Total War: WARHAMMER III

Total War: WARHAMMER III

AI Construction Priorities Reworked
477 Comments
Alex250 5 hours ago 
Im so sorry for your loss Lycia!! I hope she is with Christ right now. Take your time, rest and come back when you can, dont worry.

A hug!!
Dragon32 14 hours ago 
Damn, Lycia. Big hug.
Lycia Pintella  [author] 14 hours ago 
Guys thank you for being patient with me as there were a few bug reports and requests from the last few months that I basically just never got to.

My mom passed away yesterday, and I would like to come back to modding soon to have some task to distract myself with, but I am not sure when I will be able to focus again. Thanks to everyone for always being so patient with me even over simple requests.

I won't burden you guys with my emotional situation, but I do want to say she was the most amazing person in my life, and she always put the needs of her family above her own, even though she lived in pain and had things a dozen times worse than anyone else because of her health issues. She was thinking and talking about her family with her last words.

There will never be a person as amazing as her in this world, at least not to me.

Thanks for listening. I want people to know she was amazing, even if you will never know the details.
Lycia Pintella  [author] 14 hours ago 
Unless someone does something crazy-complicated that I haven't considered, the building rules just combine and end up covering each other in the event that one mod has a bug etc.

That being said, a construction rule in one mod might be strategically superior to one in another mod, but the priority of the rule set in the mod determines which mod's AI rule will actually take effect.

So it's not amazing to have 5 mods effecting construction, but the game won't crash.
Noble Winter 22 Jul @ 7:06am 
I know in the description you say that this should be compatible with all AI overhaul mods, but how exactly would they work together? Deepwar apparently has building construction changes, so it would be a matter of one overwriting the other?
Alex250 11 Jul @ 11:18am 
Thanks!
Lycia Pintella  [author] 10 Jul @ 2:45pm 
I haven't heard any reports that anything is broken. I'm semi out of action for just a few more days, though. I'll take a closer peak sometime around Tuesday or Wednesday of next week.
Alex250 8 Jul @ 1:22am 
Hello, you updated the other mods but this not, you will update it or isnt needed?

Thanks.
Lycia Pintella  [author] 17 Jun @ 5:06pm 
Official answer: Unclear, my PC is dead until Thursday evening. :sadface:

Guess based on history and patch notes: 95% chance it works fine.
Lord Vyse 17 Jun @ 11:18am 
Will this work with the new ai changes?
Crimson ReapeR 17 Jun @ 5:22am 
this mod has always worked for me, must be an incompatibility
Lycia Pintella  [author] 16 Jun @ 4:25pm 
Varg: I have no idea what could cause that but I will keep my eyes open for issues.

Side note: My PC should be back up on Thursday but I'm going to game for a week before I look into bug reports.
vargasguerrero113 11 Jun @ 7:42am 
this mod is the only one that do not let me launch the game dont know why
MartialDoctor 3 Jun @ 12:56am 
Yeah, I always play on Impossible myself but I'm trying more immersive mods this time around, in addition to Incas AI mods. I've been finding that the AI here has difficulty handling control without it's bonuses and a more immersive control mod.

No worries, though. Just throwing that out to you.
Lycia Pintella  [author] 2 Jun @ 11:12pm 
I've got my PC semi working again but I probably won't be touching my mods until I put a new motherboard in. It may take a while but I'll respond to any issues once I'm fully stable again.

@MartialDoctor I don't really have a priority on control buildings. I generally assume people are playing on difficulties where they aren't needed, but some people play with AI PO bonuses turned off or on lower difficulties so I'll try to cook up something once I have a new mobo in.
MartialDoctor 1 Jun @ 7:37pm 
I have had no crashing since I've started with the mod. I've played 40+ turns so far.
Lycia Pintella  [author] 31 May @ 9:09pm 
Is anyone having crashes like one user reported? My computer is down right now but i can look into qurstions when i am back online.
MartialDoctor 30 May @ 8:36pm 
Although it does look like I made a mistake by not reading through the whole description thoroughly. I was also running AI Military Construction System at the same time. I'll make sure to not do that in the future.
MartialDoctor 30 May @ 8:30pm 
A question:
What priority does the AI have in making control / devotion buildings? One of my Kislev neighbor's main cities fell into revolt and was conquered even though this city was not in the frontlines and should have been fine devotion wise.

