Total War: WARHAMMER III

Total War: WARHAMMER III

Spire's AI Leadership Buff
12 Comments
iDon'tSpeakRussian! 16 Feb, 2024 @ 2:42am 
Spire do you think you can make also the mod that applies buff to AI whenever they defend the settlement? maybe by another 5-10? just so we can get to fight even past the walls. Even with this AI's feeble morale crumbles kind of easily
Spire  [author] 31 May, 2023 @ 9:23am 
I use this one to add stat buffs to the AI, it's very customisable:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2854254936&searchtext=harder+battles
ThatJungleGaren 31 May, 2023 @ 5:16am 
Seige AI and mechanics overhaul. My only little qualm with "it" is that woodelves dont seem to play by the new rules - but that may be some kind of mod conflict - overall, its pretty great.

Yeah, I've seen them attack quite a lot into losses, I've also seen some crazy auto resolve prediction losses on hard difficulty - it seems like the hardest difficulty would make it super easy if it just made little armies n suicided them about.

Interesting, I cant seem to find many stat buffs for ai mods, which i was going to use to test this out. Come to think of it though, i have seen at least one which makes you much less favoured in AR overall, maybe I'll try that. Cheers.
Spire  [author] 30 May, 2023 @ 9:05pm 
And to be clear, that risk aversion for the AI is usually a little lower than a guarantee of victory - so the AI may still attack even if it knows it will lose (in the autoresolve, at least). I'm not sure if the difficulty level changes how risk averse the AI is though, it might.
Spire  [author] 30 May, 2023 @ 9:02pm 
You're very welcome! I would definitely like to know the name of the one you mentioned, always good to try and find more that do this kind of thing.

To clarify, I can absolutely confirm that the autoresolve calculation does factor into the AI choosing whether to attack or not. The calculation is a bit more complicated, but it largely boils down to two numbers: first, it uses the autoresolve calculation to assess the "risk" of the battle, and then it compares that to its acceptable risk number. It will attack if the risk is lower than its aversion. So, making the autoresolve favour or disfavour the AI will affect its decisions to attack.
ThatJungleGaren 30 May, 2023 @ 5:05pm 
Thanks for sharing
ThatJungleGaren 30 May, 2023 @ 5:04pm 
Oh wow, I had always thought that it used the normal auto resolve to work out weather to attack you, but on harder difficulty it would just tell you you'd lose more easily. You sure that's how it works? I found a nice mod to address the "seige not attack" behaviour which I could find the name if you're interested, does what it says on the tin - they seige for 1-2 turns, and build lots of seige equipment, never try and starve you out, but its still hard to coax them into doing it in the first place.

Oh i love the idea of the 3rd one. I think in my current run the dwarves have those planes in every settlement... every battle is like 1/2 flying haha not fun as khorne, or maybe theyre just lucking out this time :p
Spire  [author] 30 May, 2023 @ 4:23pm 
It's great! The main mods I use to make the game harder (other than my own mods) are these:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2935815665 (smarter AI economic choices)
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2854674718 (significant AI numerical buffs)
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2935815665 (better autoresolve).

That last one in particular is what you were asking for earlier; it makes the autoresolve smarter, which in turn makes the AI attack you more by reducing their fear of your armies. All together, these mods make the AI attack more and siege less.

If you want extra-extra challenge, I also recommend this mod which grants the AI a special building chain that enables them to recruit all available units per the rank of the settlement it's in. This means the AI will field better armies as a whole because they aren't limited by their dumb building choices.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2858804223
ThatJungleGaren 30 May, 2023 @ 11:59am 
Cool, how are u finding it?
Spire  [author] 30 May, 2023 @ 8:10am 
No idea, but luckily the controls for AI attacks are a separate thing that you can modify. This mod here is probably what you're looking for, I've been using it for a year: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2797826270
ThatJungleGaren 29 May, 2023 @ 10:01am 
Heya, just wondered at what point this buff/debuff was applied. Like if it affects the AI's descision to attack or not - as Ive heard leadership is respected by the autoresolve. I'm trying to make the AI more willing to attack walled settlements, but if the buff is applied during battle or as some kind of passive, the ai might not take it into consideration.
lwhのsama 15 Sep, 2022 @ 11:23pm 
excellent, but can you consider that if we can remove the debuff on player? Beacuse of skaven fations, want to cry when play the battle...