Total War: WARHAMMER III

Total War: WARHAMMER III

Organic AI Overhaul
Showing 81-90 of 95 entries
< 1 ... 7  8  9  10 >
Update: 5 Sep, 2022 @ 10:54pm

- Updated the tooltip and UI titles for mods

Update: 3 Sep, 2022 @ 7:01pm

1.6
- Expanded on MCT functionality, you'll notice a range of new options to customise the mod with, as well as tooltips which provide mod's default values as well as a chart for other difficulties, excluding easy(the MCT changes will effect easy, I just didn't bother to provide their values for the tooltips).
- Spent about 6 hours today testing each setting (mainly by setting it to target me, then moving the values to one extreme of the other, reloading the campaign, lather rinse repeat till ironed out any weirdness or ones didnt function) so it should all be in working order

Update: 2 Sep, 2022 @ 2:34pm

- Double checking current version uploaded, no change.

Update: 2 Sep, 2022 @ 2:19am

1.5
- Found and fixed a whole bunch of errors and issues with my first script for MCT functionality, now confirmed it is working and changed the recruitment points to unit capacity per province for the AI.
- the default values can be found within the tool tips for the MCT options for easy referrence while editing.
- It is save game compatible, though to enforce a change with the values you must reload your save file before it will take effect.
- This time it is not in testing, but please let me know what other values etc you would like in there**Note from future me, keep in mind for requests this mod applies effect bundles, so there are things within the db you simply cannot just tie to an effect bundle, so I can try or at least look into it as I'd love to learn more any ways on the MCT, but just keep that in mind**, I'll keep an eye and take note of any other popular requests to add.
- ummmm, think forgetting something but it's 3am, sooo zzzzzzZZZZZZ

Update: 1 Sep, 2022 @ 6:03pm

1.4.1
Testing MCT
Should now be able to configure AI upkeep and recruitment points.
I am still in process of testing if these actually work ingame(please let me know in the comments), but hopeful as I studied off of how CJ's Campaign Configuration tool for WH2 worked.

Update: 1 Sep, 2022 @ 12:32am

1.4
- Removed easy difficulty from the tables entirely (no need/edits so cleaned them up, now easy mode is not unaffected by this mod except for the nerf to anti player aggro (0) from previous update
- Double checked all handicaps and made sure match 3's normal level difficulty (noticed while double checking my old mod for 2, some discrepancies between values of two games)
- Added in -5 agent success chance, this was not present on other diff levels, but brought it forward with rest so it all matches normal AI nerfs/buffs
- Further nerfed AI resistance to attrition below even easy levels (15 versus 30 on easy, was at 40 which is normal default). AI can be pretty mindless so don't want to completely remove this, but should see them take more attrition now versus default normal values(for global effects).
If we see this becoming death central due to attrition losses for them, we'll try out easy level attrition resistances for them. Please report if you notice this happening.
- Handicap changes should apply for any campaign now

Update: 29 Aug, 2022 @ 10:07pm

1.3.2

Slight expansion on last idea, so now easy = 0, or minimal anti player bias
normal = 0.5 (vanilla easy factor)
all the rest are still at 0.75 (original value)

No other changes

Update: 29 Aug, 2022 @ 1:03pm

1.3.1
- Restored anti player bias for easy mode values (0.5, rest still below vanilla normal level of 1, at 0.75)

Update: 29 Aug, 2022 @ 12:29am

1.3
tweaked numbers for AI bias towards player for being strategic threat and trade(about a 50% reduction across the boards, still present but should be lessened now), hopefully allow for more organic diplo as you grow as left aversion etc alone

Update: 27 Aug, 2022 @ 5:45pm

Image update(forgot the border), no version change