Total War: WARHAMMER III

Total War: WARHAMMER III

Hardest Difficulty Mod (MP and SFO compat) 6.x Update
114 Comments
VAS 23 Apr @ 9:31am 
is it possible to reduce the reward for battles at the same time? and then it became even easier to play with this mod, because for the same khorne you can raise 50k gold per turn.
Zach  [author] 14 Mar @ 6:18am 
In no way do any of my difficulty mods touch battle stats, so there has to be another factor in play here to cause that
Ragnarjan 14 Mar @ 12:37am 
thats strange because i tested the same battles with the hard diff mod and the tzeentch lords were killable,could it be another mod thats causing this in hardest?
Zach  [author] 13 Mar @ 4:52pm 
This mod in no way touches battle stats
Ragnarjan 12 Mar @ 3:07am 
i like the mod but ive noticed many lords are simply unbeatable,invulnerable to all attacks,especily tzeentch lords
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
NEST-7 27 Jan @ 10:13pm 
Thanks man, I'll take a look.
Zach  [author] 25 Jan @ 5:38pm 
No problems, I highly recommend those being used together! I can certainly offer recommendations, though you can see what my group and I use in this collection I curate: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3154626852
NEST-7 25 Jan @ 5:00pm 
Hey, I'm using Hardest Difficulty Mod, Hecleas AI Overhaul
, and Aggressive AI Personalities 6.X
at the same time, will there be any problems? Do you have any other combinations to recommend?
Doankham 14 Jan @ 4:57am 
This really bring back the thrill of WH2 and more than that, the AI Ogres even build their camp properly, big shoutout to you genius
Duchess 15 Dec, 2024 @ 7:54pm 
@Zach Heck yah, thank you!
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
Duchess 14 Dec, 2024 @ 4:05pm 
@Zach Really enjoyed this mod. Plans to update to 6.x.x+?
HotPizza87 20 Sep, 2024 @ 8:43pm 
The AI should be attaching a couple of heroes in every army, but if it has excess heroes, those should be used as agents - just as the player is likely to do. For example there are only so many necromancers armies need, and yet it's so easy to get more that high excess capacity is common.
HotPizza87 20 Sep, 2024 @ 8:40pm 
Can you do a submod which increases the frequency of AI agent actions instead of disabling them? I never felt like agent actions were a problem in vanilla - if anything, they followed your assets around and didn't actually do any actions.

I like that you're making most heroes embed (especially legendary heroes) but at the same I want to experience some sort of harassment by assassination/wounding/blocking etc because that makes the game more difficult. It slows the player down.

We are here because we want the game to be harder, and yet you took out something which could so easily piss on our cornflakes. I'm here for the cornflakes piss. Bring it!
Ergo 14 Aug, 2024 @ 12:45pm 
Awesome thanks. It will really look good once that the selling cities issues is addressed.

It will be also nice that the more level of difficulty, the more the IA hates you (even faction that are supposed to be allied with you).

Since the IA boots not only your enemies but your allies times, I have found some situations in which the level of challenge is limited because you can abuse of the diplomacy system in order to survive and even there is no incentive to confederate since your allies are much stronger than you (for example, playing with franz and not confederating with Nuln, or dwarfs)
Zach  [author] 14 Aug, 2024 @ 10:31am 
Updated with the fix and some other minor additions
Zach  [author] 14 Aug, 2024 @ 9:59am 
OOp! I have fixed the real estate business in a hidden difficulty mod version I use for my discord. I will also apply it to this and the others, I'll update it here shortly

In these mods I don't touch unit recruitment points as that can absolutely be overwhelming when the AI has no economy constraints
Ergo 14 Aug, 2024 @ 9:08am 
I was looking for a mod similar to Stronger and Fairer AI since that has been the most challenging mod so far, however, is barely updated.

Is there any compatible mod to let the IA to recruit a higher amount of troops? Thanks!

