Total War: WARHAMMER III

Total War: WARHAMMER III

Medium Difficulty Mod (MP and SFO compat) 6.x Update
70 Comments
Krakenous 4 Feb @ 2:24pm 
Ok so after about 25 turns or so...I'm still seeing armies bunch up about 5-12 stacks and some even to the point of desertion. I'm just playing on normal, with this, and deep war AI.

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?
Krakenous 3 Feb @ 8:26am 
Gotcha! Will do.
Zach  [author] 3 Feb @ 8:16am 
Just know to not use my aggressive personalities mod alongside deepwar as deepwar already has edited personalities included with it. Let me know how it goes!
Krakenous 3 Feb @ 8:14am 
Awesome. I've switched too, starting a new campaign with another race so...will see how it goes!
Zach  [author] 3 Feb @ 7:50am 
Updated recommendation to use DeepWar AI instead of Hecleas's. https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2978779730
Krakenous 3 Feb @ 1:29am 
Oh shit, that's an interesting point. To be fair I keep forgetting campaign difficulty still lowers those values and then of course all other shenanigans. You know...looking at deepwarAI just quickly and observing those screenshots...I too have noticed weird as hell AI bugginess with Hecleas AI just like those images, especially with the Beastman factions. Hmmmm...I might check it out.

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!
Zach  [author] 2 Feb @ 8:09pm 
Ok there is an interesting thing that happens when the AI reaches -100% upkeep, they will endlessly start recruiting. Try temporarily lowering the difficulty back down to normal.

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.
Krakenous 2 Feb @ 6:13pm 
Very Hard currently. But I don't have any mods that give them super income and I don't have them, AFAIK, using any background cheats.
Zach  [author] 2 Feb @ 4:56pm 
These mods work in tandem with base game difficulty, what do you have the difficulty set to? That is unusual that they are recruiting into financial ruin
Krakenous 2 Feb @ 4:41pm 
Oh dear. Something is very broken Zach from using this mod, the AI has started creating an absolute TON of AI armies with absolutely no way to sustain them. Tilea turn 30 playing as VC Sartosa, they have...15 stacks of armies and they are ALL suffering "desertion attrition" losses because they can NOT sustain their own armies. What is going on here? They only have 2 settlements. belegar only has one and has 5 armies, top knotzs only have 3 settlements and 13 stacks of armies but somehow are NOT suffering desertion or sustaining attrition. Has something broken?! I'm all for more armies but...not 3x as many lol.
Krakenous 1 Feb @ 11:08am 
Hehe thanks for taking a look! Admittedly it needs a small tweak overall but in my heavy loaded setup it's proving...awkward 😂. I'm getting swarmed by AI because I've pissed my neighbours off as VC lol and it's GREAT!! Loving it so far, lots of siege battles yayyyy 😁
Zach  [author] 1 Feb @ 7:12am 
Hm, there is one part of it that it could. I added it is a deterrent for being a real estate mogul (trading settlements for loadsa dosh). I'll remove it today
Krakenous 1 Feb @ 4:46am 
Random question...does this mod affect trade and resources deals income or gold value in diplomacy?

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.
Zach  [author] 15 Dec, 2024 @ 1:21pm 
Reworked a chunk of the mod, several changes and one notable of them is that it should rectify, when used with hecleas, AI stagnating around cities

Removed several no longer needed db entries/tables
Added entries from my internal group difficulty mod to my public facing four
Zach  [author] 28 Jun, 2024 @ 6:43pm 
Updated for 5.1

Lowered AI winds regen by half (From 1 to 0.5)
Tidied up/removed some non-pertinent tables
Zach  [author] 17 Jun, 2024 @ 2:20am 
Lowered bonus starting army cap for humans from 5 -> 0 (Only affects Tomb Kings, Nakai, and Beastmen).
Zach  [author] 7 Jun, 2024 @ 2:52pm 
Updated some 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
Zach  [author] 7 Jun, 2024 @ 2:01pm 
I linked a submod to re-enable lightning strike near the bottom of the page description.

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
Pootsie Sniffins 7 Jun, 2024 @ 1:56pm 
like most of these changes, wish you didnt arbitrarily take lightning strike away bc u dont like it lol
Zach  [author] 8 May, 2024 @ 7:36am 
Updated for 5.x
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
Zach  [author] 6 May, 2024 @ 4:57am 
That is a feature I re-enabled. Will go ahead and disable it again as that's what the mod description says
Androschemes 5 May, 2024 @ 11:47pm 
I don't think the "AI Agents will no longer perform agent actions" is working. Still getting spam blocked by Benny Hill AI, specifially dwarf engineers.
Zach  [author] 3 Mar, 2024 @ 8:37am 
Corrected AI "Blobbing" where they would idle at settlements/capitals and do nothing else

Effects should be immediate (1-2) turns. At most should take no longer than 5 turns to show results
Zach  [author] 13 Jan, 2024 @ 2:25pm 
I've just unhid and updated the description for my 'tailored' difficulty mod.
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.
Zach  [author] 18 Oct, 2023 @ 11:57am 
Sizeable update:

