Total War: WARHAMMER III

Total War: WARHAMMER III

Scaling AI Difficulty
85 Comments
Cerb  [author] 1 Aug @ 11:18pm 
Big update to diplomacy, youll now get no malus with 'friendly' races, i.e. order wont hate order, chaos wont hate chaos, and other factions that dont really fit have lowered relations with specific factions based on lore (i think). However, the malus is much higher, order and chaos will get a -500 with one another by turn 100, and -200 with other races they dislike.
Cerb  [author] 25 Jul @ 5:49pm 
Added significant increases to warrior of chaos unit replenishment for their recruitment pools, so they should be able to recruit considerably more elite troops and recover from losses a lot faster in the late game,
Cerb  [author] 22 Jul @ 6:38pm 
Added new scaling caps to beastmen, chorf and tomb king factions
Rose 1 Jul @ 5:13pm 
Awesome! Glad I could help! I couldn't figure out what the problem was xD
Cerb  [author] 1 Jul @ 4:35pm 
Thanks for the comment Rose, found out i had left some testing stuff in there from trying to get MCT working in my last update, removed it now and should be fixed :)
Cerb  [author] 1 Jul @ 4:31pm 
So i tried to get MCT working to no avail, spent a full day on it, had some issues and asked for help in multiple places but got nothing back. Ill just keep the separate versions until the documentation gets updated, so maybe forever sadly.
Cerb  [author] 1 Jul @ 2:32pm 
No, should be by turn 100, ill check the files
Rose 1 Jul @ 5:09am 
Is this mod supposed to give every faction a -80 "Ruler's Prejudice" debuff against your faction starting on turn 2... ?
Cerb  [author] 21 May @ 10:37pm 
Ive asked a few times on there but generally dont get much, but im a lot better at scripting now so i think ill be able to get it done
Averath 21 May @ 10:34pm 
If you're on the modding discord server, you could probably ask for some guidance there. Though if you've already done that, just ignore me. :p I saw a few people asking about documentation a week or two ago, but don't recall who it was.
Cerb  [author] 21 May @ 10:32pm 
I do have a no human penalty version, but eventually that is my plan, ive just had issues with getting MCT to work in the past due to outdated documentation, but i need to just bite the bullet and do it honestly.
Averath 21 May @ 9:57pm 
A small suggestion: Would it be possible to allow players to customize these settings using the Mod Configuration Tool... mod?

For the most part there are a lot of aspects of these buffs here that I like, but there are a few that I would prefer to disable. The diplomacy malus in particular. When combined with mods that massively slow down the game, it basically makes establishing any positive relationship tedious.
Cerb  [author] 16 Apr @ 4:32pm 
Good to hear mate, thanks for the feedback :)
andeh 16 Apr @ 4:16pm 
really good job with this mod. it makes the end-game much more dynamic, and it's nice to see some minor factions actually being able to stand on their own two legs instead of keeling over to a single stack from a major faction. :popular::selike:
Cerb  [author] 2 Apr @ 5:44pm 
No worries mate, if you like this one youll likely enjoy many more of my mods - i generally balance the game in the same direction, thanks for the feedback :)
Mumm-Ra 2 Apr @ 5:20pm 
I think you're seriously on to something here bro. The idea of slowing down the player using penalty order debuffs makes complete sense. Common sense here. Thx for the mod.
Cerb  [author] 21 Feb @ 2:08pm 
Cheers
MichaelGFI 21 Feb @ 5:24am 
@Cerb Good morning, sir. I created a video for your excellent mod: https://www.youtube.com/watch?v=u_jWuUGJ1_Y

Hopefully, I did it justice. Thank you for your work.
Cerb  [author] 9 Feb @ 3:21pm 
Did the same with all the rest of my mods, thanks for the feedback friend!
Cerb  [author] 9 Feb @ 3:13pm 
Done, youre right, changed :)
Hemaka 8 Feb @ 2:32am 
Hi Cerb, really appreciate your mods - some of them from hardcore collection simply make the game better. If I can have a small suggestion, it would be easier for potential subscribers, if you'd move the lore/story descriptions in your mods on workshop below the description of what the mod actually does.
For example this mod - when I look at it from workshop or collection page it shows only few first sentences of its description - which means nothing to me as a potential subscriber, cause it's a lore text. Just something to think about, thanks :cozybethesda:
Cerb  [author] 9 May, 2024 @ 4:09am 
Yeah, perhaps, i havent had much luck in the past there :(
Vaxar Kun 9 May, 2024 @ 2:47am 
Regarding MCT, have you tried asking in modding den? Maybe create a thread in mod_development - there are plenty of guys who could help - just a thought
Bibby6579 8 May, 2024 @ 11:44pm 
M8, your amazing. Even if its not, we tend to start new campaigns pretty often to test things, so its no biggy. But thanks a ton my guy. I'll let you know if I experience issues with it or if something comes up. Hopefully MCT doesn't mess with you too much.

