Total War: WARHAMMER III

Total War: WARHAMMER III

AI Occupation Decision
61 Comments
Incata  [author] 3 Jul @ 5:22am 
@Koof I'll try to review it when I can, but I have seen it expand to rat factions without any problems.
Koof 2 Jul @ 11:15pm 
Yes I'm saying that it seems bugged with Skaven factions as both Tretch and Throt raze rather than occupy the territory they are supposed to take turn 1
Incata  [author] 2 Jul @ 4:11am 
@Koof This mod only affects the AI's decision-making ability when it takes a settlement, that is, what option to take when it has won a settlement battle, it does not affect its decision-making ability in the open world.
Koof 1 Jul @ 10:59pm 
Seems like Skaven have a very hard time occupying provinces. Ive been using your mods almost exclusively and Tretch very rarely ever manages to take his home province. He refuses to occupy his second settlement for example
Koof 20 Jun @ 8:28pm 
Are this and your other mods still working for the latest patch?
Incata  [author] 10 Mar @ 3:40pm 
@Sir Koda yes :lunar2019wavingpig:
Sir Koda 10 Mar @ 10:02am 
is this save game compatible?
Incata  [author] 6 Mar @ 9:42am 
@RogueSkeptic I don't know
RogueSkeptic 6 Mar @ 9:16am 
Is this compatible with Deepwar AI?
Gorilla 6 Mar @ 7:50am 
Thanks. :steamthumbsup:
Incata  [author] 6 Mar @ 7:22am 
@Gorilla It has nothing to do with it; this mod tells the AI what to do when it wins a settlement battle as the attacker, while the other mod enables all diplomatic options for all factions, such as trade or alliance treaties.
Gorilla 6 Mar @ 6:03am 
Does this mod make the All Diplomatic Options mod redundant?
Incata  [author] 15 Jan @ 4:19pm 
@Sleepy There are mods that improve those things like https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2865767736 and https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3043279434 .Could you take a look at my mod collections? You might find things you like
Sleepy 15 Jan @ 3:39pm 
Oh wow I was not expecting an update immediately after my comment. Thank you and I'll try it out right away. The reason I mentioned these is because I feel like the chaos dwarf AI is gimped massively because they will often choose anything but towers in major settlements. It also personally hurts my soul to see a whole province with no towers in them lol. And for chaos warriors, I've played them a lot and it's almost entirely pointless for them to control settlements that aren't dark fortresses, or at least have some kind of useful resource available like iron, spices or what have you. It's not only impossible for them to defend these, but it prevents their allies/vassals from expanding.
Incata  [author] 15 Jan @ 3:08pm 
@Sleepy Let's break it down. The game is based on probabilities, it's difficult to make something never happen, but it's easier to adjust the odds so that some events occur very rarely. Regarding the Dwarf towers, I didn't modify some values that could have caused them to decide not to build towers in the capitals. I've resolved this, and now they should almost never do so. As for the Chaos soldiers, it's a bit more complicated. I've strengthened the chances that they will give away settlements when they capture them, which should make it unlikely for them to keep them. The situation changes when it's a razed settlement that they occupy, as there isn't a mechanism for them to give it to their vassals, so I'm afraid that circumstance will continue to exist. In any case, these two issues should now work better. Thanks for commenting :lunar2019wavingpig:
Sleepy 15 Jan @ 1:27pm 
Is there a way to increase the odds or guarantee even, that chaos dwarfs AI will choose towers when capturing a provice capital? Also prevent warriors of chaos from capturing so many non dark fortress settlements that their vassals could make better use of?
PhazezGova 4 Jan @ 3:53pm 
@Incata Thanks for the quick reply and help, I will take another look at all the mods I have.
Incata  [author] 4 Jan @ 3:43pm 
@PhazezGova This mod couldn't cause such an effect, and my AI army task mod actually makes the AI more aggressive. It might be related to some diplomacy mod you have.
PhazezGova 4 Jan @ 3:39pm 
I suspect the AI ​​is significantly less aggressive with this mod. I added this and 4 other mods from you to the mod manager. And in the new game the troops barely move, attack once and after 5-10 turns every faction I'm at war with offers me peace for 5,000-7,500. It feels kind of weird but I don't know if it's a single mod or a combination of the ones I have. Possibly the load order.
Incata  [author] 17 Sep, 2024 @ 7:45am 
@Vurcingetorix thank you :steamhappy::lunar2019wavingpig:
Vurcingetorix 15 Sep, 2024 @ 7:46pm 
Thank you, thumbs up and award sent!
Incata  [author] 25 Aug, 2024 @ 2:19pm 
@Anisoptera save compatible
Anisoptera 25 Aug, 2024 @ 1:56pm 
is these mods save compatible or do I have to start a new game?
