Total War: WARHAMMER III

Total War: WARHAMMER III

Organic AI Overhaul
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Update: 19 Jun, 2024 @ 11:06pm

3.1.4
- Testing some additional tweaks to occ tables to see if can remedy the issue Solmyr helped point out with the normal AI(get them to occupy more and do less of the faffing about after sacking, leaving last standing settlement alive of sworn enemies etc kind of stuff), so far in testing, seems like a positive change? Will monitor and likely tweak further.

No other changes

Update: 16 Jun, 2024 @ 8:49pm

3.1.3

Playing around over the weekend with couple different ways to add a check in occasions where you make peace with a faction, but they're still going to trip the check to declare war (happened to me this weekend lol, poor AI for Mung after knocked Valkia keeps getting into a war where it knows gonna get facerolled, then begging for peace next turn, whoops xD).

Settled on a simple method just looking for peace treaties, setting a ten turn limit(to shadow the vanilla penalty for declaring war soon after peace) till script let those factions declare war on each other again.

Update: 14 Jun, 2024 @ 4:28pm

3.1.2
Just added an on/off toggle for the script too to MCT. If ya don't want it, have it your way and turn it off.
Wanted to get that one off before the weekend for folks who don't like all ze new changes to that script and/or weren't fans of it to begin with.

Update: 14 Jun, 2024 @ 3:17pm

3.1.1
Okay.

First off, let's all just chill for a sec'
https://www.youtube.com/watch?v=QOXmPA44Klk

Aight, got that going? Good. Make sure turn the bass up too.

So, fixed the syntax error, and while was in the script I decided to go ahead and do a few more things.

Move the starting threshold for these checks to -35
Added, and tested, having a check for non-aggresion pacts too.

Re-organized the flow of things so the skipping checks, and the order of which war check happen first make more sense (looks for stuff like human, and quest battle factions first versus are they at war, and does the lower level check before the main -230 check).

Caps out the -35 check at -230 so it's not double checking ever.

Double checked to make sure it works with new campaigns and existing that already had some form of the scripts listener active.

Fixed the toggle check boxes for the new options so they're not janky af anymore and actually work properly and not just half the time.

Got ChatGPT 4o to check it all after feeding it every .lib and main developer script for the game.

Tested x3 the toggles for logging(it will print a mod active line whether enabled or not, but will only do the probability roll feed/ticker if enabled. I like this compromise and Im done fighting with scripts for nuisances of how it runs. I think that line runs before the lock(same thing is true about if you disable it, so it will tell you), but w/e, at least you have some measure either way it is running and we're talking like 12kb file with those lines even after a year or so, so eh. w/e), human target and the debug on/off results. She's sweet. (insert Serenity ending "What was that?" meme here, I'll obviously keep an eye for weirdness with script as we move forward but finally, ffs, working lol out of ideas for anything else I didnt account for either, so fingers crossed this one(v4.5 diplo script) lasts for a good while)

Deleted my copies from data folder, and checked to make 100%-not-dealing-with-this-over-the-weekend sure the upload version is cool.

I think that's it kids. Have a good weekend ya'll.
https://youtu.be/6oQnDbhrCgU?si=VNiF_biO7eDyhzsK

PS. the MCT 0.8 stuff is gone. I'm sorry. Move on. Why you'd want to use a mod that's running off a version of MCT that old is beyond me tbh, and I couldn't even find a mention of it on Groove's page today for regular MCT so me thinks, "there be dragons" and no longer even basically supported by them. Cleaned it out for my sanity, that script just a mess with all old crap still in there anyways.

Update: 14 Jun, 2024 @ 1:41pm

reverting: no clue again upload is broken

Update: 14 Jun, 2024 @ 1:37pm

Update: 13 Jun, 2024 @ 7:09pm

New image to celebrate 12k subs.

Here's album that got me through last of that playtesting
https://youtube.com/playlist?list=PLMEOLAYxGgsvdyN3IPkKBzy2spxoed9ad&si=wQyJVjk1DpPYfLMv

Kinda fitting given the panic...the script can target you too now :)

Update: 13 Jun, 2024 @ 5:54pm

3.1.0

Oh boy, a lot to cover with this one. Done a fair bit of playtesting and messing around with script ideas. So here goes.

So first off, go with simple things:

Anti-player bias nerfs are back, just not as extreme as they were before, except easy, which is still 0.1
Tweak the deal evaluations for war with the AI slightly, I found it didn't really seem to be an issue after all
After reviewing it, I cleaned some stuff, like the old CAI variables table; I don't need it.

Now the real meat and potatoes of this update.
The Diplo script, or, I guess, the war declaration script, is well, I redid it from the ground up entirely this time.

It has new features like checking only on neighbouring factions(shared border) to declare war on, the aforementioned won't declare if already at 3 or more, can target the player now (more on that below), and two sep attitude ranges with diff odds for declaring war(to be further tweaked as I playtest now that the freakin' thing works lol, this took a lot of troubleshooting to figure out on my end). This script now should really keep the AI active in regards to declaring war, especially with what seems like, and ya lol, perhaps an overcorrection by CA with the responses to things like miscalculated anti-player bias when the game launched. The whole point of this mod has always been "organic AI," i.e., AI factions that, to some degree, feel like they have their own agency and goals and aren't just factors in a video game for the player to overcome or obstacles for amusement in a coop game. Yes, ultimately, this is a fruitless goal as the AI is what it is, but mods like mine and so many others do what they can to work around its limits and create something "better." The point is that nations declare war; Lol, don't give a shite if you're a "player faction" or not.

This brings us to the next big development of the script. New MCT settings.

I understand a lot of people don't agree with what I'm saying, and there has been another theme of this mod from day one. Have it your way.

