Total War: WARHAMMER III

Total War: WARHAMMER III

AI Power Supply
82 Comments
Devooon 20 Jul @ 9:04am 
None of my mods enabled mention this mechanic but I’m trying to find which one does it - does this mod give Brettonia a “crusade” mechanic? I love it but can’t find it!
Incata  [author] 19 Jun @ 11:20am 
@Notteger Well, I think it's a good idea. I'll try to see if I can implement something like that in the next update.
Notteger 19 Jun @ 7:07am 
@Incata, thanks for the mod! Have you considered adding a bonus to the experience gain rate of AI units or giving a bonus rank when hiring? This seems to be sorely lacking, as the player is quickly building “golden” armies while the AI is still using warriors with low experience
Ooh-la-la, It's GAGA!! 3 May @ 1:59am 
Yes im trying this right now, will get back to you
Incata  [author] 3 May @ 1:54am 
Ooh-la-la, It's GAGA!! 3 May @ 1:29am 
Yes the Ai will surround 1 settlement with their armys and just sit there, they do this in vanilla without any ai mods, it's been like that for a year or more.
Incata  [author] 29 Apr @ 5:12am 
@野心冠军 :steamhappy::lunar2019wavingpig:
野心冠军 23 Apr @ 7:03pm 
very good mods!:steamthumbsup:
Incata  [author] 15 Apr @ 4:39am 
@Jolc3r If you're using the beta, it's better not to use mods, that's what they say, I haven't seen what they change yet. This is for the current version of the game
Jolc3r 15 Apr @ 4:33am 
Huh, I thought the AI beta fixed the agent thing. I am running on that.

Regardless, I don't think it is that bug, since there werent any enemy agents (or even agents at all) in those settlements. Some of the settlements they were stuck in were owned by others but had no agents there. And others were owned by themselves and had no one around either (I used the console commands to disable fow)

Re-ran with your other mod and it seems to have cleared up a little, but several places on the map still have clumping. Plus now I see new areas that have now also clumped up, which didnt happen when I removed the mod.
Incata  [author] 15 Apr @ 3:29am 
@Jolc3r The bug is in CA's own AI at the moment. This happens when there's an enemy agent in the region, the AI ​​detects it as a threat and amasses armies in that region. That's what they explained, but in my opinion, it also happens when the AI ​​has too many armies with the original AI.
Jolc3r 15 Apr @ 3:23am 
Plus with CA finally taking a look at campaign AI I want to avoid AI modding until they are done with it.
Jolc3r 15 Apr @ 3:21am 
hmm shame. I liked the changes in this and wanted to avoid any AI behavior mods. I have had a sour experience with AI mods in the past.

