This works really well..
3)Now change it to gfx_video_memory -2000; or -4000;
on my asus gaming laptop j751jy.. it use to run at 40% of pc.. and the cooling system would be louder and the vents will be making alot more noise. This literally brought it down to around 20% of my laptop.. and its quiet..
thanks
btw why was mine set at-0
I have some tech questions to better make my submod:
1) How strong is the autocalc advantage applied by modify_next_autoresolve_battle(5, 0.1, 0.1, 2, false)? Would a 5 : 0.1 ratio just give a slight advantage, a strong advantage, or does it guarantee a win even for a much weaker force? What can I set these numbers to, does it go to 5? Does win_next_autoresolve_battle work (when called in pending battle)?
2) Why do functions like OnPendingBattle get called with the argument context? Is that necessary to use game functions like turn_number()?
My testing reveals, modify_next_autoresolve_battle seems to confer some advantage, but not enough to really keep a stronger faction from expanding. The win_next_autoresolve_battle does not seem to work at all in my testing.
Right now I wonder how to get the at_war_with("faction") to work. What do I put in front of it?
Last edited by ♔Greek Strategos♔; October 27, 2017 at 08:45 PM.
Thanks for the advice. I wrote him this:
Hello Dresden
I was advised to write you.
I am trying to create a function that tests whether a faction is at war with the player for use in my expansion limitation script, because I'm disabling movement for factions that get too big, and I want this to not apply to the players enemies, because obvioulsy it would be kind of easy to conquer a faction that cant move its armies. I can't get it to work. I had hoped you could let me know what I do wrong. All I really need is to get the something:at_war_with(something) game function to work.
DeI already has a function that tests whether a faction is allied to the player, so I hoped I should be able to just adapt that.
But it does not seem to work. The script is sound in terms of having the right 'end's in the right places, it starts but all I get is the Log entry "Faction is Epirus", after that it doesn't return anything.
To make it less complicated, even this doesn't work.Code:function Test(context) --this is copied DeI code with some changes. it just creates a list of factions, which are the player. in single player there should be one player faction so I can set one variable play_faction to be the player faction, and to put it into my . this might contain an error. if context:faction():is_human() == false and context:faction():region_list():num_items() > 0 then local player_factions = {}; local faction_list = scripting.game_interface:model():world():faction_list(); local play_faction = faction_list:item_at(0); for i = 0, faction_list:num_items() - 1 do local curr_faction = faction_list:item_at(i); if (curr_faction:is_human() == true) then play_faction = curr_faction curr_faction = curr_faction:name() table.insert(player_factions, curr_faction); end end --this is for testing whether the at_war_with function works. i'm just saying "if you're at war, then log something". but none of the logs after the Log("Faction is Epirus") line get called. Log("Starting second test, Epirus") if context.string == "rom_epirus" then Log("Faction is Epirus") local are_enemies1 = CheckIfFactionIsPlayersEnemy(play_faction, context:faction()) Log("Set are_enemies1") if are_enemies1 == true then Log("Test 2: Epirus is at war with Player") end Log("Done Test 2 Epirus war check") if are_enemies1 == false then Log("Test 2: Epirus is not at war with the Player") end Log("Done Test 2 Epirus not war check") end --this is a straight copy from DeI's CheckIfFactionIsPlayersAlly function with changed variables function CheckIfFactionIsPlayersEnemy(players, faction) local l2 = false for j,value in pairs(players) do if (l2 == false) and (value:at_war_with(faction)==true) then l2 = true Log("CheckIfFactionIsPlayersEnemy true") end end return l2 end
It really just says "Log if the factions are at war".
No dice. No idea why. It runs during the Epirus turn and they are at war with Rome, which is faction 0 in the array.
Code:if context.string == "rom_epirus" then if context:faction():at_war_with(scripting.game_interface:model():world():faction_list():item_at(0)) then Log("Success") end end
Last edited by ♔Greek Strategos♔; July 19, 2019 at 06:03 AM. Reason: Merged posts.
ΑFAIK AI scripting in Total War games was always buggy, unlike Paradox titles.
Even if the script is correctly written, most of the time the AI has his own mind. Especially with diplomatic options and expansion.
Thanks. It seems some functions just dont work, or they dont work with Rome 2.
Or, as you say, the TW AI just doesnt care that much.
So far I've found functions that work to also be properly applied though.
If this question was off-topic in the hardware thread, then please remove at will.
Last edited by CIaagent11; November 02, 2017 at 03:33 AM.
3)Now change it to gfx_video_memory -2000; or -4000;
this mean MINUS 2000 ??? so must writing : "gfx_video_memory -2000;" or simply : gfx_video_memory 2000; ???