Edit: I have started to test the mod, and I would suggest to fix a major issue. that usually happens in mods that modify the economy. Since the IA economy has been boosted, players can cheat a lot by selling cities using diplomacy. For example: I am playing with Malakai and I have sold Straghov in turn 7 by 15k. Not sure how this can be fixed though.
Zach  [author] 1 Aug, 2024 @ 3:44pm 
Thank you for the feedback. Do you have a save I can look at? I have pushed a possible "fix", please let me know if this corrects the AI's behavior within 5 turns or not
Patchy 31 Jul, 2024 @ 2:49pm 
The AI is still terribly defensive. I've noticed they've become rather fond of creating massive armies and parking them atop their cities, but they absolutely refuse to venture out and won't even attack my undefended territory when they're within striking distance.

Maybe it'll improve as it goes on, but by turn 30 it seems the world has come to a standstill. And yes, I do have the prerequisite mods as well. None of my other mods should be impacting AI behavior, and it seems pretty widespread.

Karaz-a-Karak is terrorizing everyone as usual, though.
Zach  [author] 10 Jul, 2024 @ 11:28am 
Do you have a save file and a mod list you can give me? My discord is XenoInReno
I'm afraid I'm not sure how to go about implementing MCT configuring, will be something I'll have to look into further
Scourge 10 Jul, 2024 @ 9:58am 
Yes and just to clear up, your settings are awesome. Makes first 10 turns great is just mid game (past 15-20), most AI (still declare wars) but fortify the nearest city to each other and playing defence each. I kept playing till 50 turns and still most just recruiting more armies and not attacking.

However, when they fighting you, they will bring everything they have.

I am wondering if you could make it MCT tweaked? Which faction should get the changes? Like SFO settings. I think it would make the game more fun. Let’s say, playing as empire and getting your set of ai buffs to chaos factions and less to Dwarfs.
Zach  [author] 10 Jul, 2024 @ 7:49am 
Are you subscribed to my AI Personalities mod and Hecleas's AI Overhaul? Those two in combination should cause the AI to not passively sit idle, may take a few turns to see them do so
Scourge 10 Jul, 2024 @ 7:10am 
I love your hardest Hardest Difficulty Mod but my only issue is when playing using SFO, all AI gonna be strong (including same factions and allies) and have like like 10 full armies and they will play passively mid game.

So when turn the fog of war off and you will see most factions just making new armies and not fighting each other (not the first 10-20 turns but definitely after 20 turns). Unless they are at war with you. I have tries to uses SFO setting to make Order or Chaos factions (depends on what I am playing) to have strong buff/debuff but it is the same.

Playing Legendary with very hard.
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 -> 2 (Only affects Tomb Kings, Nakai, and Beastmen).
Zach  [author] 15 Jun, 2024 @ 3:30pm 
Ai recruitment and army comps yes, as this mod does not alter AI army compositions, only that it encourages the AI to recruit higher quality / elite units where possible
AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 15 Jun, 2024 @ 2:27pm 
Is this compatible with AI Recruitment & Army Compositions?
Zach  [author] 7 Jun, 2024 @ 9:03pm 
Unsure how to go about selectively reducing funding/army impacting finances from just vassals. Will look and see what I can find
Zach  [author] 7 Jun, 2024 @ 9:02pm 
Oh yeah that'd help nip it in the bud, one of the side effects of increasing AI finances is that it sometimes has ways of helping players line their pockets as well - this being one of them. I'll test and likely implement that change tomorrow
Quixotic Coyote 7 Jun, 2024 @ 8:38pm 
Actually should mention, changed mods just a few turns earlier. Previously, instead of Hecleas AI overhaul first I had: Ultra Aggressive & Smart AI in second last position. Hecleas contains that plus some other stuff so I don't think it is a significant change but I guess the order could matter.
Quixotic Coyote 7 Jun, 2024 @ 8:35pm 
Thanks for the speedy response. The mods I am using (in load order) are:
Hecleas AI overhaul
MIXER - Mixu's Unlocker
Mod Configuration Tool - V0.9 Beta
Better End Game Settings
Strong End Game Army Units
Recruit Defeated Legendary Lords
Hard Difficulty Mod (MP and SFO Compat) 5.X Update
Aggressive AI Personalities 5.X

