Age of Wonders III

Age of Wonders III

AI Difficulty Mod - Limit Break
32 Comments
Seraguith 6 Nov, 2021 @ 7:37am 
Does this mod cause the AI to freeze in their turn? It happens to me about once every 4 to 5 hours.
jaersavo 12 Jul, 2021 @ 8:20am 
I played against several allied emperors and they disjuncted my global spells regularly. Shouldn't that be disabled?
I personally would also be happy if their chance of success would be lower.
CptnG4yF1re 6 Dec, 2020 @ 6:43am 
Back when i got my ass whooped for the first time by a lord rogue i was like "Why the hell do people want to make their life harder?" Well after my first 1v4 Emperors i noticed how much i need this mod. Ty!
Sheph 31 Jul, 2020 @ 1:49pm 
How do you run in debug mode? Is this compatible with Empire Building Mod?
StormChaser 13 Apr, 2020 @ 10:09am 
Thanks for this, quite useful!
Just ran the mod in debug mode, noticed a tiny problem, not game crashing but thought I'd let you know:
[20:00:10][ERROR]Skill No Disjunct invalid! No player class linked!
[20:00:11][ERROR]Ignoring player class skill No Disjunct! Skill is invalid!
Dunadd 18 Feb, 2020 @ 9:18pm 
Also a suggestion. What about also adding in an XP bonus for every combat for AI heroes. Because the AI has to autocalc all battles that aren't with a player it has trouble getting most heroes over level 12.
Dunadd 18 Feb, 2020 @ 9:17pm 
Seems not to work with Empire Building Mod for some reason. Any chance of a compatibility patch mod to make the two work together?
Dunadd 7 Nov, 2019 @ 4:27pm 
Though no AI players have declared war on me so far, so can't be 100% sure - but they certainly seem to have cities they've built less spread out than usual
Dunadd 7 Nov, 2019 @ 4:26pm 
@Neverr Thanks for the reply - and again for making and uploading the mod. It seems to be working fine with those and dozens of other mods in my current campaign and i;m about 68 turns in
Neverr  [author] 7 Nov, 2019 @ 2:13pm 
@dmcf It *should* Be.
Dunadd 2 Nov, 2019 @ 8:06pm 
Thanks for making this mod. Is it compatible with Empire building Mod and Racial heritage mod? (just asking, not complaining if it isn't)
Jaeger 21 Oct, 2019 @ 12:41pm 
rofl. i cant get one friend to play this game with me. so yeah. too bad you cant get a full house rofl.
JamesDreemurr 16 Jul, 2019 @ 12:50pm 
do the battle changes also affect the player on auto battle in manual combat?
HolyNiwa 15 Jul, 2019 @ 10:11am 
As someone who just started playing due to the promotion, it's great to see that fans are creating mods to improve the gaming experience.
highwayhoss 12 Jul, 2019 @ 12:59am 
What packs are modified by this mod? I want to avoid any conflicts with other mods.
Mr. Rainger 2 Jul, 2019 @ 12:32am 
I guess in a more simple way, will changing "aow global settings" make this ai mod completely not work?
Mr. Rainger 2 Jul, 2019 @ 12:11am 
Is this change completely in the "AOW GLOBAL SETTINGS" of the title rpk? Cause I had a mod that changes the amount of quest given and minimum distance for cities which is in the same file which affects some of it's decisions.
书山压力大 29 Jun, 2019 @ 9:48pm 
666
newworldandy 28 May, 2019 @ 11:29am 
That's exactly what I was looking for, Thank you, Great job,
What could be improved: The fight of the AI, If 2 AI players play in the team they should help each other and fight together against other teams
Neverr  [author] 27 May, 2019 @ 4:15pm 
@goldFinch that's exactly what we're after! Nice! Also I think we messed up on the dinsjunct settings, I'll have to run that back here one day
Goldfinch 27 May, 2019 @ 2:51am 
Tested out this mod on a random map with lord ai's. The ai trained a lot more units and had a more varied army composition as a result.
I didn't notice that much difference in the tactical combat, but at the same time, they didn't do anything stupid either. They still spammed disjunct though, but I don't know if that was because the mod didn't work or a conflict with another mod.
Didn't play with settling enabled, but going to give that a try next time.

Overall, it made the game a lot more enjoyable and challenging, so thank you!
Wiid 17 May, 2019 @ 11:14pm 
Well I dont know anyone to play the game with so I relay on the AI. This will really help out thanks sir I needed a reason to come back to this awesome game.
Neverr  [author] 17 May, 2019 @ 2:34pm 
And in regards to Compatibilities, anything that edits tactical AI is def. not compatible, in regards to the other things, I'd have to see the mod specifically, so I can't say for certain if compatible or not.
Neverr  [author] 17 May, 2019 @ 2:33pm 
@the_jevry Yeah, that is a problem we noticed too. If the AI makes it past roaming troops they do quite well actually, but we're trying to figure out settings that'll allow for a Healthier early game AI that doesnt lose to High count roaming units.
the_jevry 14 May, 2019 @ 10:01am 
noticed in my first game with this mod the AI failed to defend against roaming dudes and they lost all their cities by the time i found them
Harald Hardrada 12 May, 2019 @ 6:54pm 
Magnificent ideas. You have my sword, bow, and axe, mate.
NKlein1553 6 May, 2019 @ 9:05pm 
Do you know if this is compatible with "Jolly Joker's" (JJ) AI improvement mod? https://www.nexusmods.com/ageofwonders3/mods/43 . JJ is doing some of the same things you've done, but didn't touch the tactical combat AI. If the two mods don't interfere, then it might be worthwhile to pick up your mod in addition in an attempt to improve the tactical combat of the AI.
BelovedMonster 2 May, 2019 @ 8:26am 
Interesting; must try the mod when I start new games. But first I must finish 2 games with about 15 mods (playing with a friend against 1 team of AI emperors).

In this thread there also some interesting remarks on making AI more challenging: https://steamhost.cn/steamcommunity_com/app/226840/discussions/0/1680315447971416196/

I'm also experimenting with my own mod to make things more challenging. I focus not only on making AI better, but also make some things harder that (almost) only affects humans. Some things I did:
1. Increased costs of Terra-forming and Building roads, and the Builder itself. (AI does not use it)
2. Increased costs of upkeep of units (AI has a huge income bonus on high levels).
3. Changed the AI research priority for Advanced Logistics from low to high, and the pre-requisite research as well (advanced sea faring if I remember correctly). (AI becomes more mobile early in the game)
Ecgbert 1 May, 2019 @ 4:37pm 
I'm using a mod that already disables disjunct across the board. I've never liked the disjunct feature.
Perhaps a longer cooldown might help reduce dispel spamming without disabling it. Any mod that reduces AI predictability and increases the challenge without AI cheats gets my thumbs up.
Fonzosh 30 Apr, 2019 @ 8:41am 
Looks very interesting, but what about compatibility? Im running 14 other mods and I just love what the modding community has done with the game. I only wish that more of the modders stayd around and improved the mods and made a huge mod like Long War for Xcom
Zorander 28 Apr, 2019 @ 3:41pm 
Looks interesting! I'll try to test it out during the coming months.
Neverr  [author] 26 Apr, 2019 @ 10:44am 
Woops, that's supposed to be dispel not disjunct. Granted I can disable that too