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It doesn't need one.
My educated guess (I'm not 100% sure) is that the second one is for when you give an ally/vassal an order to attack a specific target, and the former relates more to attacking in general. You may be on to something. If you try giving a very large boost to the "Attack_Forces" one, if my guess is correct, you might be able to make your ally/vassal much more aggressive.
do you knows what the difference between the
"CAI_TMS_TASK_GENERATOR_WAR_COORDINATION_ATTACK_FORCES" and "CAI_TMS_TASK_GENERATOR_WAR_COORDINATION_ATTACK_OUR_ISSUED_TARGET_FORCES"
Ah, then I can't really help. Sometimes you get a good vassal that fights and sometimes you don't. I don't have anything to modify their aggressiveness once they are made vassals :(
I would subscribe to the Fudging Vassals mod (I use it too). I will link it below.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2794064207
there is a way to make Vassals more Aggressive ? I feel like when I take faction as my vassal they just sit there doing almost nothing
The basic AI has a phenomenon where factions that have been triggered by the late crisis only stay in their own houses,
and this solves that and changes them to be more aggressive.
I was very dissatisfied with the fact that vampires and dwarves that have been triggered by the late crisis only stay in their own houses.
It's unlikely to be fully compatible as that mod sounds like it changes similar (if not the same) diplomatic options as my mod does. If you want to try to make them work together, you can load my mod above his in your load order so my changes will override his and leave his changes that my mod doesn't effect. That said, I can't guarantee they'll work together as intended when doing overwriting like that.
Turn the "Close Battles" threshhold up to the maximum and the only time you'd encounter what you're describing is when the AI would get rolled by you anyway. Without the change I've put in, the AI will never attack you with sufficient force you beat you.
Please see the "Note" under item 7. This is a known issue, and the other mod is strongly suggested as a workaround. If the AR is tuned as in vanilla, the AI never brings enough troops to pose a challenge to a player army.
No update needed
the mod need an update or its good to go ?
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3285541278
update?
Done!
"Note: The change in (7) can occasionally lead to too easy Autoresolve results when the AI occasionally doesn't bring enough troops. I suggest using this other mod below alongside mine to minimize any temptation to exploit this."
the link below this doesn't work can you fix it please?
Thank you! Happy to hear it's improving your game experience!
I don't play multiplayer, so I don't know what causes mods to work or not work in it. I would assume it does though, as it's largely just changes in tables (so nothing too complicated).
Yes, it should be working fine. They didn't touch any relevant files that I'm aware of.
The AI won't assault your settlement if they can wait it out and deplete you. However, if you bring another army toward that siege in an effort to reinforce the garrison, the AI will do a siege assault.
In other words, they will wear you down if attacking wouldn't be smart, but they will assault if camping the siege wouldn't be smart.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2854146839
Please see (7) for the new change.
Glad you're enjoying it!
On your two concerns: Regarding the Sea Treasure, I think that's a CA bug. This mod doesn't affect anything that would relate to that. I have had that bug as well.
Regarding AI armies: If I understand you correctly, this AI action is intended (the sudden confederation is not, but is outside this mod's scope and is a CA problem with how they weight it). AI is not supposed to have armies sitting around doing nothing while it is at war, it should be using them to try to win the war. That said, if you attack a nation at war with another faction (and not with you) where it is not defending (such as its Southern border when it's fighting a war at its Northern border), you will soon have that AI sending stacks at you to fight you off.
Again, glad you're enjoying it!
Looking forward to seeing how this plays out in an Old World faction campaign. Hard to fully confirm, but could be a reason I've seen Factions rise and fall more quickly than vanilla.
**Bug** Tendency for the game to crash when approaching Sea Treasures:
On one occasion, I approached a Sea Treasure, chose the option with the larger foe/battle, left to use the bathroom before going to batter - came back to Desktop Screen. Good thing I Quick Saved. No issues on the re-launch.
On another occasion, I approached the Sea Treasure and the game paused then crashed shortly after.
Otherwise, good stuff.
The changes to the AI make the game feel a lot more dynamic. As opposed to the AI standing around while you gobble their provinces or waste time sending full stacks to useless cities, the mod allows the AI to challenge you. In my Gor-Rok campaign, I've seen armies attack my own just to weaken them and try taking them out later. The AI is also not afraid to declare war when you're weak or act differently in diplomacy when they see you as a threat. This makes the game fun and brings an aspect vanilla WH3 really lacks.
There are two tendencies in the mod of some concern however.
The AI will send all its armies toward in opponent:
I've only done 1 campaign with Gor-Rok so far, but I've seen this play out a few times. Legit, every single army a faction AI has will be committed in war against a faction it sees as a threat....(1/2)
The only time an update that reworks the tables breaks a mod is when they change key tables. Imagine a wheel with multiple spokes coming from the hub in the middle. Mods use the hub and modify or add spokes. As long as CA is just changing/adding their own spokes, the mod is usually unaffected. They haven't changed the "hub" part since 2.0 for the "spokes" this mod touches on.
If it doesn't crash the game on launch, it should still work. I should have time this Monday to check everything and update it.
It should be. I downloaded that mod and checked its files and there is are no overlapping tables. His mod does use scripts though, and I don't know enough about scripts to say 100% they won't affect anything related to this mod, but I'm pretty sure they won't.
Should be no compatibility issues.
Thank you for the compliment!
Yes, it should make the endgame a bit better, but I would also suggest adding a mod like Dynamic Disasters if you want a very crazy endgame. This mod is most noticeable in the early and mid game. Once you reach endgame and are so much more powerful than the enemies on the board, there's only so much they can do with more aggression. Dynamic Disasters sounds like it will add a lot more power onto the board, and that should pair well with this mod enhancing the aggression of all the new additions.
This mod is my hope for the endgame because normally I stop playing at around turn 130 because no enemy faction is a challenge anymore and it is only a grind from then on. But with this mod here maybe there will be big wars of huge factions in the endgame. Wars that could actually be threatening.
Thanks!
I would suggest also adding a mod that tilts the autoresolve results more in the AI's favor. That will make them more likely to attack in battles where they have a weaker attack position. I made one for myself that I uploaded a while back, so if you don't have one you prefer, you could try the one I am linking below.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2825086565
And thank you!