Total War: WARHAMMER III

Total War: WARHAMMER III

Light Difficulty Mod (MP and SFO compat) 6.x Update
66 Comments
Zach  [author] 17 May @ 9:11am 
Interesting, the choice between using hecleas or deepwar is entirely just that - preference. Neither are hard requirements for use with my mods, its simply a recommendation from me

My group switched from hecleas to deepwar and have liked it more
One Creator 16 May @ 6:27am 
I don't quite understand why, but with Heckles AI Overhaul, the campaign went great and the opponents had a slightly larger number of armies than in vanilla. When I installed DeepWar AI, there were a lot of armies, about the same number that would have been with Medium Difficulty Mod, and it ruined the multiplayer campaign for us. And with DeepWar, he hires so many armies that he regularly gets attrition from lack of money.
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
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
elrosx 21 Aug, 2024 @ 1:18pm 
https://www.youtube.com/watch?v=2Jzw2r8q7Bw Battlesey video, with what I think is an untested difficulty mod
Zach  [author] 13 Aug, 2024 @ 2:18pm 
It will! While I made these to work in tandem with those other listed mods, they can indeed be used just by themselves

I have not, can you provide a link? - Thanks
elrosx 13 Aug, 2024 @ 2:17pm 
Might this still work without the other required mods? I am looking for a mod that doesnt make big changes to AI behavior.

PS Did you see Battlesey's videos on playing with increased difficulty?

Looks like your mod is cool I am looking forward to trying it. :steamhappy:
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] 13 Jun, 2024 @ 10:00am 
Oop, it's increased for AI but I seem to incidentally raise the starting cap for humies. That added cap is mainly for use with the hard and very hard variants of my mods - as only having a cap of 1 army to start with would mean the AI would likely outpace and become overwhelming to human players who have army limits like Beastmen and Tombkings. I'll remove that cap increase for humies, (or likely just set it to increase by 1 for this version) when I get back from my vacation
Emily 11 Jun, 2024 @ 9:08pm 
Why does this increase the army cap for Tomb Kings so drastically? You go from 1/1 at the beginning in vanilla to 1/6 at the beginning with this mod.

Tomb Kings units are free, being able to field 6 full 20-stack armies of skeletons at the start of the campaign is wildly imbalanced
Alan 9 Jun, 2024 @ 12:55am 
Without this mod AI Lords still level up quickly, but not as quickly. I think the xp per turn must be being compounded by Radious' existing changes.
Alan 8 Jun, 2024 @ 3:01pm 
I do use other difficulty mods as well, but they're all the type which ramp up over the course of the game, so I assumed it wasn't them. Anyways, will see.
Alan 8 Jun, 2024 @ 2:59pm 
Possible. I turned this mod off for my new Radious campaing, so we'll see. Fighting lvl 24 Mazdamundi on his dino on turn 14 when I was only level 9 was not fun.
Zach  [author] 8 Jun, 2024 @ 2:48pm 
Interesting, thank you for the info. Me and my group don't use Radious so I'm unfamiliar with all of what it changes/etc. However I am quite curious about the lords leveling up quickly, this mod gives ai armies 100xp a turn (not multiplicative, only additive).

So unless Radious drastically reduces XP required for leveling up, I can only assume you might have another mod running that could be affecting XP/leveling
Alan 8 Jun, 2024 @ 2:41pm 
FYI for anyone in the same situation. I'd been using this with SFO and assumed I could use it with Radious, but it messes up Radious upkeep changes, causing almost free AI army spam all game long. It also results in enemy Lords that hit level cap ludicrously fast (almost 2 levels per turn every turn)
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
Bormo 8 May, 2024 @ 1:29pm 
Thanks!
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] 7 May, 2024 @ 4:53pm 
OH! I totally forgot to update, I'll do that either today or tomorrow
Bormo 7 May, 2024 @ 4:06pm 
"Agents will no longer perform agent actions" definatly still getting constant assassinations with the extra heros about its kinda annoying
Zach  [author] 2 May, 2024 @ 11:37am 
Does not need to be updated, of course let me know if you encounter any issues! I will get around to updating those that need it and 'updating' those that don't just so they dont show as outdated
Tombet 2 May, 2024 @ 10:15am 
rdy for 5.0? :)
Tombet 18 Apr, 2024 @ 8:44am 
Ah thats true, we only played on legendary with your mods. So i try it with the ingame difficulty a bit lower then. Thank you!
Zach  [author] 18 Apr, 2024 @ 5:17am 
Happy to hear it, my mods are all made with group play/multiplayer in mind. Campaign difficulty settings do effect the overall difficulty with this mod as well. So easy would indeed be less challenging than normal and up as is the case with vanilla. Thus my recommendation is to first try adjusting in-game difficulty
Tombet 17 Apr, 2024 @ 9:31pm 
I have another question. I guess its not possible to make the same mod with "very easy"? Your mods are perfekt for coop with friends.

