Total War: WARHAMMER

Total War: WARHAMMER

OUTDATED - AI Buildings and Recruitment
Showing 11-20 of 26 entries
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Update: 21 Jan, 2017 @ 10:18am

Update: 8 Jan, 2017 @ 4:19am

Update: 7 Jan, 2017 @ 3:24pm

Update 08/01 - AI Personalities Fix -

New mod update which fixes some annoying things in AI personalities and some bugs.

- No more anti player function in AI personalities, including Chaos. That annoying "feature" only breaks immersion and doesn't make sense.
--> On VH and Legendary (and all difficulties for Chaos) all AI factions get an "anti player" function which means that it's much harder to make any diplomacy with them, to the point that it's ridiculously hard just to get a trade agreement or a non aggression pact. Besides they will actively attack the player when at war, even when they are at war themselves with more dangerous ennemies. That's especially true for Chaos, the armies will completely ignore any ennemy army or settlement to go to the player asap. That function is now removed.

- Major changes to WE personalities. Now they won't confederate like crazy anymore and won't conquer half the world before Chaos arrives. They will aggressively defend Athel Loren though.
--> Don't you think it's a bit odd to see Orion confederates all WE minor factions before turn 20? And then see him conquer the world faster than Archaon? Well it's fixed now. Orion won't be able to confederate as easily and won't go on a crusade against the world anymore. He will still hunt you down if you provoke him!

- Improvements to Beastmen AI. They're still a horde and the AI still doesn't know how to handle them but that's better than vanilla. See for yourself.
--> Lots of things are hardcoded (or badly coded) because I've tried a lot of things and the Beastmen are still dumb on the campaign map. But with the changes I've made they are a bit less dumb now.

- Now all factions are much more likely to colonize ruins if they're not under threat.
--> The AI factions will prioritize attacking or defending when under threat, but if the way is clear they will colonize ruins much faster than vanilla.

- Fixed a few bugs and inconsistencies in AI personalities.
--> Now all personalities work as intended on all difficulties.

Update: 31 Dec, 2016 @ 7:44am

Update: 30 Dec, 2016 @ 7:09am

Update 30/12 - Campaign improvements -

I had some time to make some improvements to the campaign AI, as well as some tweaks to the recruitment system. Changes:

- Some tweaks to almost all factions recruitment to further balance the AI choices between regular and elite units. Of course sometimes you might see some odd things because you know CA AI, but 95% of the time everything will be fine. Expect to see balanced, varied and fun armies around.

- I have redone all AI personalities for spending logic like I did with the construction and build order logic. There was a lot of nonsense here like some factions would spend only half of their money while others would spend everything on buildings, or everything on armies... I created a unique AI personality that would spend its money between units, diplomacy and buildings depending on wether the faction is at peace, at war, is under threat, etc... Oh and Beastmen are more active now, you may be surprised!

- I changed the personalities of Kislev, Estalia, Border Princes and Tilea. In vanilla they are passive and their diplomacy is locked so it's almost impossible to interact with them. I unlocked them totally and changed their default/passive personality into a defensive less diplomatic one. It means that they will actively defend their territory and interact more with other factions, including the player. You'll see them go to war, make peace, make pacts or alliances, sign trade agreements... But first you'll have to gain their trust or give them money.

- I also unlocked Varg and Skaeling who are activated when the Chaos Invasion begins. Now they are active from the beginning. Expect them to do what the northmen do best: despoil!

- I gave the Greenskins AI a reduction in attrition when they are in low fightiness state. The AI doesn't take the fightiness into account at all and leave some armies to die because of this. Now they have the same level of resistance they have with other kind of attrition. They still suffer from low fightiness, it is just less damaging and helps them a lot against the Dwarfs.

I hope you'll be happy with the result. In my latest test game I saw some Beastmen full stacks ravaging the Empire, I saw Kislev sign a trade agreement and an alliance with Kraka Drak against the Varg, I saw the Skaeling raid Bretonnia, I saw the Border Princes make pacts and trade agreements... The world is more alive now.

Update: 23 Dec, 2016 @ 12:25pm

Update: 23 Dec, 2016 @ 5:07am

Update: 17 Dec, 2016 @ 4:26pm

Mod update 18/12 - Bretonnia fix -

This update is savegame compatible. Changes:

- Fix the mess CA introduced in the last patch by changing the buildings prerequisite for Bretonnia units. Now Bretonnia can recruit spearmen at level 1 barracks and also at level 3 as intended, as well as Knights of the Realm at stables level 2 and 3 (it was deactivated!).

- Added synergies for Bretonnia military buildings to ensure both barracks and stables should be constructed in provinces and prevent cav or infantry only armies.

- Rebalanced a little bit the priorities between infantry and cav for Bretonnia.

- Reduced by 1 the Imperium level needed to trigger the Chaos Invasion so you won't have to wait too many turns in case you trigger it early. Also slightly increased the number of Chaos armies spawned during the first wave to prevent a new wave each time an army is defeated, now a new wave will only appear when 1 or less Chaos armies are present.

Update: 17 Dec, 2016 @ 4:25pm

Update: 12 Dec, 2016 @ 12:46pm

Mod update 12/12 - Wrath of the Asrai -

Mod has been updated and is now fully compatible with the latest patch and DLC. Major changes:

- Custom build order and recruitment for WE, much improved over vanilla

- Improved build order for all factions, while the Tier 4 mod is still the best solution, now the AI does well without it. To give an idea, vanilla build order and recruitment is something like 50% efficient, this version alone is 85% efficient and goes up to 95% efficiency with the Tier 4 mod.

- Improvements to army compositions of the Empire and the Dwarfs

- Added synergies to Norsca and Savage Orcs to ensure that all their regions have the appropriate recruitment buildings

- Small improvements to Chaos armies. Norsca nerf removed, the AI should be able to hold the early invasion on its own now

New WE screenshots above! Thanks again for your support, I hope you'll enjoy this mod!