Hey, first time with DeI
Game is having terrible lags, even with 100 soldiers on the map. In ingame settings, it shows my graphic card so i dunno what the problem is.
i tried the preference thing, changed from 0 to -4000, -2000 +2000 +4000, and it changed nothing
Every other mod i can run in full ULTRA settings, with no problems
my stats: i7-7700HQ CPU @2.80GHz 2808 Mhz // 8GB ram // nvidia geforce GTX 1050
Set it to -4000 and probably try this:
6)New possible FIX for stuttering issues and general performance.
Some times the Rome's 2 settings file becomes invalid and bugged, DirectX files as well.
So try this easy FIX:
Go to: C/users/USERNAME/appdata/roaming/thecreativeassembly/rome2/scripts
If you cant find that, click on the windows button and in the search bar type in RUN, click on that and then enter %appdata%.
When you finally get to the scripts file, delete it (these are the games settings)
After the scripts files are deleted go into your steam game library, right click on the game and go to properties, local files, then verify game files.
Once that is completed find the game files, which would be wherever you have steam located, and follow this: Steam/Steamapps/Common/TotalwarRomeII/redist/directx
In the directx folder, find the DXSETUP application and install directx through that.
Checking out games for historical accuracy: http://bit.ly/HiGaVFYD
Let's Plays: http://bit.ly/HjalfFeuer
I have some weird text bug when running DEI. I didn't use to have this 2-3 years ago when I last ran DEI.
While I haven't tested a lot of vanilla rome II yet, I have yet to see this buggy text there.
Link to show you what I mean - https://www.reddit.com/r/totalwar/co...e_ii_text_bug/
Usually the text that gets buggy with me is one of the stats on my units- combat vs elephants and the numbers below province population. Then occasionally something else - for example the whole text from the advisor that appears once in a while. Also the fix provided in that link makes the texture very hard to read, so while it's a fix, it's a pretty poor one.
It really breaks my immersion and triggers my ocd so I spent all night trying to figure this one out with no luck. Anyone please help?
Sorry, I have never seen that before. All I can say is I have never seen anything like that reported in years of lurking around these forums, so I strongly assume it is an issue with your computer. You might have anything from a missing font of broken graphics card, but I'm wildly guessing. I can only recommend reinstalling the whole thing from scratch, that is: windows, Rome, DeI. If that does't work, you have to get another computer to play.
Yeah you should add: gfx_video_memory -2000 or -4000;
Hello mate. DEI is much more demanding than other mods.
Usually you'll need more processing power to play it.
1)Follow my tips and steps from the main post.
2)Let me know for any extra help you may need.
PS
You could Overclock your CPU. 2.8mhz is very low for an i7
1050gtx is not a very strong card for such demanding mods.You should also know that Rome 2 is also based more on CPU than GPU.
Never seen anything like it mate. I'm sorry. I'd suggest to
1)check your drivers again, completely erase them with DDU tool and install the latest ones.
2)Delete preferences file from C/users/USERNAME/appdata/roaming/thecreativeassembly/rome2/scripts.
3)Check your file integrity for Rome 2 through STEAM.
Let me know about your results. I'll search the forums for any other similar situation so I could lend you a hand.
Last edited by ♔Greek Strategos♔; November 14, 2017 at 02:41 PM.
worked, thanks.
is it that bad ? now i got it working, i can play in full ultra without no problem (didnt try huge sieges tho), as i could with other mods. Speaking of which, why would DEI take more ressources for battle map, as said, base game with full graphical mods (aztec, etc)
Besides, i have no idea on how to overclock
Last edited by lequintal69; November 17, 2017 at 03:11 PM.
Ιt's more about the unit's huge variation differences with Vanilla. DEI use more resources to represent the units with full details and more than average quality. Also unit numbers are much greater (so much more pixels) and if your CPU is middle ranged you'll probably have problem with Ultra settings.
You could lower your settings and use the suggested values from the opening post and let me know.
Cheers.
Do you think that I should forget playing Rome 2+DEI with this laptop?
Intel Core i5-6300HQ Quad-Core (6M Cache, 2.3 GHz ~ 3.2 GHz)
RAM : 8 GB, DDR4 2133 MHz
NVIDIA GeForce GTX950M 2GB DDR5
I play with medium settings and I get 30-45 fps in campaign and battles before the combat starts. Then the game has several FPS drops.
I have this desktop:
CPU
- Intel(R) Core(TM) i7-3770 CPU @ 3.40GHz
8 GB RAM
GPU
- NVIDIA GeForce GTX 970 4 GB
Can I max it out with medium size? In a double full stack battle the battle become unplayable despite the quality settings.
Last edited by IamOdysseus; December 02, 2017 at 01:53 PM.
I play it fine on way lower hardware. But I am content with lower graphics settings and unit size, as that's what I'm used to from RTW days. Bigger units just feel like an uncontrollable blob to me.