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Kholek for example is doing just this, playing as Grimgor, he's bunching up his armies around a, to him, friendly settlement of a Norsca tribe he's NOT at war with, sitting there and bunching currently 6 armies all up together just suffering from desertion. No idea wtf they are doing.
Heinrich Kemmler on the other hand is not suffering desertion despite having 15 STACKS and owing 4 settlements, he doesn't seems to playing very aggressively. I have screenshots of this.
Besides, currently these oddities when using reveal FOW, AI seems to be behaving a lot more interestingly and different races are dying off which is good! I just wonder if something is up with the upkeep calculations?
So do these mods mod with DeepwarAI as well or are not needed? I assumed using this Hecleas AI was a "hard requirement" but I guess not!
I have also noticed some issues with Hecleas's mod after long use that don't exist in Deep War AI which is what I have switched my group over to.
I'm noticing some strange effects where doing a trade deal and then say... balancing it out with a request for cash to level the scale, is only awarding like say...500-1000 gold for the first few instrad of maybe 1500-3000.
Then...after a few more trade deals these seem to quarter! So I'm only able to get 125 - 250 gold despite these factions being pretty wealthy. Was something changed in this mod? I've only noticed it since using this.
Removed several no longer needed db entries/tables
Added entries from my internal group difficulty mod to my public facing four
Lowered AI winds regen by half (From 1 to 0.5)
Tidied up/removed some non-pertinent tables
Tweaks to rebel armies
Corrected research bonus tables for AI
Removed tables that conflict with Hecleas's AI Overhaul
Cleaning and Polishing
Updated "required" mods list
This and that, yadda yadda
CHEESEY CHEESE. It can just be abused too much, unfairly so against AI and other players in pvp settings. Takes away from the experience in reducing multiple reinforcing army battles to picking apart grouped armies one by one which doesn't make sense to me from a game mechanic standpoint
Agents will no longer perform actions on campaign map, will instead embed (mostly, some outliers)
Removed AI attack decision making tables, please be sure to subscribe to Hecleas's Ultra Aggressive AI mod
Effects should be immediate (1-2) turns. At most should take no longer than 5 turns to show results
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3046687417
I'd say its on the level of hard - very hard depending upon what you set the campaign difficulty to.
The tailored mod has more alterations/adjustments in it than what my four standard difficulty mods have.
Reintroduced Domain and Decision policy tables (Encourages AI to make best choices it can based on its situation(s))
Adjusted income allocation tables to encourage AI to spend its dosh, as it is usually swimming in it
REMOVED RESTRICTIONS disabling AI agent campaign actions - (Messed with AI special agent actions like doom engineers and etc). If you wish for agents to be disabled, please subscribe to an agent mod that does just that
Updated lightning strike disabling tables
This *DOES NOT* mean I will not support my published mods. I am unsure which ones have been impacted and need attention, if any issues are noticed please do not hesitate to let me know so I can look into and rectify them
TLDR
I'm in maintenance mode for a while
w h y
That means they aren't scaling with time, compared to other AI factions
Unfortunately I'm not sure what is causing it, can only wait on CA for this one. The main chorf factions seem fine, just the minor ones are not doing anything but bouncing an army between settlements and building up armies around its capital
What you are experiencing in your campaign is the same thing, just with my mod it becomes more apparent. I've only found one other mention of this exact same thing happening - https://www.reddit.com/r/totalwar/comments/12kqpe5/patch_30_forge_of_the_chaos_dwarfs_bug_megathread/
Please be sure to look at the newly added dependencies as well!
They are *NOT* required, but I strongly recommend them as they work in tandem with each other and this mod
It's a change of pace so far and there seems to be far less 1v1 stack battles happening in general, since the AI doesnt bother to attack with their first stack while leaving home undefended, instead waiting for the right opportunity to push player with multiple stacks at turn 11-20+.
Enjoying your work, much appreciated.
Cheers.
I noticed some strange AI behaviour in 3.0, not sure if its the changes you made or Hecleas (the only other AI mod im using in addition to yours). AI is camping a lot now, passivley building 3-4 full stacks of units before considering to be aggressive.
I'm a huge fan of the hyper-aggressive early game struggle that was basically guaranteed when using your mod in combo with hecleas before 3.0 - thats not happening anymore, unfortunately. Instead AIs around me will wait until I initiate war with another AI, then declare war on me immediately and push with all the stacks they've passively built up before.
Are you experiencing similar issues in your testing?