Total War: WARHAMMER III

Total War: WARHAMMER III

1,039 ratings
Hecleas AI Overhaul
25
15
5
5
4
2
3
3
5
4
2
3
3
3
2
   
Award
Favorite
Favorited
Unfavorite
campaign
Tags: mod
File Size
Posted
Updated
573.986 KB
22 Dec, 2022 @ 4:34am
20 Jun @ 8:13am
67 Change Notes ( view )

Subscribe to download
Hecleas AI Overhaul

In 1 collection by Hecleas
Hecleas Mods WH3
12 items
Description
This mod is currently removed from SFO

HECLEAS AI OVERHAUL

The intelligence, aggressiveness, behavior, tactical movements, choices, diplomacy, economy, objectives and decisions of the AI ​​has been completely revised, it will no longer be inactive, will seek to conquer the world, you attack as soon as possible.
He will not do suicidal action, but will do anything to decimate your army and settlements, be careful and strategic, because the AI ​​will not give you gifts this time.
The goal of the mod is to really have the feeling of playing against a human, who analyzes the strategic positions, the power of the enemy against him.
Knowing how to fall back when necessary and persist as soon as possible.
Let them protect its threatened borders and go and confront it as soon as possible.
I specify that the aggressiveness is adapted for the veteran players. AI is genuinely violent.
Diplomacy now has more impact, more importance and the strategy you want to put in place will have to be carefully applied.
The economy linked to diplomacy takes on its full meaning and becomes essential, one does not go without the other.
The AI ​​will build many more buildings and units of very good quality, all without the slightest bonus/cheat.
It will adapt its investments according to the situation. Will build armies after defeats or during periods of war, will take the time to develop its buildings in times of peace and in war if the situation allows it. He will not hesitate to invest his money for diplomatic, bribery, influence, economic or other purposes.
If his income allows him, he will enter into more actions with his agents.

FIXED VANILLA BUG

I specify that my mod is the only one to correct these problems.
-Now the AI ​​no longer lets itself die of attrition when it is besieged, there is a 50% chance that it will make an exit to attack you even if it is losing.
-The AI ​​will no longer remain blocked on the colonies from the 50th turns and will therefore no longer be completely brain dead.
the AI ​​is now fully active and dynamic.
-You will again see declarations of war against you and between the AI
-The AI ​​will no longer do suicidal attacks
-Many other problems are fixed, but I list the most known

BEHAVIOR

-The AI ​​is no longer inactive, each turn it will make sure to play intelligently and be efficient, to move strategically, like a game of chess where each piece moved is important.
-Now you will have the feeling of playing against a human player and not an AI.
-The AI ​​now has a better analysis of enemy forces, it will fall back, put pressure or attack at the right time.
-The AI ​​will be much more aggressive and will seek to conquer the whole world.
-The AI ​​will always have as a priority to defend its threatened or conquered lands rather than focusing on conquering by leaving its lands conquered by another AI.
-Suicidal attacks have been fixed and will never happen again.
-The AI ​​no longer leaves all its armies unnecessarily on a capital from the start to the end of the game, it now distributes its forces where the threat is present and where it wishes to concentrate its attacks.
-The AI ​​which defends its territories where the enemy has penetrated.
-The AI better defend its neighboring regions with an enemy and threatened.
-Adjustment of the priority of recovering lost territory.
-AI will read your moves even better.
-Suicidal attacks on colonies no longer exist, the value judgment has also been adjusted and the AI ​​will come to attack or besiege you with the necessary forces.
-The AI ​​now knows from its analysis when it is necessary to retreat or attack.
-Assume that you must now be wary of the AI, because it can ambush you or block exits to trap you.
-The anti-player has been adjusted so as not to break the logic of the AI ​​and not be suicidal in attacking us while he is losing his lands.
-The AI ​​will mainly choose colony capture.
-Reduction to its fair value of a last colony, which will avoid unnecessary sieges of 10 turns.
-Even if the AI ​​is not at war, it will have the audacity to enter adversary territory against factions with poor diplomatic relations, in order to put some pressure if it is not occupied elsewhere.
-The AI ​​will recruit a lot more armies, better quality and as much as possible!
-The AI ​​will invest its money more intelligently its money, it will be mainly distributed between the armies and the constructions of buildings.
-He will invest his money as soon as possible without breaking the bank.
-When he is close to dying, he will invest his money mainly only in the armies to try to resist until the end.
-He will be less passive and will seek to really build an empire.
-You should know that even in legendary difficulty, the AI ​​does not even spend the money it has in huge quantities.
-The AI ​​will spend its money, will therefore be less passive and all this without adding bonuses.
-The AI ​​will choose to fight night battles more often if it has the opportunity.
-Rebels have more units and armies.
-The rebels have better quality units.
-There is much more luck than army rogue pop.
-The rebels and army rogue will be much more threatening and present on the map.
-I made sure to force the AI ​​to always be active.
-The AI ​​never ignored passive or rebel factions.
-Maximum increase in WAAGH quality.
-An adjustment has been made to the management of the AI ​​economy, the impact is minimal.
-Rebel armies will be quicker to make arbitrary attacks.
-The maximum number of a rebel group has been increased.
-Activation: When adding a horde to an existing group the number of hordes to split from the group (excluding the new horde) to use in forming a new horde group.
-Reduced the minimum number of siege engines required for rebels to make an attack.
-Many other details have been adjusted.

