Total War: WARHAMMER III

Total War: WARHAMMER III

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AI Army Tasks and Strategy
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696.625 KB
19 Feb, 2023 @ 7:00am
20 Jun @ 11:48am
30 Change Notes ( view )

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AI Army Tasks and Strategy

In 3 collections by Incata
AI Mods
13 items
Total War Warhamer 3: Gameplay Mods
76 items
Multiplayer
80 items
Description
This mod focuses on improving the behavior of the AI in campaign.

This mod is a revision of my TWW2 mod Ai Army Tasks and Strategy and Ai Evolution (Beta) I have recreated this mod from 0 to give an improved behavior to the AI so that it plays better in the campaign, it covers many more aspects than my previous versions and due to the complexity it is difficult to explain everything that changes, but I will try to expose the most relevant.

+Improves the AI's ability to judge matchups.

I did not want to leave an ai that was based solely on if I lose I retreat if I win I attack, nor an extremely cautious ai or an extremely suicidal one (like the vanilla one) so if I have left it somewhere in between the ai can decide to face a confrontation even if you lose (normally because it will be very close)

+Priority improvement in AI army tasks.

-The AI better coordinates all its forces.
-The AI coordinates better with all its allies.
-The AI prioritizes obtaining entire regions.
-The AI ​​prioritizes attacking the weakest points of its enemies (little defended or recently conquered settlements).
-The AI ​​defends its allies more.
-The AI prioritizes the closest threats
-The AI prioritizes its top threats.
-The AI prioritizes recruiting in places where it can recruit its best units.
-The AI prioritizes attacking armies over settlements.
-The AI withdraws damaged armies to resupply.
-The AI completes more its armies before sending them to any offensive action.
-The AI tends to complete more its armies.
-The AI better adjusts the safe distance when at war with the player.
-The AI reacts earlier to weather adversities.
-The AI has a more realistic detection of underground cities.
-The AI hordes can now go in groups of 4 armies.
-The AI no longer ignores looted or razed settlements, and can loot or razed a settlement and occupy it in the same turn (in the second case as long as another army does it).
-The AI ​​will forget to retake a lost settlement in 3 turns.
-Beastmen AI will prioritize attacking potential herdstone sites
-The AI prioritizes attacking an enemy's last settlement
-The AI heroes will try to join the armies as one of their priorities
-The AI recruitability has been improved, tends to repeat fewer units and recruit them of greater value
-Some changes have been introduced for the sentinel factions, now they will not be so passive anymore.
-The main threat multiplier for the AI has been increased, this will help it select objectives and not behave passively by accumulating armies in its capitals for many turns

Save game compatible.
Compatible with 99.99% of mods if you have any doubts just load this one with higher priority.

Finally I created a paypal account in case anyone wants to thank me for my work in this way
Donate Paypal Incata[www.paypal.com]


Subscribing and adding to favorites is fine, but if you want other people to see the mods you like, after trying the mods if you like this press 👍. I see mods with 3000 downloads and only 80 reviews, that makes me☹️. People who are dedicated to modifications will appreciate it. Thank you.

Remember to take a look at the mods in my game collection, I use them all, but even if I only use a few the game will improve a lot, and it's completely modular.

-Collection of gameplay mods
-Visual collection and utilities
-All my mods total war tww3
-All my mods total war tww2
767 Comments
Acadia 22 hours ago 
@incata Yeah i think i can confirm at least with SFO, AI became so much coward and become whack a mole game

Happens to my last 2 campaign, the last one made me confirm that, using Malekith i declared war with Mung, at first Mung has main army at minor settlement, when i approached it with my main army, they retreated to their Major last settlement (Mung has only 2 settlements), his main Army is pretty comparable to mine since it's early game ( Turn 6 )

Okay that's good plan, Mung tried to defend at last Capital settlement
But nope, when my main army finally arrived near their Capital last settlement, instead going last stand their last city, i already expect to get heavy casulties

They just ran......
Tried attacking Hal Kadra, i just capture their last settlements at ease, and game become whack a mole game chasing Mung last army

But the good thing about this AI mods, it fixed bugged AI AFK army when they have many Armies
With DeepWar AI or Vanilla AI the bug still there
Incata  [author] 5 Jul @ 4:55pm 
@Kaleson I do not understand what you want to tell me but in all ways I think UFO already brings its own improvements of AI and I do not know if it is compatible with my mod
Kaleson 4 Jul @ 12:54pm 
I just played 10 turns as Grom on SFO. I was planning to attack enemy city full stack army + 20 units of low-mid tier vampires. Imagine AI left the city thinking it is not worth fighting with 40 of very decent units vs mine garbage early game goblins +2 trolls and a catapult + very little waagh(somehting like 1 unit of trolls and 8 units of basic goblins.
Sorry to say but I was very excited reading decription of this mod but it failed me in the first turns.
sarumanthecursed 3 Jul @ 6:31am 
Would be epic!!
Incata  [author] 3 Jul @ 5:26am 
@sarumanthecursed I don't mind collaborating with others on a mod; I've done it before. I'm glad I could help :steamhappy:
sarumanthecursed 2 Jul @ 2:07pm 
Just wanted to say thank you about the Ai recruitment mod you made & recommended,

I installed it and it instantly did the job, thank you once again sir!

Cheers
sarumanthecursed 2 Jul @ 1:44pm 
You & Cerb should collab on a battle ai mod, you two are the best at it i have seen!

Thank you for all your efforts!
Incata  [author] 2 Jul @ 1:28pm 
No, I use https://steamhost.cn/steamcommunity_com/workshop/filedetails/?id=2855141144 .If you don't want eternal sieges in the majors https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2941645539 .This mod gives agents priority to imbue into armies but that is only part of the problem, the other part of the problem is that about half of the AI ​​army setups don't allow heroes in their armies, my mod https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3397844179 allows up to 3 heroes per army (plus does a lot more)
Incata  [author] 2 Jul @ 1:22pm 
@Grim You can enable or disable the new options, maybe you need mods that make more wars happen or cover diplomatic aspects, this mod is only a small part of the AI ​​behavior
Incata  [author] 2 Jul @ 1:20pm 
@bushez If I remember correctly, this is CAI_TMS_TASK_GENERATOR_ATTACK_ENEMY_SETTLEMENTS_LOCAL_TO_OUR_FORCES_THAT_ARE_BESIEGED_BY_OUR_ALLIES, but there may be more that influence. You could also look to expand the zones of control or the range of reinforcements.