Total War: WARHAMMER III

Total War: WARHAMMER III

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Battle AI Tweaks - Better Ability/Skirmish/Flankers Usage - SFO Version
   
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battle
Tags: mod
File Size
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351.883 KB
21 Jan @ 6:59pm
13 Jul @ 8:39pm
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Battle AI Tweaks - Better Ability/Skirmish/Flankers Usage - SFO Version

In 3 collections by Cerb
SFO Hardcore Mode
76 items
SFO realism and depth collection
72 items
Playtest New Mods To Be Balanced
116 items
Description
Overview:
AI will preference vortex and aoe spells, both buffs and debuffs.
AI will be less likely to bomb their own troops with abilities.
AI will preference debuffs/buffs against melee heavy enemies, and vortex/bomb abilities against ranged heavy forces.
AI will use healing/morale boosting abilities when morale is low, meaning less wasted heals and morale boosts.
AI will less frequently attempt to kite with slow ranged troops.

Not compatible with any mods that change unit_special_abilities table.

There is a lot that CA still needs to fix, but this should help the overall feel of the game. There are still broken aspects of this game that cannot be fixed due to lack of tools, hidden mechanics/values etc..

Some examples of the base game being broken:
Many abilities are mislabelled, i.e. helm of yvresse is a 'melee buff' despite giving unbreakable/cannot die to entities, which means the ai will use it immediately upon starting a fight and waste it entirely. Many morale abilities are also the same in that the ai will use them immediately in a fight and waste them. Another example is panns pelt, which gives melee defence/physical resist, but is classified as 'ranged defence' so the ai will almost never use the skill.

Projectile skills are also incredibly busted in the base game, with many never being used by the ai. Put a fire mage in an ai army and give it only fireball, and it will rarely use it at all, despite having overflowing winds of magic. Sadly this is something im still working on fixing, and seems to be affected by hidden values.
32 Comments
Cerb  [author] 18 hours ago 
Yeah should be fine.
Aphelium 23 hours ago 
Hi! Will this work with AI general? It uses the battle planner, so I'm assuming yes, but I don't know if any conflicts will happen.
I'm out of home for a week or so and can't check myself, and it never hurts to ask.
Will it have any conflicts?
Cerb  [author] 31 Jul @ 2:54am 
Just checked it, and everything that mod does is already being done in my mod, so you can use it - but it wont do anything.

Appreciate the feedback, glad to hear its working well for you :)
I Have No Enemies Brother 31 Jul @ 1:48am 
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3428755738

@Cerb

Do you think it's okay to use this mod above from Incata with yours? It alters an entirely different table but I just don't know if it is even necessary with what this mod tries to accomplish. Do you happen to also be trying to minimize enemy AI army "blobbing" and spreading out it's units more with this mod?

Btw I have been using your mod alone and the AI does extremely intelligent behavior with use of spells :D especially when I am using range or not. The priority of who my units it attacks is solid choice. Amazing work.
sarumanthecursed 13 Jul @ 2:59pm 
thank you for sfo submod
Cerb  [author] 5 Apr @ 3:44pm 
Updated so more damage spells will check for magic resist, so will be less likely to target units with high magic resist, more likely to hit targets with low magic resist. Debuffs are inversed, more likely to be used on targets with magic resist and vice versa.
Cerb  [author] 19 Mar @ 7:37pm 
it will work, custom spells might be spammed a little too hard at times, but it should be fine in general (mod changes the base ai principles so it should work with most mods)
BardInThePurple 18 Mar @ 6:20pm 
would this work with mods like Ovn that add units and abilities? or does it need to just be base SFO?
Cerb  [author] 16 Mar @ 5:09pm 
Big update, taught the AI to use better spells rather than the default ones, i.e. theyll no longer attempt to get spells they cant use well, unless necessary to get higher up skills
Ratatoy 8 Mar @ 12:19pm 
I see, thanks