Total War: WARHAMMER III

Total War: WARHAMMER III

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Flogis Battle AI Mod (Slightly-Smarter-AI-Version)
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File Size
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138.489 KB
4 Sep, 2023 @ 12:49pm
30 May @ 12:29pm
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Flogis Battle AI Mod (Slightly-Smarter-AI-Version)

Description
What does this mod do?
We all know the Warhammer AI can be cheesed quite effectively, this mod tries to make it a bit more difficult. Although limited I have made some tweaks to the battle AI.

This only will affect the AI on the battle map and can be used with any campaign AI mod.

Features:
- AI should no longer bombard own troops with artillery and magic to target a small amount of enemies
- AI will use its summons much more carefully
- AI should not waste their summons at the start of the battle or if you charge them with one lord
- Minor factions are not handcuffed by the battle AI anymore
- Tweaked some modifiers to allow better AI usage of spells and abilities (could not possibly test everything here, pls report strange stuff you might encounter)
- Tweaked some AI logic which should lead to a slightly improved performence in sieges, defending points (you'll still be able to completely cheese it probably if you insist)

Known Issues:
- Half of the AI Army chasing a single unit seems to be a 4.0 vanilla issue, did not manage to change that behavior yet, feels hardcoded unfortunately


Please report strange AI behavior you might encounter.

Compatibility:
Should be compatible with any mod not changing the battle AI.


Useful Links
Maybe you want to visit my modding discord channel:
You can discuss this mod there.

Discord Channel[discord.gg]
131 Comments
Guvenoren 14 Jun @ 2:45am 
Yeah, no I figured as much.
Just looking for any hope, since the siege AI is siphoning the fun of the game for me :zaglol:
flogi  [author] 14 Jun @ 2:26am 
This mod will not change much about the siege AI as the pathfinding for the most part is empedded in the siege map itself.
Guvenoren 13 Jun @ 10:38am 
So I tested this mod in a siege and the AI (attacker) reinforcements is working really weird.

My god the Siege AI in this game is so broken im shocked people aren't being more noisy about it :'D
Guvenoren 9 Jun @ 11:34am 
In the post I uploaded a save file. Unmodded. You may freely test it out with this mod
Guvenoren 9 Jun @ 11:33am 
@Pious Skeleton
Have you checked AI sieges? During defense and attacking? I feel AI attacking is by far the worst.

https://community.creative-assembly.com/total-war/total-war-warhammer/bugs/7056-ai-siege-attacker-idle-focusing-too-hard-on-destroying-walls?page=1
Guvenoren 9 Jun @ 11:28am 
Does this mod fix AI armies from breaking during siege battles when they have reinforcements?
Pious Skeleton 8 Jun @ 10:50pm 
Okay, I wanted to retest since, outside of the previous issue of frozen units, I was mostly just using the same map for these tests so I re-ran them on the Ash Plains map and I didn't notice most of these issues again which leads me to believe those issues may be a map-specific problem. There wasn't blobbing with the army in the couple of tests I ran.

The only issues that seemed to persist where Lords/Heroes running too far ahead of their army occasionally and the cav not wanting to cycle charge or diving into melee a split second after leaving though it was not something that happened with every engagement.

Everything else felt like how the mod's AI played previously which was perfect.
MartialDoctor 30 May @ 8:25pm 
@Flogi Well, if CA has taken your adjustments and put them into the default AI programming, then they felt your AI changes were better than what they were using originally. Good work!
Pious Skeleton 30 May @ 5:18pm 
- Besides the lack of cycle charging, AI cav did not want to counter-charge my cav when it was of an equal or greater unit quality to it (Blood Knights vs their Demigryphs or Empire Knights) but they would not flee either. They'd take a charge without reacting while moving in the direction towards something they'd presumably want to charge. They were willing to charge my cav when they were superior to it (Demigryphs vs Hexwraiths or Black Knights)

3/3
flogi  [author] 30 May @ 2:27pm 
Ok, good then it looks like I narrowed it down to what caused the freeze. Maybe I can tweak from this point onwards. How did you find the AI behavoir despite the not cycle charging cav?