My guess is that I'm using another mod which makes stabilizing control more difficult and your AI here doesn't use control stabilizing buildings as frequently as the normal AI?
KKB 23 May @ 1:30am 
CTD
urban.privat 10 May @ 6:55am 
Great mod! One thing, in my campaigns the ai builds military and growth buildings like intented but it always builds ob minor settlement first. So major settlement are often still tier 1 or 2 while minor tier 3. Is there something you could change? So ai build up major settlement first.
Lycia Pintella  [author] 14 Apr @ 4:28pm 
It's working fine for me. Just tested it.
Lycia Pintella  [author] 13 Apr @ 3:33pm 
Thanks for the report. It might be a day or two before I can check into it.
parapraud 11 Apr @ 6:18am 
Hey, currently the mod crushes the game
Lycia Pintella  [author] 10 Apr @ 3:33am 
Are they building at least some growth? I've noticed some factions not upgrading very quickly (Cathay is one I saw), but I haven't found anything off with the build rules leading to it so far.
andeh 8 Apr @ 12:19pm 
is there a natural bias toward some factions being exceptionally slow with province development? I'm using the alternate version of your mod with SFO, and whilst playing as Karl, Elspeth still has Pfeildorf on tier one at turn 75 and has only *very recently* upgraded Nuln to tier three.
Lycia Pintella  [author] 7 Apr @ 8:04pm 
That's so weird. The mod doesn't touch lords or heroes. I have no idea what voodoo you have encountered. =)
Iskandar 7 Apr @ 2:38pm 
With this mod enabled I encounter a strange bug. Whenever I close the game and load my campaign, heroes and lords appear invisible. I tried using the alternative version the one with noDataCore and it works fine. But I don't have any mods that are mentioned for compatibily problems ( Radious, SFO, Lily's Bretonnia Overhaul ) But if it works I guess it's not a big deal?
Lycia Pintella  [author] 26 Mar @ 4:34pm 
Unsubscribe and resubscribe to the mod if it is still crashing and let me know if that doesn't do the trick.
Lycia Pintella  [author] 26 Mar @ 2:56pm 
Crash bug should be fixed. Let me know if any issues remain. I was updating about 70 mods back to back so it was rough going for a bit there.
Lycia Pintella  [author] 26 Mar @ 6:58am 
Yeah I had the audacity to use capital letters. =P I'll fix it either tonight or tomorrow morning.
Safe 26 Mar @ 5:24am 
Causes to CTD with latest patch, just an fyi.
DingoEatingBaby 24 Mar @ 12:04pm 
I wish you luck with the medical stuff. I'll hold off on a custom version, i'm pretty sure changing all the build values will have unforeseen side effects anyways.
Lycia Pintella  [author] 19 Mar @ 3:28pm 
New workaround for an issue that was reported:

If you want to play on the Realms of Chaos campaign with this mod, please disable the option under MCT to replace Bretonnian barracks with stables on turn one, as that script assumes you are playing Immortal Empires or IEE and tries to touch regions that don't exist on ROC. I'll check next week to see if I can improve the script so it is aware if you are in ROC and leaves those regions alone.
Lycia Pintella  [author] 19 Mar @ 2:54pm 
If we get it right I get to unretire from modding. I'm excited. =)
Lycia Pintella  [author] 19 Mar @ 2:01pm 
I am currently working with a doc to fix some med issues. If he can get me on the right med I plan to start working on a new version of this mod that completely replaces CA's building values instead of using inflated values in the mod to override the CA defaults. If I can do that without making many mistakes, I can make a version of the mod that doesn't have the diplomacy side effects that this version does. Cross your fingers, I see my doc tomorrow and hopefully will be on a new med right afterward.
Lycia Pintella  [author] 18 Mar @ 6:32am 
Yeah it's the values on the far right of the db tables under cai_construction_system_building_values_tables that are doing it. If you make a homebrew copy just make sure to save it in your data folder so the workshop doesn't overwrite your work later.
DingoEatingBaby 18 Mar @ 1:47am 
Ah. Values as in the build cost? Think i could fix it by editing building values and canceling it out with build cost reduction?

