Emotive Diplomacy & Campaign AI 1.2
by Brenil
REQUIRES THE LEAKED 1.2 PATCH (DOES WORK WITH 1.2 BUT USE AT YOUR OWN RISK)
Download Link:
What is Emotive AI?
Emotive AI is a campaign and diplomacy enhancement modification for Medieval 2: Total War. The goal of Emotive AI is to improve the vanillia campaign AI within Medieval 2 in many aspects to make it more challenging, logical, and most importantly, fun. The best way to describe how Emotive AI plays is a 'middle of the road' AI mod. I seek not to completely rewrite how the AI reacts, yet improve on the work that CA has done and add personality to each faction.
Installation
To properly install Emotive AI, I've made it easy by already providing the mod switch files required to play a mod with Medieval 2. To install Emotive AI 1.2, do the following:
1) Unzip the file to your Medieval 2 directory.
2) Read the readme.
3) Place the EmotiveAI folder in your Medieval 2 directory (default is C:\Program Files\SEGA\Medieval II Total War)
4) Double click the Launch_EmotiveAI1.2
5) Play!
Changelog for Emotive 1.2's Campaign AI
- AI targetting adjusted for early game to make them more apt to attack rebels.
- Milan's unchecked imperialism has been drastically toned down to attempt to maintain a 'city-state' mentality.
- Papal States no longer should be an aggressive faction, purely a responsive one.
- Wars of annihilation are now much less common.
- Ceasefires are easier to obtain with nations you're obviously beating.
- Ceasefires occur during 'border skirmishes', where nations will fight a brief war and then seek peace, rather than trying to always annihilate their foe.
- Ceasefires are occasionally offered by the aggressor if they feel the war has become a quagmire.
- Various diplomatic changes (listed below).
- Raids reduced in frequency.
- Faction standings reworked in several areas.
- Faction standing triggers reworked to prevent rapid standing loss based on difficulty.
- Faction standings for all nations have been reworked to make obvious natural enemies and allies.
- Factions will not ally with nations they do not like (player excluded).
- Factions will seek natural allies during the first part of the game (semi-historic).
- Factions will base their alliance decisions on their like or dislike for a nation.
- Factions will be more apt to ally with nations that are enemies of their enemies or friends of their friends.
- Factions have no restrictions on alliance (Catholics can ally with Muslims), however these are uncommon.
- Early game slowed down and priotry given to grabbing rebel settlements increased.
- Early wars are slow and scattered.
Diplomacy Changes
- Cash is king. Monetary offers are now more highly valued than others (exceptions exist, such as offering to attack another faction).
- Trade rights, map information, and other 'minor' offers yield less excited reaction and conflict.
- Marriage offers now can go two ways depending the offer and the persons involved. While an average offer might be thought of as generous, offering to marry to an heir or faction leader could cause for some money needing to be changed hands.
- Vassals are slightly more common than in vanillia.
- Ceasefires reworked (as mentioned above) to create more 'regional wars'.
- Nullifying a treaty slightly effects your global reputation more & causes your faction standing to react (usually negatively).
- Various other smaller changes.
Mod Changes
- Turns counter replaced with date (turns show as years)
- Gunpowder pushed back to 1325-1350.
- Sicily given a more distinctive coloring (less like Rebels).
This is the mod itself and has no bearing on the campaign or diplomatic AI. In the future I may end up adding more features to the mod; yet for right now it's basically just a very slightly modified vanillia Medieval 2.
Future Goals
- Personalized nation behaviour (preview of this in the current version with the Papal States & Milan)
- Finely tuned alliances
- More intelligent diplomacy behaviour
- Refined AI army management
- AI army make-up improvements
Known Issues
- Certain factions (Moors especially) will sometimes ignore factors in place of who they can and cannot ally with. So if you see them ally with the Papal States don't be alarmed, it's errant code from 1.2 leaked patch causing it.
None beyond that yet in my testing. If you run across any, let me know and I'll add them.
Special Thanks
GrandViz for his excellent Ultimate AI mod. His mod and him personally helped alot in creating the alliances within Emotive AI 1.2. I greatly appreciate his work and his help.
Playing Recommendations
I would recommend playing any campaign with Emotive AI on either hard or very hard for a challenge and active wars. If you play on medium, the campaign will be slower and less difficult. Also, blitzing the AI is not recommended as it will make the campaign too easy.
If any of you have any problems, questions, or comments just let me know and I'll answer them to the best of my ability as soon as I can.
Enjoy!




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