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
ProJH 1 Oct, 2023 @ 10:58am 
We enjoy your difficulty mods and "Too Many Active Skills" mod. Thanks for maintaining it.
Zach  [author] 29 Sep, 2023 @ 2:53pm 
4.x Update, minor content changes. Removed overlapping tables with Hecleas's mods, now there are no conflicts
Zach  [author] 6 Sep, 2023 @ 3:03pm 
Due to the current state of Warhammer 3 and that every 'patch' they drop breaks more stuff - currently no desire to continue modding as of this moment

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
Zach  [author] 13 May, 2023 @ 6:52pm 
Returned hero recruitment back to normal, was giving undesired effects
Zach  [author] 9 May, 2023 @ 7:41am 
Just found out why, that minor chorf faction starts with a Tier 5 Capital + tier 4 and 5 buildings and 2 tier 3 settlements with lvl 3 buildings

w h y

That means they aren't scaling with time, compared to other AI factions
Androschemes 9 May, 2023 @ 7:14am 
Ah, weird. I'm just wondering how they afford all that with one province.
Zach  [author] 9 May, 2023 @ 7:12am 
@Androschemes I've tested this with this mod without AI behaviour tables and with no mods enabled but a fog of war revealer - it's a vanilla issue

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/
Zach  [author] 8 May, 2023 @ 11:28pm 
Thank you for bringing that to my attention, I just loaded a save of mine and the same thing was happening. Will look into it today and push out a fix

Please be sure to look at the newly added dependencies as well!
Androschemes 8 May, 2023 @ 10:23pm 
So this is a thing that happened with this mod... https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2973530761
Zach  [author] 5 May, 2023 @ 2:19pm 
Added Hecleas's Ultra Aggressive AI mod + FiftyTifty's AI diplo contact and war dec mods

They are *NOT* required, but I strongly recommend them as they work in tandem with each other and this mod
Zach  [author] 18 Apr, 2023 @ 5:25pm 
Created a submod to re-enable lightning strike and stalk stance with my difficulty mods for those who want it - https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2964263894
Moon 17 Apr, 2023 @ 9:07am 
@Zach thanks for explaining the nature of the changes. Hecleas also commented and what both of you say reflects very well what I'm seeing ingame.
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.
Zach  [author] 17 Apr, 2023 @ 7:08am 
Reverted some aggression changes - switched back to tiered aggression based on which mod is in use
Zach  [author] 17 Apr, 2023 @ 6:45am 
I will say that with the changes I made for the 3.0 update, the AI is less 'wreckless?' with their armies, and instead have a much higher chance of reinforcing their armies with another army or a settlement garrison. The AI will also attack in "groups" (multiple armies instead of just throwing a single stack at you). Though that means they will stay in reinforcing range of a settlement/other armies and recruit for a while before sending the armies out to attack. I'll check with Hecleas's mod as he updated it
Zach  [author] 17 Apr, 2023 @ 6:40am 
Thanks for letting me know! Can you provide me your save file - either through uploading it and providing me a link or you can add me on discord: Zach#1980
Moon 16 Apr, 2023 @ 11:35pm 
Hey, Zach thanks for the awesome mod!
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?
Zach  [author] 13 Apr, 2023 @ 1:18pm 
Update for 3.0, general increase in aggression
Zach  [author] 25 Mar, 2023 @ 4:33pm 
That is a good question, I honestly don't know. IF you use OVN, you can load into the game with my mod as well and see if lightning strike for them is changed or not
Psychooll 25 Mar, 2023 @ 2:36pm 
THanks for quick answer. sry but i have another regarding lighting strike. your changes will work on new LL from mods ? for example Citadel Of Dusk - OVN Lost Factions?
Zach  [author] 25 Mar, 2023 @ 9:55am 
Unnatural Selection is entirely script based, I hard set faction potential in my mod(s). I think that scripts take precedence over DB tables so you can indeed use these mods together. I'm not script savy, but the two look entirely compatible aside from faction potential - which won't cause any issues as the point of Jadawins mod is to alter/randomize faction potential
Psychooll 25 Mar, 2023 @ 9:46am 
Hey "Zach". do u think it will work fine with "Unnatural Selection Ultimate" ?
AzoorFox 20 Feb, 2023 @ 7:56am 
Awesome! Thanks
Zach  [author] 20 Feb, 2023 @ 7:43am 
Totally safe to add at any point in a campaign, and safe to swap one out for another at any point as well!
AzoorFox 20 Feb, 2023 @ 6:38am 
Is it savegame compatible? I've started playing a campaign with hard, now i want to change it to medium. Is it safe to do it midgame?
Nighon 14 Feb, 2023 @ 9:25am 
Ok thanks for a fast response - gonna test now entry lvl + SFO(fast paced) + Hecleas ultra agressive + better autoresolve. Hope to have a legit active gameplay