Quality or quantity of units?
Drake22  [author] 23 Apr, 2015 @ 10:16am 
Well the 2.1 Version I have has a modified version of Mitch's Guarenteed Major Factions script, which provides the (AI) playable factions with a autoresolve bonus against minor unplayable factions. This version doesn't have it mostly cause I feel the major's are better with the new war priority system of letting themselves get overwhelmed unless their truly outclassed.
TexanChiss 23 Apr, 2015 @ 10:11am 
What do you mean "removed the major factions script"?
Drake22  [author] 23 Apr, 2015 @ 8:07am 
So far so good for my own tests, its mostly refining the AI's military behavior.
Gluteus maximus 22 Apr, 2015 @ 11:32pm 
What are the Goals for 2.2 ???
Maybe I can help
Drake22  [author] 21 Apr, 2015 @ 10:04pm 
orignal mod* doh!
Drake22  [author] 21 Apr, 2015 @ 1:49pm 
Same as the orignal mode, should work with almost anything.
danny 21 Apr, 2015 @ 12:33pm 
is there incombility sorry if i misspelled
Drake22  [author] 21 Apr, 2015 @ 11:07am 
Feedback is welcome!