DIPLOMACY

-Increase in the distance penalty for declaring war (to avoid being at war with factions on the other side of the world).
-It will be easier to make a peace treaty with factions much further away from you.
-Each diplomatic or campaign map decision will have more impact on your relationships.
-War declarations have been slightly increased to make the campaign more dynamic and less passive.
-In a logic of absolute power, the great power penalty has been remitted, in order to add difficulty at the end of the game and potentially suffer betrayals or others.
-The minimum, average and maximum value of a diplomatic gift has been increased. 2500-5000-7500 (to avoid diplomatic abuse).
-Value increase: Maximum acceptable distance from a horde to consider membership - multiply on the median bordering inter-region distance.
-The AI ​​will be more conducive to imposing ultimatums on you.
-Confederations will now be usable mainly for factions in a last_stand situation (this is valid for both the player and the AI).
-The AI ​​will prioritize nearby threats rather than distant ones.

POTENTIAL

-Rebalancing of the potential faction of the AI ​​while keeping the major factions always a priority.
-Rolling dice for automatic resolution results for AI vs AI put at the same level

I applied these changes because I don't like the vanilla setting at all, which always gives the same type of scenario and always the same factions will be favorites.
I made this change to be in accordance with a great strong point of my AI: A living world, a dynamic world, All factions which operate with the same intelligent logic.




[paypal.me]

https://discord.gg/xmYF6TRmeF
Popular Discussions View All (2)
7
12 Jul @ 1:03pm
Bugs / Improvements
Hecleas
6
4 May @ 10:00am
Ideas / Suggestions
Hecleas
1,132 Comments
Hecleas  [author] 8 Aug @ 5:32pm 
I admire Venris, but I prefer to be honest with those who want a "100%" functional AI.
And also, not to blame an AI problem on an AI mod when we're not the cause.
Hecleas  [author] 8 Aug @ 5:30pm 
Vanilla's AI is broken, but SFO also broke something, and when I was modding the AI on the mod, we couldn't find the element causing this problem (it wasn't from my AI tables).
This problem occurs whether it's with vanilla AI, my mod's AI, or another AI mod's AI.
And finding the element causing this problem in SFO is like searching for the impossible limit.
Kyle Draconicus 8 Aug @ 4:41pm 
I confirm. Right now I'm doing a campaign in "very hard" difficulty with a friend as both the Empire (in the Empire region). Aside from a few beastmen attacks and an orc wandering around, I've never seen Nurgle and Vlad be so passive. The same thing that shocked me was that Drycha started staying at home without attack anyone and ended up making diplomatic deals with the entire Empire.
[note, we play with SFO too]
Hecleas  [author] 8 Aug @ 7:34am 
News: I've had feedback that the vanilla bug where the AI gets stuck on a colony has returned (thanks to YouTuber "Gaming For Immersion").
I'm going to fix it, but you should know one thing: the only way to fix it is to make the AI less defensive.
Unfortunately, the fix comes at a cost. But I prefer that to a brain-dead AI.
See you soon.
玖祝 8 Aug @ 6:39am 
Is this mod compatible with Radious?
Blind_Ferocity 7 Aug @ 6:49am 
This mod is currently removed from SFO - be more specific, its works with SFO or not?
No Impact Player 3 Aug @ 2:14am 
Does this affect AI army composition?
Olur 31 Jul @ 3:32am 
"This mod is currently removed from SFO" does this mean it does not work with SFO?
cybergroover 30 Jul @ 12:25pm 
Hi everyone and I'm using this with SFO, playing on hard difficulty, and the AI seems quite weak? Is this normal?
@Waffenos
Sagefalk 29 Jul @ 10:48am 
What difficulty level should we set?