Total War: WARHAMMER III

Total War: WARHAMMER III

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Skaven Settlements: AI Use Under-Cities
   
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overhaul
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684.976 KB
14 Jan, 2023 @ 2:40pm
25 Mar @ 3:38pm
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Skaven Settlements: AI Use Under-Cities

In 1 collection by Acephelos
"Skaven Settlements" Mods
3 items
Description


What it Do
The Skaven AI don't seem to make good use of any under-cities they may have. This mod detects when an under-city is established by an AI faction, and gives them an under-city template from a list I've provided them, meaning they're on-par with what a player would use. All vanilla under-city buildings are used within those templates. The templates are selected semi-randomly after taking contextual information into account, such as diplomatic relations, global food income, and settlement income.

Some templates are considered "special" since they make use of destructive buildings such as the Plague Cauldron and Doomsphere. You can disable any under-buildings and adjust the chances the AI will use the "special" buildings with the Mod Configuration Tool (MCT) as well.

I recommend my other mod, Skaven Settlements: Expand the Under-Empire to greatly increase the number of under-cities they get. Without it they're likely to only have a handful throughout the game.

The AI also periodically updates their under-cities to make sure they're still relevant to their current situation. Hopefully this will help the Skaven feel more like The Menace Below they should be.

Compatibility
This mod is multiplayer compatible.

Lua API
I've also created an API with the mod that allows other mod authors to add templates and remove them from this system. You'll find that here. It also allows them to specify the conditions under which the template should be added to the selection pool for a given under-city. The system itself will ensure that a building does not put the AI faction into a low-income or negative food state, before it is built, if that building data was supplied when it was added to the system.

Let me know if you have any questions, suggestions, or feedback.
Popular Discussions View All (1)
0
22 Jan, 2024 @ 8:52am
PINNED: API Documentation
Acephelos
60 Comments
Acephelos  [author] 25 Mar @ 3:40pm 
The latest update fixes an issue that prevented the game from starting as of game update 6.1.
WitcherHammer 19 Feb @ 8:51am 
@Acephelos thx
Acephelos  [author] 19 Feb @ 7:29am 
@WitcherHammer - Yes, exactly as you guessed. Without MCT you're stuck with default settings. Though I will say I've played multiplayer games with this mod and MCT without issue.
WitcherHammer 19 Feb @ 7:10am 
MCT usually causes issues in multiplayer on itself. Will this mod work without MCT? I guess it will but without ablitity to change some parameters which is fine by me.
Acephelos  [author] 12 Dec, 2024 @ 2:15pm 
Updated the mod for update 6. No changes seemed necessary.
Shepherd Sean 8 Dec, 2024 @ 8:35pm 
Huh, didn't even think about this for the skaven, very cool! Thank you!
Acephelos  [author] 1 Nov, 2024 @ 1:37pm 
@Not_My_Spiderman - This should work with all AI mods, as this doesn't actually use CA's AI system. Instead, my code determines what buildings the AI Skaven factions build in their under-cities. If the Skaven AI decides to build something else, my code will deconstruct the building, refund their resources, and build what it thinks should be there instead.
I Have No Enemies Brother 1 Nov, 2024 @ 1:08pm 
@Acephelos

Would you happen to know if your mod would work together with Hecleas AI overhaul or conflict?
Acephelos  [author] 31 Oct, 2024 @ 3:12pm 
Updated the mod for update 5.3. No changes seemed necessary. Let me know of any new issues I missed.
Acephelos  [author] 20 Aug, 2024 @ 8:55am 
Updated the mod for update 5.2. No changes seemed necessary.