I dont know why the AI behaves like this with this mod specifically.
Incata  [author] 15 Apr @ 3:16am 
@Jolc3r If you use my mod AI Army Tasks and Strategy this should not happen, I find it strange since this mod does not alter behaviors
Jolc3r 14 Apr @ 10:38pm 
Im talking like 6-8 armies next to a settlement
Jolc3r 14 Apr @ 10:36pm 
This mod makes AI vampires (counts or coast) sit around next to their settlements with full stacks doing nothing. Not sure why, as soon as I turned it off they started moving around.
Incata  [author] 23 Mar @ 4:27am 
@Violen I shouldn't, I haven't played ROC in years but as far as I know ogres are not a horde faction and it doesn't affect their camps either.
Violen 22 Mar @ 7:21pm 
This is making ogre kingdoms(atleast on the ROC map) Busted. They are fielding massive stacks of army's. Playing on normal. I see most factions with around 2 to 3 army's at my stage of the game. Mean while these sexy Fatty's are boasting 6 to 8 lol. One in particular has all of his army's just sitting on one settlement in chaos dwarf lands, making it unassailable and very scary.
Figure it is this mod since it talks about buffing their army cap.
This seems like a essential mod when using your AI anti cheat mod.
Could you maybe change or move these horde buffs.
Incata  [author] 26 Jan @ 9:29am 
@rescator78 What do you want to work in battle?
rescator78 26 Jan @ 8:35am 
hello that will run only in campagne or will run also in custum minor battle?
Incata  [author] 24 Jan @ 6:59am 
@Weissrolf It's a difficult topic to explain. The decision-making itself is not altered, I mean the values in that table, but other tables such as threat detection, diplomacy, anti-player bias, and others that affect AI decision-making are altered, as well as many AI cheats that become more powerful as the difficulty level increases. However, there are also things like AI reaction times in battle being lower the higher the difficulty, so they perform better. There are many aspects; it's hard to explain them all in a single comment, and I would surely forget many of them.
Weissrolf 24 Jan @ 3:44am 
@incata Your last post seems to suggest that AI campaign and/or battle decision making is affected by using Legendary!? I always thought VH and Legendary was the same in that regard, except for some public order mali (etc) and restrictions being slightly different?!
Incata  [author] 16 Jan @ 7:06am 
@Aldebaran If they are fully compatible. I always play on legendary difficulty, disabling some parameters that I don't like, so I wouldn't know the impact on normal difficulty. In general, I don't usually make distinctions in my mods in terms of difficulty unless I specify it, so most values are the same. Some aspects of legendary difficulty make the AI play better, that's why I do it this way. I leave the links to the mods I use to remove the things that bother me most about legendary difficulty https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2789864892 https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2850272184
Aldebaran 16 Jan @ 5:41am 
Hello and thx for your mods.
1) Is this mod compatible with AI Power Supply? I wouldn't want the anti-cheat to disable the bonus given by AI Power Supply.
2) Your opinion for a good balance between to play on normal difficulty (without the anti-cheat mod) OR with the anti-cheat and the Power Supply mod on Normal or Hard difficulty?
Incata  [author] 2 Jan @ 7:40pm 
@Devooon It's the normal behavior of the game (as far as I know).
Devooon 2 Jan @ 6:58pm 
This is the only mod I have that deals in hordes, and ogres have camps so it may be something to do with it, but if you have the maximum number of camps but then pack up a camp, it won't let you redeploy in 5 turns, saying that you have the maximum number of camps... despite packing up one of them. think it may have to do with this mod
Zywoo 19 Jul, 2024 @ 12:43am 
Would be great!
Incata  [author] 18 Jul, 2024 @ 11:47pm 
@Aleksib I thought I had already updated it, I'll take a look.
Zywoo 18 Jul, 2024 @ 11:26pm 
Does the mod need an update?I've been playing with it but I am uncertain if some bugs is caused by it or no...
Incata  [author] 11 Apr, 2024 @ 1:44am 
@Xeonzs Rarely will another mod do this, unless it does something similar. This is done in many mods, it is not something isolated.
Xeonzs 10 Apr, 2024 @ 2:52pm 
I see, it's somewhat unfriendly to other mods though from what I understand, perhaps a warning in the description is justified?
Incata  [author] 10 Apr, 2024 @ 2:43pm 
@Xeonzs It is not a mistake, it is the intended purpose. This change is because we want to replace the table to be able to unify all the minotuaros into a single one, which otherwise would not work.
Xeonzs 10 Apr, 2024 @ 1:02pm 
As I am reworking the mod for my own purposes I noticed you forgot to change the name for the db/ritual_payload_change_unit_capacities_tables as a result you're datacoring the entire table.
I'd suggest changing the name like you have done for the other tables to "AI_power", probably just an oversight as you did do it for the other tables.
Xeonzs 10 Apr, 2024 @ 9:05am 
I see, thanks for the replies mate.
I'll probably half the increase to both so 2750 for minor and 4000 for major, but I might just return major all the way down to 3000 if I still feel like it's too much.
Incata  [author] 10 Apr, 2024 @ 9:01am 
Correct, the AI also has this increase. It would be to delete the db/campaign_variables_tables table or change the entries to the desired value, the base is 2500 for the minor ones and 3000 for the major ones.
Xeonzs 10 Apr, 2024 @ 8:52am 
Hmm so I really shouldn't think of it as player or AI, but major and minor factions?
So if I were to delete the 5000 entry, it wouldn't just be me the player, or just the AI, but all major factions that would be back to default base income?
Incata  [author] 10 Apr, 2024 @ 12:28am 
Well right now I don't remember which one it is exactly but the one that has an associated value of 5000. The economic boost is for all factions and equalizes the minor ones with the major ones, it is also a way to balance a little and for the player to have at least enough resources to be able to defend themselves, but if you want to eliminate it, it would be enough to delete the 2 entries with a value of 5000 or change them to 3000 (if you want the minor factions to have the same income)
Xeonzs 9 Apr, 2024 @ 5:07pm 
Don't get my wrong, I like all the other changes, increased army caps, increased AI budget spending on armies, but I don't like that as a player I have double base income for no reason, feels too cheaty and that's while playing on vhard so I with the increased upkeep.
Xeonzs 9 Apr, 2024 @ 5:05pm 
What entry table/entry do I have to adjust to cancel the increased player base income?
I find it a bit OP to have enough money to have my original army be able to be a late game army early on without any investement and makes trash tier 1 units redundant because usually a legendary lord with a late game army can hold back 3-4 armies np.
Incata  [author] 29 Feb, 2024 @ 2:57pm 
@Ramyam The mod started that way but it generated some problems and had an early handicap for the very powerful AI that deflated over time, while this system scales better with time and the power of a faction, in my games chaotic factions usually be a great threat and the dark fortresses are the cities that produce the most resources. Even so, some bonuses could be studied for specific factions :lunar2019wavingpig:
Ramyam 23 Feb, 2024 @ 1:09pm 
An Idea of balancing this between factions better, could potentially be to Decrease the gold income buff, and instead give all AI Less Upkeep! as Upkeep affects factions relying less on City income as much too! (except like Tombkings)
Ramyam 23 Feb, 2024 @ 1:02pm 
I really like playing with this mod!
But after playing during 2-3 campaigns with it, at Hard/VHard to 90 & 110 turns, I'v noticed a trend.