For the vassal income you might just be able to add something like this to the campaign difficult handicaps for players:
wh_main_effect_modify_vassal_income wh3_dlc20_faction_initiative_chs_undivided_2_economy_vassals faction_to_faction_own_unseen -50.0000

I have definitely reduced vassal income via modding before so that is not the issue. The problem is the armies.
I have a save file I can give you (you would have to tell me preferred way to send it). It doesn't show much though. Just me getting 4000 vassal income and 3 vassals with too many armies.
Zach  [author] 7 Jun, 2024 @ 7:31pm 
@tornado Just now seeing your comment - this mod is pure db. So any script based mod should overwrite it with little to no consequence.
Zach  [author] 7 Jun, 2024 @ 7:27pm 
Hello! Glad you are enjoying it


Do you have a save file and mod list you could provide me?

I've tried capping the diplomacy budget for the AI and it was entirely not impactful, is an ongoing thing I am looking into.

Is it more so the vassal income, or the income and the many vassal armies along with it?
Quixotic Coyote 7 Jun, 2024 @ 7:15pm 
Hello Zach.
I am really enjoying your mod. I am playing a warriors of chaos campaign with the hard one (the second hardest) which is good fun (I had to solo 3 gold chevron kislev stacks at turn 17 which was nice).
I do have one problem though. Playing as warriors of chaos you have a whole bunch of vassals, and simply not using vassals isn't really an option since they are necessary to get Archeon's bonuses to relations and research rate. Unfortunately they are getting 4-5 armies a piece, and contributing insane vassal income.
I am thinking about what modifers I can add in order to address this. I know that there are modifiers to reduce vassal income but the bigger issue is how many armies they have. I don't know of any modifiers which would specifically nerf factions which are vassalized which would be the ideal solution.
Do you have any thoughts on what I could do in order to avoid the campaign being made trivial by having a huge vassal swarm?
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
TornadoWatch 17 May, 2024 @ 10:06am 
Hello Zach, this mod looks like what I am looking for. One question - Does this have compatability with Dynamic Difficulty and Unnatural Selection? ( https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2853974146 )
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
Krötentöten 1 May, 2024 @ 12:19am 
thank you!
Zach  [author] 30 Apr, 2024 @ 7:44am 
It does not! Though I will get around to updating it to 'update it' for the new patch
Krötentöten 30 Apr, 2024 @ 7:38am 
does this need an updtate?
Pootsie Sniffins 15 Apr, 2024 @ 8:35am 
lightning strike isnt cheesy nonsense and sending a force to harry reinforcements to keep them away is just a strategy but go off making the same difficulty mod everyone else has made
Franz 4 Apr, 2024 @ 6:00pm 
@zach Thank you very much, I will test it with my friend, thank you for taking into account the suggestion your mod is very good to play in a tryhard way a campaign thank you very much. :War:
Zach  [author] 4 Apr, 2024 @ 5:26pm 
Reduced AI Lord/Hero recruit rank
Reduced AI Spellcaster Bonus Mana Regen Rate
Zach  [author] 3 Apr, 2024 @ 12:11pm 
Though I will say - this mod is intended to be *very* challenging/difficult. If you're sweating to stay alive, it is doing its job!
Zach  [author] 3 Apr, 2024 @ 12:10pm 
I'll reduce the starting level of AI lords/agents. Strange that they have unlimited, but it does add up with multiple AI casters in an army/battle. I'll reduce that as well. Thank you for the feedback
Franz 3 Apr, 2024 @ 12:06pm 
Hello Bro @Zach, as I told you that time hopefully you can set this up , with your mod with a friend we got up to turn 82 , after that we already died but for two things I think .

1)The legendary lords of the ia in the first 20 turns starting level 14 or 15 I think this myu broken literally we survived but sweating blood.
2) That the AI has unlimited magic is broken , I think it's great that now use and all but have the same magic or magic winds as the player because if not it is unbalanced.
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] 26 Feb, 2024 @ 7:57pm 
So you would like them to be recruited at a lower level?