[iDk] 獳砯 The Rise 慲敭 20 Aug, 2024 @ 11:16am 
@incata Update please , the game crashes at launch due to a new patch... Thanks for you'r mods and work! :)
Incata  [author] 20 May, 2024 @ 3:12am 
@AlpokoLoco I will try to address this issue and others when have time and motivate myself.
AlpokoLoco 16 May, 2024 @ 10:04am 
Ive run some test with ai only while making a modlist and can confirm that there is an issue where woc settle everything rather than give to vassal.
Incata  [author] 2 May, 2024 @ 3:51pm 
@raw666 No, they deal with different things, they are complementary
raw666 2 May, 2024 @ 3:48pm 
Is this mod needed if you have AI Army Tasks and Strategy?
Incata  [author] 2 May, 2024 @ 9:03am 
@burnbaby When I finish updating all the mods I will give this mod a review, I think the behavior can be improved a lot in this area, but it probably won't be soon.
burnbaby 2 May, 2024 @ 8:04am 
Seems like Chaos factions take all settlements for themselfs instead of gifting them to vasals.
Beliar 13 Mar, 2024 @ 9:31am 
Hello! I have been looking for a mod for a long time so that the dwarfs would not settle in Sylvania, but would either destroy the settlement or transfer it to someone from the Empire. Or the Bretons, having organized another crusade into the lands of the Norscans, did not settle there, but destroyed all their settlements. Have I stumbled upon the right mod? Or not really? Thanks in advance for your feedback!
Incata  [author] 14 Jan, 2024 @ 11:33pm 
@love-381 No problem, I don't speak English either, I use Google Translate
love-381 13 Jan, 2024 @ 3:28pm 
@incata very thanks (sorry, i cant speak english....)
Incata  [author] 13 Jan, 2024 @ 11:22am 
@love-381 Since this is not the first time this question has been discussed and although it is not important to me, I will try to make a modification so that this happens more frequently.
love-381 13 Jan, 2024 @ 8:34am 
i want this -> many ai vassalize other ai, how can i this??
Incata  [author] 25 Dec, 2023 @ 4:03am 
@Whales.D Yes :lunar2019wavingpig:
Whales.D 24 Dec, 2023 @ 11:47pm 
Seems great, is it compatible with other AI mod?
Incata  [author] 25 Nov, 2023 @ 6:44am 
@Serious Lee Most of the time it should occupy them :lunar2019wavingpig:
Serious Lee 25 Nov, 2023 @ 6:38am 
I am often quite frustrated with the AI always trying to occupy my settlements and just plundering other AI factions for some weird reasons. Hope this mod will fix that
Incata  [author] 22 Aug, 2023 @ 6:31am 
@Saikyoku AI occupation is save game compatible. All suitable is partially compatible, the settlements will not appear as habitable (with the green circle) but they will not have penalties. :lunar2019wavingpig:
Saikyoku 22 Aug, 2023 @ 5:56am 
Ty for ur reply, I have another question, All suitable and AI Occupation Decision is savegame compatible ? And thanks for ur mods!
Incata  [author] 22 Aug, 2023 @ 5:10am 
@Saikyoku I don't quite understand the question, it has the mod that I use in the description. All Suitable https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2913987815
Saikyoku 22 Aug, 2023 @ 2:52am 
Hello, may I know your mods to make all settlements habitable for all factions? For my part I use the mod "Climate adaptation"
Incata  [author] 17 Aug, 2023 @ 7:07am 
@reflection I don't recall making changes in reference to this. maybe another mod is annuating the changes of mine or maybe it's just a matter of %
reflection 17 Aug, 2023 @ 2:37am 
Really liked when in one of my last campaigns (I used this mod), when faction dominate other faction they with high chance will vassalize it, that was a dark world with empires and their damned vassals, but for now using this mod I haven't seen any defeated factions being vassalised, smth has changed?
Rhaiden 16 May, 2023 @ 5:37am 
So I respect yours too
Incata  [author] 15 May, 2023 @ 11:50pm 
@Simi I respect your opinion but I like how it is :lunar2019wavingpig:
Rhaiden 15 May, 2023 @ 10:15pm 
if i may say one thing that totally ruins this mod: for wood elves and chaos warriors, the ia occupy instead of raze
it really lame
Incata  [author] 9 May, 2023 @ 9:17am 
@Cyclone If 2 mods modify the same value, only the one with the highest priority in load order will be applied. I assume they will still work fine together, but I can't be sure since I don't use sfo. My mod should have higher priority if it wants its values to take effect.
Cyclone 9 May, 2023 @ 6:59am 
With the new SFO being released this Friday, would you recommend to have your mods above or below SFO in priority list? I know they did some small changes to Occupation, Economy and general AI behaviour as well, but you seem to have put a lot more work into these, and I'm worried that having SFO first, it will override all changes from your mods.