Total War: WARHAMMER III

Total War: WARHAMMER III

Organic AI Overhaul
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Update: 17 Jun, 2023 @ 9:17pm

2.6.1
- Minor tweaks to WoC factions in the CAI personalities table. Effort to get the factions to be more aggressive overall. Currently they seem to be a little too content with just letting their vassals steam roll around while they do nothing when they lack threats in their immediate vicinity. Hopefully we'll see those lazy CoCs sally forth with some chaotic rampages alongside their vassals more often now.

No other changes.

Update: 12 Jun, 2023 @ 7:09pm

2.6.0

- MCT settings updated to include upkeep options for each individual culture.

In testing, settings stack with global, I've updated the tool tips to reflect this but please be aware. I also decided to just leave global for those who don't care too much about fine tuning it and/or are happy with way it is balanced now and would rather just set it for all. Obviously if you're going to use the culture settings, prob safe to just leave the global at 0 now.

Update: 25 May, 2023 @ 11:07pm

3.1 check/update notes. No changes.

Update: 21 May, 2023 @ 10:07pm

2.5.2
Bugfix: some factions had a huge buff to chances of other factions accepting a vassal offer. This has been fixed/was an oversight on my part. Don't mod at 3am kids, get your sleep.

Thank you to user Aquiles for reporting this issue.

Update: 14 May, 2023 @ 10:20am

2.5.1b
- gave them a little faction potential bonus too

Update: 14 May, 2023 @ 9:00am

2.5.1
- One more tweak to nurgle: Still seem derpy, so just ditching all default nurgle profiles still had in there(other than their task generator stuffs, ie so still have tasks to spread plagues) in favour of oppurtunistic profile for Kugath, and default chaos one for the minor factions(same as all other "misc" chaos orientated factions I've adjusted so far).

Side note Q/A:
Q: Why did take you so long to go over Nurgle MrSoul?
A: Nurgle is one of the few factions which has a specifically named strategic profile. I had given devs benefit of the doubt that this specifically named profile for nurgle meant they'd done some extra TLC for them, but as I mainly play Malekith/Morathi I had not witnessed the true horror of their derpiness until my current Grimgor campaign.

Kugath and one minor faction(which due to another mod even has a LL equivalent in my game who isn't a push over) were active for all of 40 turns, then proceeded to hunker down and do nothing for the rest of the currently 131 turn length campaign, even when one of them became directly at war with me.
Logic there being, we were semi peaceful so maybe was game nerfing them right, but you'd assume if that was the case they'd pop off once declare war on them, but noooope, barely fought me versus other factions like chorfs and cathay fighting these epic battles almost every turn and brutal grudge matches to take fortified positions right, freaking awesome, then go to fight nurgle and just like "...wellp...that's a lot of nurglings for sure, and not much else let alone a single 20 stack army...like even gonna try here or should I just go?", hence these two hotfixes, guess call them, where finally bit the bullet and decided to ditch the nurgle profiles, like I did with the aloof for hefs and default one for most other factions. I have a sneaking suspicion now any of the ones the devs are using for other factions are nothing special, and prob just modified versions of the default one to keep things "balanced"(LOL)...ie...derpy af.

So yeah, that's the long and short of that. I'm intentionally leaving both kugath and the minor nurgle faction(maggoth kin, just rem'd now) to the north alive in my grimgor campaign now too, keep an eye on them as I finish it out in hopes they come back at me with some kind of half decent counter attack as I keep tweaking them. Oh, and what broke me today was after finally taking out the last of the chorfs to the south by Pig Barter with grimgor, I gained los over kugath's hold out in the dragon isles. One settlement, I mean, fully corrupted the entire region so, cool, tasks are working with plagues right, but ffs, just sitting there with an 8/20 stack while lizardmen are slowly encircling him, meanwhile ghorst is popping off per usual and yeah, just a freaking nightmare balance wise imho. I know nurgle as a faction overall has a lot of...rough patches and be hard to expect the AI to compensate for that, but hopefully these changes give them some kind of helping hand to be more pro-active and not just get steam rolled by the other factions, let alone present some kind of tangible threat to the player when aggro'd.

Update: 13 May, 2023 @ 10:17pm

2.5.0
- Tweaks to nurgle factions. Noticed while playtesting that the AI for them performs fairly lacklustre, especially minor factions. No extra buffs for the faction but did find what I hope to be a better mix for personalities table, subject to change as I play test it further.

Update: 8 May, 2023 @ 7:25am

2.4.9
- Minor tweaks to personalities table(still dialling in chorfs as I play post 3.0 campaigns, been going back and forth on the conclave but decided just leave them as sentinels like, well the sentinels we all know and love from the sands of Araby. They serve a campaign function, and chorfs already appear more than capable of propping up their culture with the 3 main, and scattering of minor factions without a fourth running amok and/or leaving zharr nagg' unattended for greenskins and the like to conquer)

Update: 7 May, 2023 @ 11:41am

2.4.8
Housekeeping/last of the "spring cleaning" updates:
- Just consolidated few db folders, and renamed a script for my own notes + did some testing name changes didn’t break anything
- No actual changes to any features of the mod

Update: 7 May, 2023 @ 12:24am

2.4.7
- Minor fix: Playing around with cai personalities table double checking few things, realised when set up chorfs forgot to include their construction policy changes(militaristic)