Total War: WARHAMMER III

Total War: WARHAMMER III

Da Mega Mod
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Update: 20 Jun, 2024 @ 9:31pm

Tweaking occ stuff again and making sure uploaded correct version.
Original values I was using seemed bit excessive in long run.

Update: 19 Jun, 2024 @ 11:07pm

1.9.3
OAI:
- 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

1.9.2

from OAI:
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

just added a toggle for the war dec script in MCT

Update: 14 Jun, 2024 @ 3:17pm

1.9.1
From OAI:
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 prob roll feed if enabled, I like this compromise and Im done fighting with scripts for nuaisances of how it runs. I think that line runs before the lock, 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 @ 1:37pm

WOOOO I LOVE LUA SCRIPTING ITS SO FUN YAY disregard

Update: 13 Jun, 2024 @ 5:55pm

1.9.0
from OAI:
"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 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!

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"

Update: 11 Jun, 2024 @ 10:51am

Almost forgot to turn the logging off for the diplo script from OAI.

I figure for workshop uploads, like if the mod is working, no one needs that ish' cluttering up their install folder by default.

Update: 11 Jun, 2024 @ 10:31am

1.8.5

- Went through Mixu's lords/heroes to get rid of siege attacker like we do for vanilla stuff

Update: 10 Jun, 2024 @ 8:03pm

1.8.4
OAI update:
- 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
- Removed most player bias settings (potentially contributing to AI not declaring war on player 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 though)
- Removed old construction priorities edits, redundant now
- Removed declare war/offer declare war edits (potentially contributing to AI not declaring war on player at all, likewise CA apparently looked at the extreme long distance declarations a while ago, 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, as 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 on me too, like on other factions without my script forcing them. Figured push this update out incase others experiencing same problem. I'll monitor and note how these changes effect my next campaign run, and tweak as needed but think this change is for the best overall and helps towards clearing more useless clutter that's become obsolete in the mod.