We'll be seeing if its save compatible now.
Cerb  [author] 8 May, 2024 @ 11:04pm 
Not sure if it'll be compatible with your current campaign though
Cerb  [author] 8 May, 2024 @ 10:59pm 
I'll whip up a variant for you without the player negatives
Bibby6579 8 May, 2024 @ 10:54pm 
Understandable, Was just wondering if it was on the plate at all.

Not had the best of luck even having MCT work with majority of mods. So I wish you luck in this regard. Its usually why some simply choose to modulate their mods. Its a great tool to have. But hopefully they fix some issues with. Cause having multiplayer games with it has thusfar been impossible for me and my friends.

Regardless, I wish you the best of luck with MCT. Cause it will fight you, and it will likely hurt.
Cerb  [author] 8 May, 2024 @ 10:46pm 
One of the things on my list is to get this mod working with MCT, so you can choose which buffs, but its not well documented and very out of date so ive been struggling a bit sorry, ill hopefully get it sorted soon
Bibby6579 8 May, 2024 @ 10:28pm 
Me and my friend like this mod a bunch, but our one gripe is the negative relations and public order nerfs for the player.

So I wanted to ask if it would be possible to make modular mods or something of some degree to only have the Ai with the other buffs but without those other nerfs. We have other mods that also add onto the AI getting pretty stupid as time goes on and even during the early game. Which is normally fine, but the negative relations and public order really do just compound a bit too much. Especially for certain factions, currently, like the dwarfs.

Its been pretty hard to find good mods for making the AI fun to fight without needing to deal with other side effects like public order and relation nerfs. Love the mod though, but am just wondering if you would be able to separate those effects.
Cerb  [author] 7 May, 2024 @ 12:41am 
Probably would, but would also be a decent amount of work, will add it to my list :)
Vaxar Kun 6 May, 2024 @ 11:28pm 
would it be possible to have order vs chaos thing implemented? aka. as chaos faction, lose only 4 relations every 10 turns against other chaos factions instead of 8 - would still need to take care of relations, but not that much.
Nighon 4 May, 2024 @ 10:46pm 
ok thanks - maybe will start without this mod and activate it at turn 50 :D
Cerb  [author] 4 May, 2024 @ 6:33pm 
Actually did some testing and found that AI will lose the buffs, sorry :(
Nighon 4 May, 2024 @ 12:45pm 
Hi, just testing your work. Do you think that if I disable it around turn 50 it will keep its buffs but won't scale anymore ? Or ai will lose benefits ?
Cerb  [author] 16 Apr, 2024 @ 8:29pm 
Good to hear :)
masterquintus 16 Apr, 2024 @ 9:36am 
ok this mod can get pretty insane, my chorf campaign got pretty fucedk because kislev was pumping full stacks by turn lol
Cerb  [author] 2 Mar, 2024 @ 3:53am 
Yeah its on my list haha, thanks :)
Vaxar Kun 2 Mar, 2024 @ 2:58am 
yea, been using gifts for sure.
BTW im sure that folks on modding den would help you out if you have questions about MCT and the implementation
Cerb  [author] 1 Mar, 2024 @ 3:45pm 
If youre having trouble keeping allies, i'd suggest fighting their enemies, and giving them gifts :)
Cerb  [author] 1 Mar, 2024 @ 3:44pm 
I may get around to it eventually, its just a really complex process with very poor documentation
Vaxar Kun 1 Mar, 2024 @ 3:07pm 
thanks!
Changed it to -4 from -8 - will see how it goes.
For stuff like this MCT could be nice but i can understand you not wanting to implement it
Cerb  [author] 1 Mar, 2024 @ 2:04pm 
effect_bundles_to_effect_junctions_tables, cerb_human_penalty effects (there are 10 levels), change the value next to wh_main_faction_political_diplomacy_mod for all 10 levels of the effect to whatever value you want :)
Vaxar Kun 1 Mar, 2024 @ 1:39pm 
what should i change to make the diplomatic penalty lesser? like half? that's really starting to annoy me - really hard to keep alliances.
Cerb  [author] 9 Feb, 2024 @ 8:36pm 
Yep
Zach 9 Feb, 2024 @ 4:54pm 
Is this MP safe?
Vaxar Kun 3 Feb, 2024 @ 11:40pm 
Thanks
Cerb  [author] 3 Feb, 2024 @ 2:26pm 
Pretty much any will work, i'd suggest either ai declares war or deepwar ai
Vaxar Kun 3 Feb, 2024 @ 4:48am 
do you have any suggestion for AI mods with this? Whether no other AI mods or with AI mods, around turn 80-100, the AI seems to have more armies than what it actively manages so usually they have 1-2 settlement around which most of their armies exist.
Cerb  [author] 29 Jan, 2024 @ 6:25am 
Fair enough, feel free to make a submod for yourself :)