MCT settings now include toggles for targetting the player, and two for debugging and script logging for my sanity...or your fun if just want to get everyone declaring war all the time lol woooo! battle royale mode!

Oh, and line of sight part of old war declare script is its own thing now. Don't rely on each other and moved it out while testing the many, many, many revisions of the war declaration script(s), just left it on its own when it came upload time.

Anywho, did a sweep of all functionality before uploading, so it should be good to go, but I'll be playing pretty heavily now that the bulk of the current mod work is done, so should catch anything if I missed it...hopefully :D

Here's a copy paste of the logic table for any one curious too:

-- Function to determine the base probability of declaring war based on attitude
local function war_declaration_probability(attitude)
local probability
attitude = math.floor(attitude + 0.5) -- Round attitude to nearest whole number
if attitude > -230 then
probability = 0 -- No chance above -230
elseif attitude <= -230 and attitude > -400 then
-- Linear interpolation between 15% at -230 and 50% at -400
probability = 15 + (50 - 15) * ((-attitude - 230) / (400 - 230))
elseif attitude <= -400 and attitude >= -600 then
-- Linear interpolation between 50% at -400 and 95% at -600
probability = 50 + (95 - 50) * ((-attitude - 400) / (600 - 400))
else
probability = 95 -- Capped at 95%
end
probability = math.floor(probability + 0.5) -- Round to nearest whole number
return probability
end

-- Function to determine the probability of declaring a border war based on attitude
local function border_war_declaration_probability(attitude)
local probability
attitude = math.floor(attitude + 0.5) -- Round attitude to nearest whole number
if attitude > -20 then
probability = 0 -- No chance above -20
elseif attitude <= -20 and attitude > -230 then
-- Linear interpolation between 1% at -20 and 35% at -230
probability = 1 + (35 - 1) * ((-attitude - 20) / (230 - 20))
else
probability = 35 -- Capped at 35%
end
probability = math.floor(probability + 0.5) -- Round to nearest whole number
return probability
end

Update: 10 Jun, 2024 @ 8:03pm

3.0.2


- Updated diplo script again:
Added, and turned off toggle for script logs
Added condition so AI shouldn't declare war if already in 3 or more wars
- Finished updating personalities table (honestly? was sleepy the other night, and still had cathay, emp and kislev to do xD kinda all basic factions anyways, so meh, sat at their default values for last little while until had time to sit down and try to find old notes on who was set to what etc)
- Removed most player bias settings (potentially contributing to AI not declaring war at all, CA apparently fixed this table too a while back...so let's give them benefit of doubt, easy diff is still in there at "0.1" though...cos putting 0 flat out now makes me sketched for that table...completely disabling them declaring war was never the goal right)
- Removed old construction priorities edits(missed it during the last purge of the old "make everything work like normal for the player" days that the MCT and game settings have long since made redundant)
- Removed declare war/offer declare war edits (potentially contributing to AI not declaring war at all, likewise CA apparently looked at the extreme long distance declarations a while ago, which is only reason I use that table, so we'll give them the benefit of the doubt here too)

Why MrSoul?

I've noticed while playtesting other mods that the AI since recent changes either to the game or OAI, has like, just stopped declaring war by themselves at all. I don't think it was the anti-player bias table, but CA changed internal logic for how those values are judged and weighted so it's time to re-assess those edits anyways with new baseline for vanilla(rest assured if the war dec's get cray cray while im playtesting next couple days, I will revert this change)

Removed the anti player bias and war eval edits and boom, AI went back to declaring war normally, not even just on me too(they still havent a turn later as of writing while playing my game this eve...but im sure its only a matter of time now), like on other factions without my script forcing them. Figured push this update out in case others experiencing same problem. I'll monitor and note how these changes effect my next campaign run, and tweak as needed to keep OAI in line overall with older version, but think this change is for the best overall and helps towards clearing more useless clutter that's become obsolete in the mod. Besides, the biggest diff I ever made in an observable way, is my personalities edits to make it more lore friendly with their behaviour. That is back to its old self, just now, I actually understand the table a lot better lol

Oh and last note on why I've been cleaning so much stuff out in general lately. Not only has CA been updating like it's going out of style, and ya ya break as much as they fix yadda yadda, but like for real, they've changed, addressed and fixed a fair bit of stuff in here versus when I first started working on this mod for 3. I can't sit here and just assume all my old changes with way a lot of these tables interact with the more hardcoded side of the game engine are all still relevant, or are not causing new conflicts...so if in doubt...out they go. Build up from new as I notice crap in today's vanilla that doesn't jive with what this mod is supposed to address.

Update: 3 Jun, 2024 @ 9:29pm

3.0.1

Minor tweak brought over from Dark Elf Overhaul after was working on it today(yay, I'm doing the thing finally!):
Attempt to mitigate bit of the "Black Ark's with 1-3 unit army spam" alongside the same for normal armies into mid/late game by going over the naval budgets section more thoroughly(increasing their cap and maintenance budget allocation).

Before only bothered to look at the army parts. Playtesting seems good, but to a degree this is also just my best bet at a good compromise(going off testing, and comparing notes with other mods that change these same settings) for what to leave it at for now. I'll be testing and going back and forth on this ish' for least next 3 months in my own time...so save ya'll the existential nightmare of wondering what's going on with your campaigns every 3 days when it updates, with anymore updates till truly land at my happiest spot lol Oh, budget changes were already apart of the mod fyi, nothing new, just new settings. Also, for people who use other recruitment mods that approach this issue(and from prior testing at least, usually overwrite my tables) in other ways and have zero clue what I am going on about cos' this never occurs in your games, just ignore me.

No other changes.