But in the single Player are the cheats a bit too much, they move with too many armys.

Without your cheat mod, even on Legendary is the vanilla game too boring... sadly.

So to fix it maybe its possible to tuning down a bit.

anyway thank you for your mods, they are important!
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
Tombet 1 Mar, 2024 @ 11:09pm 
it's sad, i have all mods installed how you say. But we have always huge city blobs on the citys... the ai is too big and then the ai goes afk. The mods are really cool but i guess the core game cant handle this much armys
Zach  [author] 13 Jan, 2024 @ 2:26pm 
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.
Think Critically 9 Nov, 2023 @ 11:52am 
I see, thanks for the response!
Zach  [author] 9 Nov, 2023 @ 6:37am 
I deleted it. My first iteration of it 'worked', with the updated version I made changes to proportions as well. It was not having the intended effect, and serving as more of a hindrance to AI army comps than improving (at least in general, some factions like vamp coast doomstacked some monster units). I will return to it in the future, but for now I'm leaving army comps to vanilla
Think Critically 8 Nov, 2023 @ 9:19pm 
Wasn't sure where to ask, was curious what happened to your AI Army Comp mod. Were there issues that you couldn't/didn't want to fix with it?
Zach  [author] 18 Oct, 2023 @ 11:56am 
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
Alan 30 Sep, 2023 @ 9:29am 
Glorious. Gonna start a discussion for conflicts and/or insanity to avoid continuing to spam comments.
Zach  [author] 30 Sep, 2023 @ 9:24am 
I entirely 'disabled' AI agent hero actions on the campaign map, and gave the AI a strong preference for embedding heros into armies instead

Because of this, you do not need the antihero mod unless you are playing MP of course
Alan 30 Sep, 2023 @ 9:12am 
Understood, thanks. While I'm removing things, your mod says it disables AI hero ability spam. Does that mean I no longer need something like AntiHero (makes Lvl 20 heroes with Immortal trait immune to wound/assassinate)?
Zach  [author] 30 Sep, 2023 @ 9:08am 
OH! I need to update the spoiler to reflect its current changes. I did have an army composition mod incorporated into these mods, but I moved it into a separate mod because it is an *optional* "feature"

Will update spoiler now
Alan 30 Sep, 2023 @ 9:05am 
This mod has built in better recruitment, no? You recommend stacking your Army comp mod on top?
Zach  [author] 30 Sep, 2023 @ 8:59am 
It's more so that with general increases in AI economy - it builds up, but at start the turns play out similar-ish unless the mod goes balls to the walls

I'd say it becomes noticeable compared to vanilla by turn 10-15?
My mod touches many facets of AI economy and building priorities


I also have a Army composition mod I made for SFO:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2974934598

I increased the AI's preferences for higher tier unit/monster units
Naturally they are still bound by economy, but should result in more interesting and challenging AI Army Compositions
Alan 30 Sep, 2023 @ 8:49am 
ALSO, thanks for the LS submod. I'm not a huge fan of Lightning Strike, but the 4.0 AI's tendency to turtle with armies stacked on top of each other on top of a fully city garrison...bah.
Alan 30 Sep, 2023 @ 8:47am 
Actually, question. You say "The effects of this mod will become more apparent as the game progresses." Does that mean this has built-in anti-snowball (IE AI gets stronger as you get stronger to avoid every campaign being easy by turn 60)?
Zach  [author] 30 Sep, 2023 @ 8:43am 
Thank you for pointing that out. Yesterday or the day before he hid his mods on the workshop - will remove that linky dinky
Alan 30 Sep, 2023 @ 8:42am 
The FiftyTifty links in description don't work.

Giving this a try as I wanted to add Radious' lower upkeep and better AI army recruitment to SFO...fingers crossed that this is the balance I wanted. Using with the entire Hecleas compilation, rather than just aggression. Also using it with anti-snowball for longer campaign.
Zach  [author] 29 Sep, 2023 @ 2:54pm 
4.x Update, minor content changes. Removed overlapping tables with Hecleas's mods, now there are no conflicts
Zach  [author] 6 Sep, 2023 @ 3:02pm 
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
ProJH 29 Aug, 2023 @ 3:33pm 
We started to use this mod for CO-OP. It makes game really hard and therefore, It forces us to play co-op truely. Great mod.
Zach  [author] 19 May, 2023 @ 9:42pm 
Yep it is completely safe to switch between them at any time
Think Critically 19 May, 2023 @ 9:32pm 
*Switch between them mid campaign.
Think Critically 19 May, 2023 @ 9:32pm 
Just to confirm, when it says your difficulty mods are interchangeable, does that mean I can switch them out mid compaign?
Zach  [author] 13 May, 2023 @ 6:52pm 
Returned hero recruitment back to normal, was giving undesired effects