Total War: ATTILA

Total War: ATTILA

AI
255 Comments
Mceffe 19 Apr, 2024 @ 1:32pm 
Make ai mod with different personalities....
JesusChristIsLord 12 Apr, 2024 @ 6:08pm 
I dont think ai has been altered in battles
CupCupBaconBox 29 Mar, 2024 @ 1:08pm 
AOC is definitely sexy, but I don't think she has anything to do with modding Total War games. You'll probably be fine.
Hug'Z 9 Feb, 2024 @ 10:04am 
are your mods compatible with AOC ? i got a bunch of your mods and im planning to play 919 anno domini (aoc)
PaulPacea 29 Nov, 2023 @ 8:50pm 
Does this work with 1212?
danwright405 7 Sep, 2023 @ 11:07am 
does this work with radious
Sheph 3 Aug, 2023 @ 11:50am 
This mod is a bit out of date but has some good features like more ambushing. It is meant for light overhauls. I would give it a test with perdita.
Asep_Hejo 3 Aug, 2023 @ 4:43am 
does this mod compatible witho FOTE+europa
perdita?
Big Boxus 17 Jul, 2023 @ 2:14pm 
Now it is better. Ai has become better at capturing and fighting.
MAKORA 15 Nov, 2022 @ 3:08pm 
Hi. May I ask you a question?
What are "Score Or Score Start Inclusive" and "Score End Inclusive"?
These are in cai_construction_system_building_values packfile.
I want to make AI must build resource building.
Valar Morghulis 5 Nov, 2022 @ 6:05pm 
nice
everseok 18 Sep, 2022 @ 8:28am 
AI가 지역방어 생각안하고 식민지 확장만 생각한다.
GyJIeBeP 10 Dec, 2021 @ 11:27pm 
HELLO,NO WORKING garrison,check plz/ 2-4 turn bug all fractions no units!
Sheph 6 Dec, 2021 @ 3:19pm 
Look at a colonization I am not mod designer. I just advised. You need to return cai_personality_occupation_decision_priorities_tables_cai_personality_occupation_decision_priorities to the default values in Data.
tribunodelaplebe 6 Dec, 2021 @ 1:59pm 
Is there a way to reduce how much the AI colonizes land? I want to make my settlement razing more effective.
Sheph 5 Dec, 2021 @ 12:09pm 
I believe it would work since it has no startpos and has no external dependencies. But I also believe AE has its own sophisticated AI system.
Guinto 5 Dec, 2021 @ 3:43am 
Is this compatible with ancient empires?
Sheph 30 Sep, 2021 @ 2:23pm 
This mod makes only minor changes to battle AI and focuses on campaign ai. It attempts to make the AI more realistic (for the time period) and aggressive in its own way. We developed our Campaign AI mods about the same time and shared some knowledge.
Frug 19 Sep, 2021 @ 9:14am 
Does this mod change the battle ai?
♠ FallenSoul [O.S.S] 26 Aug, 2021 @ 9:07pm 
Can anyone answer my previous question? Also by what I understand the AI will be more Aggressive?
hahaha 18 Aug, 2021 @ 1:36am 
i agree, colonization is too frequent
胜利先锋号 12 Aug, 2021 @ 12:27am 
Colonization is too frequent, this is not true, ai colonizes a long distance away, please refer to the mod "more ai colonizing" .
♠ FallenSoul [O.S.S] 8 Aug, 2021 @ 2:06pm 
So does this help the ai create more/bigger armies?
RomaRed 6 Apr, 2021 @ 6:56pm 
Anyone know if this works with 1212
solidus 23 Feb, 2021 @ 2:10pm 
Does this work with 1212 mod? :)
Sheph 18 Jan, 2021 @ 6:14pm 
Why don't you ask Ansivara if he changed the Vanilla faction personality table? If not, it should be compatible. I'm glad you're playing that excelling mod.
danwright405 18 Jan, 2021 @ 5:20pm 
do you know if its compatible?
danwright405 18 Jan, 2021 @ 5:07pm 
642 dark ages
tribunodelaplebe 2 Jan, 2021 @ 1:28pm 
Is there a way to modify the mod in such a way to make the AI colonize less often?
Sheph 27 Dec, 2020 @ 9:14am 
It should be compatible with most overhauls. Which one?
danwright405 26 Dec, 2020 @ 12:47pm 
is this mod compatible with overhaul mod?
Sheph 5 Dec, 2020 @ 5:29am 
@Cysuk Created this mod for you: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2309572706 . It improves turn times specifically for low spec machines. I have a fairly high spec machines with 30 second turn times without this mod. Even for me, razing takes about 25 seconds per raze. However, it is important to keep it on for the Nomad factions to keep them moving on their westward migrations. Agents late game can add 50-90 seconds per turn. I will certainly be using this mod.
