Total War: WARHAMMER III

Total War: WARHAMMER III

Organic AI Overhaul
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Update: 6 May, 2023 @ 7:18pm

Forgot Upkeep :/

Update: 6 May, 2023 @ 6:15pm

2.4.6
- Minor QoL/UI update: tooltips now read recommended instead of "mod default" as with 0.9 MCT you can just default it yourself with the click of a button.

Update: 5 May, 2023 @ 8:17pm

2.4.5
Made a few changes again to the faction potential handicap effects(things like upkeep etc.), tl;dr: was an unintended effect of the original change to make minor factions essentially "equal"(far as upkeep mods etc., go) to major factions. This prior change has been adjusted so that they receive Nerfs again, yet less extreme than the vanilla ones.

"Why?"

During play testing, minor factions were doing pretty well for themselves. After some thinking, I realized the original "zeroing" it all out meant that the differences made between minor and major factions within the faction potential system were now gone.
I wasn't exactly not enjoying seeing the minor factions doing well, but at the same time, it was odd. I played around with some different ideas but, in the end, settled on just partially restoring some of the values in the table for the lower-end "rolls"(when factions are receiving a nerf, not a buff, from the faction potential system), i.e. for minor factions and when playing on easy.

"K, but what does this mean for my campaigns?"

Only a little, unless you play on easy, then upkeep nerfs will stack a little for minor factions, but it's a compromise I'm happy with. Other than that, like before the last update, minor factions are back to receiving nerfs; however, these nerfs have been reduced from the vanilla levels, and you should see minor factions performing a tad better than they were before, depending on their random roll of course(that's just how the faction potential system works)

Buffs, etc remain unchanged from the previous update.

Update: 26 Apr, 2023 @ 11:03pm

2.4.4
- And that's the rest of em', no more stacking MCT settings at all with difficulty due to the faction potential system.

"Oh PSA: If been playing on higher difficulties(vh-legendary being most extreme swings before now) and enjoying better/more armies etc, ya'll gonna want to reset your recruitment, and upkeep buffs to the AI to be something around negative 30-50 depending on how extreme of a buff you were giving them with the settings. Cos that's my best guess the range of what they were getting before now. For what worth, only other things that were stacking were: replen', min XP gain, and building growth."

Normal/easy, even hard for most part, largely unaffected by this, so carry on as you were/safely disregard the above statement if that was your difficulty level and reading this lol

Update: 26 Apr, 2023 @ 10:43pm

2.4.3
- Bug fix: Zeroed out upkeep modifier for the AI in faction potentials effects table too. No more stacking with the MCT settings based on difficulty. What you set is what you get now.

Update: 23 Apr, 2023 @ 8:34pm

2.4.2
After some brainstorming, I've decided to add the "cai_personalities_budget_allocations_" table.

Why?

Noticed while playtesting the AI seems to be what I was hoping to achieve overall, but they have a tendency to go for building multiple armies that are not fully recruited out(ie at least 16-18/20 in my books, aim for this, but may take some fine tuning still to get there.)

By increasing the army funding cap, and army funds allocation percentages(about 20% across the boards) I'm hoping we'll see fewer, but more well built armies from the AI, without only having to rely on the upkeep modifier.

Update: 23 Apr, 2023 @ 10:28am

2.4.1
- Adjusted MCT settings, so no more 1000% nerf for the AI, sorry, caps out at 150 now. That was never intended, think just hit an extra 0 and copy and pasted while working on 0.9 MCT update while back.

- Went through few more tables like deal evaluation, updated to add chorfs(previously just had them in the personalities table, but now they're in every part of the mod like all the others)

- While did this, double checked each table. Removed some things from handicap table were redundant(like the def/hef slave and influence modifier respec, from now on if it ain't in MCT settings, I ain't leaving it in that table cos we dont need it and i seriously doubt subtle things like that makes much of a diff other than to not bankrupt the AI's pooled_resources). Point being, this should be last "spring cleaning" update we'll need.

Update: 22 Apr, 2023 @ 1:40pm

2.4
Post 3.0 update for the CAI personalities table:
- All Roc/IE factions accounted for within the table except things like rift spawned and the prolouge factions(heavily scripted factions I tend to just leave alone)
- Some inconsistencies between settings(for example had few with preservist, but aggresive behaviour, now they line up with something more suiting like defensive, oppurtunistic, etc depending on my usual broad strokes of lore inspiration while working on this) have been fixed while I was doing this.

--
No other changes, and all existing profiles I had previously created have been left as they were.

This is also the first in what will be a series of updates going through, and updating if needed, double checking for issues etc, every single table currently in the mod. Call it spring cleaning.

If curious why some factions had been left out, simply hadn't gotten to them yet(like to give each one a decent hour or so of brainstorming before do their settings), or in case of lizardmen, somehow deleted or missed them in the db, my bad lol Oh, and many of RoC factions had left out, originally just doing this for IE, but they in there now with matching treatment from their IE counter parts.

Update: 15 Apr, 2023 @ 1:26pm

2.3.1
Chaos Dwarfs added to the personalities tables. Gave them a similar treatment(preservist but also aggressive) that I've done to other factions for IE to bring them in line with the mod.

Update: 13 Apr, 2023 @ 8:17pm

2.3.0
- Removed ogre personality to prevent CTD.
- Pending: Looking into new vanilla changes to see if anything needs to be adjusted.