Factions that don't rely on City incomes as much get destroyed early.

Most of the Chaos factions rely less on City gold and more from War, and this mod makes them much less of a threat, and most often die off before 30 turns unless they'r far north.

In normal Campaigns Skarbrand tends to be a menace, steamrolling almost a bit too hard, but in 2 90-110 turn campaigns + 1 30 turns, he got destroyed before 20-25.

Same with Festus for example.

2 Races that are Overpreforming are Tombkings & Dwarves.

Tombkings might need 1 less max army.
Dwarves makes MOST gold from their cities out of all factions in the game,they scale too good.

High elves are somewhere near over preforming.
Incata  [author] 20 Feb, 2024 @ 7:36am 
@Vollhov This is due to: -Increased the base gains of minor and major factions (2500-5000) and (3000-5000) for both the ai and the player. But the AI has a strong bonus to the base economy due to: -Removed the potential of factions completely, all factions now have the same chance, it also affects certain bonuses that you could receive:
Extra XP for units.
Extra XP for characters.
Reduced cost for constructions.
Recruitment cost.
Maintenance cost.
Growth.

That's why I recommend AI Anti-Cheat to eliminate these buffs that, far from making the AI play better, confuse it, and later add others that it knows how to handle better (how to increase its income). But as I always say, everyone is free to do what they want with their game and experiment with different combinations until they find the one that best suits their tastes and expectations.
Vollhov 20 Feb, 2024 @ 4:41am 
I tried leaving all your mods and removing only this one.
The first changes made my income less, the conclusion of this mod is that it will increase the income of the player.
Second minor factions AI stopped spamming armies, now they have a maximum of 3-4 armies.
Incata  [author] 20 Feb, 2024 @ 4:31am 
@Vollhov Try, maybe with other mods it will work better with that grouping of mods
Vollhov 20 Feb, 2024 @ 1:24am 
Unnatural Selection Ultimate - enabled for one Archaon Faction only
The crisis of chaos is only on chaos and it is not turned on.
Now I’ll specifically try to test with other AI mods and check the number of armies the AI ​​has with your AI mod and with another AI mod.
Interesting. With other AI mods I have less income than with your mods.
Incata  [author] 19 Feb, 2024 @ 11:41pm 
@Vollhov You have many mods, Unnatural Selection Ultimate has not been updated for a long time, although perhaps with it you could control some things.
AI Construction Priorities Reworked and AI Military Construction System I don't know if they work well together, I think Lycia created her own patch for this. Dynamic disasters also tend to generate these types of problems, normally the AI ​​will attack a couple of settlements and then stay there. I can't tell you much more in general, I try to modify what I think is essential or that is not going to generate new problems for me, you have my collections and recommendations in the descriptions, beyond that I cannot predict other combinations.
Incata  [author] 19 Feb, 2024 @ 2:42pm 
@Vollhov Probably then that's the reason you see so many armies and they group up like that around the cities, for some reason when the AI has too many armies it does that, it seems to play better when it doesn't have its tricks since it generates armies in depending on her possibilities and what she believes she can maintain. There are also people who say that it is due to the accumulation of armies from different factions of the AI, as if after a certain number you start not playing with some, I would recommend that you try it and see if it improves in another campaign, unfortunately install it in the middle of one already with that problem doesn't seem to solve it
Vollhov 19 Feb, 2024 @ 2:33pm 
No