As great as settlement trading is, its just so easy to abuse. I might have to start using the Settlement Trading with allies only mod.
Lycia Pintella  [author] 16 Mar @ 4:20am 
@DingoEatingBaby the building values influence diplomacy. I was going to write most of the mod with a method that doesn't impact diplomacy, but it shot load times through the roof so I had to abort.
DingoEatingBaby 11 Mar @ 2:23pm 
For some reason, when i enable this mod, it drastically increases the economic value of settlements to the point i can vassalize friendly factions by trading them a freshly conquered lvl 1 minor settlement with no buildings.

Opened the mod up with RPFM, and i'm not seeing anything that should effect economic value appraisal or diplomacy in any way. So theres a good chance its just a bizarre interraction with something.

Disabling Freijas reduced settlement value mod causes the value to go even higher as i would expect. So it's not that... Any ideas?
[NC] Will Francesco 9 Mar @ 10:46pm 
genius
Lycia Pintella  [author] 1 Mar @ 6:56am 
Both mods touch adjust AI spending in a way that I'm not sure will work neatly when used together. Their mod changes half of what this mod does, but half my changes only make sense if this mod takes priority for the table cai_construction_system_templates_junctions_tables.

If you want the other mod to take priority, open this mod in RPFM and rename !Zero_Defence_Spending_Category to Zero_Defence_Spending_Category (get rid of the ! mark). Then the other mod's table named ultra_aggressive will take priority.

tl:dr: you may see unexpected effects.
Nebnii 1 Mar @ 6:38am 
is this compatible with https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2837648907&searchtext=military

?

I noticed my vassal is sitting on a large amount of cash and not building anything, like 15k gold
Lycia Pintella  [author] 26 Feb @ 6:22pm 
<3 Thanks for dropping a kind word!
incoherent emperor 26 Feb @ 6:20pm 
great mod, thanks!
Lycia Pintella  [author] 28 Jan @ 3:15am 
Growth deconstruction is live in the main mod. If you see anything being dismantled that shouldn't be when the AI hits tier 5 in a province, please let me know. If the AI destroys growth and then rebuilds it, please give me a shout and I will fix it.
Lycia Pintella  [author] 26 Jan @ 7:41pm 
I'll try one more call to arms for the Lost World issue. I need someone who uses the mod and knows what the settlements should look like to add me on Discord (lycia_pintella). I'll send you a version of the mod that shouldn't have the issue - I just need you to let me know if it's fixed.

I'm running a custom backed up version of the game from several patches ago with a backed up workshop library (that's why the mod always says it is out of date even when I update it). It's a pain in the ass for me to update to the current version, test, and revert back to what I actually play. I'm semi retired from modding, and this will require a new version of the mod to be released, so I'm probably not going to move on it without a tester.

Side note: I'm probably pushing growth deconstruction to the main mod tonight. I haven't gotten any feedback with it in Experimental Features, but I did find and fix a bug today so at least there's that.
Lycia Pintella  [author] 24 Jan @ 3:27am 
Whoever contacts me with regard to Lost World, I don't need you to do much. I'll make the alternate version of the mod and send it to you, then you let me know if it's working. I'm lazy lol.
Lycia Pintella  [author] 23 Jan @ 9:53pm 
I know. It's in the description. I am looking for someone who plays with Lost World to get ahold of me on Discord so I can make a version that might not have this issue for testing. If you want to volunteer, my Discord name is lycia_pintella.
Psychological-Bed 23 Jan @ 6:16pm 
For some reason this mod seems to overwrite some of the unique settlement skins in OvN Lost World, Reverting them back to their original settlement skins by CA