Total War: WARHAMMER III

Total War: WARHAMMER III

Organic AI Overhaul
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Update: 2 Jun, 2024 @ 11:14pm

***Quick Fix***
Forgot to bring over the updated budgets table from the pre-upload build.
Which might also explain why I've been chasing my tail on army recruitment issues(I thought were better in testing) for the past week with the upload build. Yay! Modding!

Update: 2 Jun, 2024 @ 2:35pm

3.0.0

Aight, in a good mood after Krav practice today and had the desire to just go through everything.

Basically, I threw out some old stuff that just isn't really relevant, CA has addressed or, honestly, never was really sure what it did beyond the basics of the table. Guess call this the "let's not f*** around and find out so much" edition of OAI.

All remaining tables have been updated to the current game version, then I just went back to basics, trying to rem the things from all the comments over the...wow...years now making the initial versions of this mod (like, keeping the anti player bias at 0 for easy, etc etc, those little tweaks we all help make along the way, rest assured, I did my best to keep intact)

Went back through the personalities table too like I did the one day on the last 'big' update for this mod, honestly this is kinda what getting at above when say things CA has addressed, it and the handicaps table are like, not barebones anymore lol Nice to see that, ngl. BUT, still made some tweaks to odd thing here and there to carry forward things from the last edition. Imperium mitigation, slight trade buff etc, all that is still present. One thing for example did chuck was the "normalization", ie the table that made it so some things were kept at "normal" diff despite the actual diff of your game.
This idea, and modified table was a hold over from the second game, which had a much, much more archaic and simplified "AI" system and set of tables for us to play with. CA has done a lot even when 3 dropped, stuff like the factions potential table etc. Some things too just didn't line up with those old, now basically emptied tables either. Like how I never really subscribed to that, keeping the anti player bias at diff levels for diff...lol wow, difficulities, as one example. So it's gone, cos really, wasn't doing much anymore anyways with all the sliders this mod, and the base game give us to play with now, kinda redundant tbh.

Anywho ummm...played around with some scripts to get AI to fill out their armies more often but that was a dead end, hence also why I just went "back to vanilla" in some ways, cos f it, aside from changes I know for sure how they work, the personalities table always been a bit eldritch knowledge to me, so let's see if it wasn't jsut a wonky setting from some tweak I made after all. The chaos going idle, and the end turn lock up sure af was. I will also take the time now to remind everyone of what the hidden reminder says, go read if you haven't. :D

o7 all, MrSoul
PS. And yeah, probably be last update for a while(sic. Ha!). I seriously gotta spend what time I have these days for modding(work, everything is good) on that Dark Elf Overhaul mod...get there eventually lol. Oh druchii gods and all those workshops I want to make, like to see if theres a better way to spawn random armies in that one mod, and oh yeah see if I...you get the idea, and soundly with the aid of proper test logs etc, I can say this mod should be good for time being and is more or less still doing what's advertised for, and yeah I'll try set some time aside too to get that wiki or w/e done for all the options lol

Update: 1 Jun, 2024 @ 6:41pm

2.8.1

More tweaks to the diplo script. This time a bit of an actual overhaul to how it functions. Here are the details:

- Added propper logging for my sanity. It's mostly disabled on the upload build here but, this is an example of what you'll see in the log:

New Campaign Loaded - Mod Running - 2024-06-02 01:25:08
Starting zsouldiplotweakListeners
Requirements met: wh2_main_def_karond_kar Declaring war on: wh_main_emp_wissenland
Attitude: -239, Probability: 17%, Roll: 11


Neat, eh?

- Changed up the logic. No longer does it check agaisnt that range of numbers as I was having issues with that system once had the logging rigged up. This has been a lot smoother, and overall seems like a more robust system
- Minor tweaks here and there to optimize the script and correct oversights

Have another update planned soon to account for anything missing out of the new DLC, but it's a "it'll get done when it gets done" kind of time frame as mod seem stable and haven't noticed anything too wonky on my current playthrough, ignoring that bug with the script.

- MrSoul

Update: 30 May, 2024 @ 12:14am

few bug fixes with some rare to occur dec-war stuff, minor script tweaks to add better logging

no balance changes

Update: 4 May, 2024 @ 11:55am

boop
no changes, just checking for current builds. Seems fine with last two hotfixes as well.

...boop.

Update: 3 Mar, 2024 @ 2:18pm

Update: 20 Jan, 2024 @ 5:50pm

Update: 20 Jan, 2024 @ 8:27am

Update: 25 Nov, 2023 @ 2:05pm

update boop/RPFM diagnostic check and game boot/campaign load check. Seems fine.

Update: 2 Sep, 2023 @ 12:28pm

2.7.0
- Updated personalities table for 4.0, and added in new factions from SoC
- Tweaked new factions, chorfs, and tzeen' daemon factions(never got around to it before) while was in there
- Updated few tables to new versions
- No other changes.