Sheph 30 Nov, 2020 @ 8:05pm 
That's another Vanilla issue that is particular to Attila. The problem is that settlements change hands so often in this game of hordes that they can't build up a military chain. The CA devs try to fight this by tying recruitment closer to tech and ai rather than buildings. The key table for your requests on recruitment is building_units_allowed which cannot be in this mod as it would override a key table of other mods. This mod needs to stay neutral to units.
Are you using another main campaign mod?
This mod presents a solution to elite recruitment but should I assume you didn't see it? How many turns in did you get and what were you seeing from stable factions around turn 60 plus?
Sheph 30 Nov, 2020 @ 6:53pm 
Maybe you can ask around on reddit for us. What increases turn times? A bad pc with low RAM and or an HDD is the first problem. In game, agent actions, army actions, too many factions and razing directly affect turn time. I don't like too much razing because all these factions did exist in simultaneous with Attila. I think increasing razing in the East will create an interesting game that will bring the Huns into Italy as well as reducing turn times.
hahaha 30 Nov, 2020 @ 6:09pm 
Hmmm... what's the wise way to reduce the turnloading time?
hahaha 30 Nov, 2020 @ 6:04pm 
I'm not sure how to reduce turnloading. But when you play 3 times The huns certainly found that attacks on the west side were less aggressive than vanilla.
Sheph 30 Nov, 2020 @ 5:51pm 
Increasing razing is easy and is different from the purpose of this mod. I can even make a mod to increase by this weekend. You're right it will shorten the game turn time but it will not necessarily make the game enjoyable for most people.
Huns are programmed to attack their enemies AND the human player after turn 30 or so. They naturally attack the first one in their path and retreat if their force gets too weak. It will be hard to get them to attack a certain province. I will let Greq work on solving the Italy and Gaul issue as that's beyond my skill level. Clearing out nations through razing is a good way to make this a reality but I believe should be kept separate from this mod.
hahaha 30 Nov, 2020 @ 5:46pm 
I'm sorry. I only played until 423. What I ultimately want are only two. The first is to shorten the turn loading time. To do that, huns razing more often and ai a little less colonization. I believe this will shorten the turn-loading time as the small nations will quickly perish. Second, HUNS attacks Italy, Germania, and Gaul. Is to induce. As mentioned above, if you change it a little, it makes the game more fun and you can shorten the turn loading. I want a subtle change, but I can't say that my opinion is 100% correct. Still, I am having fun using your mods. Always thank you!
Greq7  [author] 30 Nov, 2020 @ 9:54am 
I will make a note of this issue. When Im back to modding again I will make some small changes to Huns. I'll try to make them more agressive towards centre of Europe but when it comes to razing I am not sure if its a good idea to raze too much land esspecially during first phases of the game. Have you tested the game till 435 AD at least?
Sheph 28 Nov, 2020 @ 9:25pm 
You should report your observations in the Ideas and bugs reports thread. It is not clear what you experienced. Modding AI is hard with this game because it takes so long and there is no debug mode. Please tell us what happened.
hahaha 28 Nov, 2020 @ 1:26pm 
There are several problems with this mode.
The Huns do not destroy a small state
And it does not attack Gaul, Germania and Italy.
This reduces the fun of the game.
I think the ai should do a little less colonization and the Huns razing
Should be done more often Only then is it likely that the Huns will attack the western regions.
Oleg 92 13 Nov, 2020 @ 8:27am 
Is this mod compatible with 1212 AD mod?
mirrorman24 17 Oct, 2020 @ 8:23am 
hello brother is there a way to talk to you please ? cause i need to have a chat because i got a question ! thanks !
Greq7  [author] 3 Oct, 2020 @ 1:40pm 
@MF Shro0m In the description you can find links to my workshop and overhaul that this mod is actually a part of. Best to start is on Hard difficulty. "1 click Vanilla "Very hard Campaign Overhaul"" is the main collection of mods that are basically one Overhaul that will become one mod in the future.
Greq7  [author] 3 Oct, 2020 @ 1:35pm 
Some people asked about compatibility. Unfortunately I never have enough time to test playability of this mod combined with other overhauls. I am only testing it with my Overhaul "Very Hard Campaign Overhaul". Links are provided in the description.
MF Shroom 27 Jul, 2020 @ 10:36pm 
also are there any other mods in OP's collection or anyone else' that i really 'need'?
MF Shroom 27 Jul, 2020 @ 10:35pm 
if i want to play the smartest AI available but without anyone getting any arbitrary buffs or nerfs how should i set things up?
Juanplay 5 May, 2020 @ 7:03pm 
What is the recommended difficulty for this mod?
Дымок 19 Apr, 2020 @ 11:40am 
I do not understand, so this mod is compatible with FOTE +EVROPA PERDITA REVISED TELL me PLEASE
Charles XII 27 Mar, 2020 @ 5:16am 
Does this work with Rome or just Attila and is it compatible with DEI, Last Roman?