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he purpose of this mod is an attempt to enhance the existing campaign AI to levels of increasing challenge and logical maneuvers. Given the limitations involved when dealing with the AI at this time, the ability of modders to drastically alter the campaign AI is rather culled at the moment. However, only through continued experimentation, feedback, and hopefully support from Creative Assembly can we hope to reach the AI heights of past titles, such as Medieval II and Rome.
My end goal with Emotive Empire is an attempt to create an AI mod that works with vanillia Empire rather than against it, while at the sametime cross-mod support in the final version. I am aware there already a number of outstanding AI mods out there such as DarthCAI, Enhanced Campaign AI for A Proper Empire, and the bundled AI with Imperial Splendour. The difference between those AI mods and Emotive Empire is where those balance themselves around gameplay mods, Emotive Empire balances the game around itself. In short, where the AI needs assistance, I change the game rules to assist the AI. However, when all is said and done, Emotive Empire is primarily a vanillia modification at its core that will eventually have cross-mod support.
It is with this in mind that I present my own vision of the campaign and ask the public to assist me in helping to reach those above goals. The following version is the latest version of my own campaign AI mod that I've been using for a few weeks now, adding and improving it until now when I am releasing it. As it is now, what I need most is public feedback of different experiences from different people and their own viewpoints about how their games play. Please post any and all, postive or negative, feedback below so as to better help me evolve the AI over time.
It should be stated now so anyone may not be confused, 0.3 Beta is not compatible with any mod that changes the unit_tables file. This would include all gameplay mods and most major mods. In the future I intend to have cross-modification support, but at this time any mod that alters the unit_tables file will be incompatible with Emotive Empire. You can, of course, remove the unit_table file from the pack and then use Emotive Empire with other gameplay mods, but I cannot promise you that my intended changes will still be intact.
Now that is all said, here is the changelog for 0.3 Beta:
Changelog
- Increased recruitment cost to all units.
- Decreased upkeep cost to all units.
- Decreased the AI's aggressiveness and tendency to make all out-war on everyone.
- Increased the AI's willingness to attack as an army rather than small bands.
- Reduced raiding slightly.
- Increased frequency of generals and admirals.
- Changed AI's priotries to build a stronger ecomony.
- Increased AI's funds for use in diplomacy.
- AI more likely to defend protectorates.
- AI more likely to naval invade (needs more confirmation).
- AI more likely to offer the player surrender notices (needs more confirmation).
- AI less likely to attack forces far stronger than themselves.
- AI less likely to leave settlements undefended.
- AI creates larger (and more) armies due to stronger ecomony and unit price changes.
- Interfaction relationships should more amicable rather than needlessly hostile due to differences in government.
Most of the above changes in the AI and notices on AI behavior are from my own playtests. If you experience any other behavior contray, supportive, or in additional to those listed, please post your experiences below.
Lastly, it should be mentioned that the missing aspects of the AI I haven't listed have to do with diplomacy in terms of peace treaties, trade agreements, and protectorate offers. It would appear, according to CA, that deeper code is conflicting with the AI's willingness to engage in somewhat logical diplomatic exchanges. At this time, I have not found the proper code that handles this behavior. Yet, as soon as possible I intend to include and overhaul these changes in Emotive Empire. As it is the AI will offer peace treaties to the player, but not always in a rational manner.
Again, please post any feedback, positive or negate below.
Installation
Unzip your emotive(versionumber).pack file to your Empire Total War/data directory and then either activate the .pack file via the released mod manager or go to your Documents and Settings\(User Name)\Application Data\The CreativeAssembly\Empire\scripts\user.empire_script.txt and type in the following within the .txt file: mod emotive(version number).pack;, save, exit, and start Empire.
Special thanks to:
Darth - for his excellent Darthmod and AI discoveries.
Quixote07 - for his helpful guide to the muddled AI.
Matte979 - for his Enhanced AI submod and helpful discoveries
어떤점이 바뀌었는지는 잘모르갯네요 다스모드 캠페인ai 괞찬나요? 1.3패치후 너무 터무니없이전쟁만 거는 스페인 휴전하면 다받아주고 몆턴뒤 바로 선전포고 정말 캠페인ai안쓰면 답답하네요 현재로는 새게임하기도아깝고 다스ai만 추출해서하는중인데 잘은모르겟군요
다스 ai만 추출된것도 덤으로올려보겟습니다.
다스와 이모드 각자의 소감을 듣고 싶습니다 그럼 수고하세요~
DarthMod Empire CAI chapterIII.zip
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첫댓글 이거 그냥 데이터에 붙여넣기만하면되는건가요? 다쓰모드 ai요 ㅇㅅㅇ;;
네 그리고 모드매니져 실행후에 채크후에 실행시켜주세요 ~
이거 ai만 다쓰모드인가요
둘다받아야하나요?
아뇨 둘다 별개의 ai에요
위에거 베타 버전을 쓰고 교황령으로 플레이 해본 결과 지역이 맞다아있다고 일단 정쟁걸고 보는건 많이~ 없어졌습니다. 지도가 거의 바뀌지가 않네요. 몇십년에 조금씩 바뀌는군요. 기타 외교에서는 큰 변화점은 찾지 못하겠습니다. 음~ 아직 더 해봐야할것 같습니다.
그러게요 ㅋㅋ 러시아영토쪽 폴런드가 먹었는데 러시아 폴란드 둘다 천천히 주고먹고 게속 공방전이네요
밑에거 써봤는데, 오히려 선전포고가 늘어난것 같습니다;; 동맹 맺고 있는 사이마저 찢어버리고 서로 싸우는데요?;;;;; 프랑스하고 스페인이 시작하고 2턴만에 전쟁벌이는건 처음봤습니다...쿨럭;;
위에꺼는 어찌사용하는건가요? 모드매니져로 실행하는건가요? 아님 그냥 붙여놓기?
다쓰모드와 비교해봤을때 난이도는 비교적 낮아지는 느낌입니다. 호전적이었던 AI가 약간 평화적이 된다고 할까요?
도시마다 거이풀군단을 유지하고있습죠 ㄷ