Total War: WARHAMMER III

Total War: WARHAMMER III

AI Improvements
193 Comments
Adesrin 15 Jul @ 3:14pm 
We are in Dire need of a mod that helps AI focus on military tech cause as of now in vanilla AI seems to prefer economic research early on which makes their military lag with the player.
Adesrin 21 Jun @ 12:12pm 
@emerald10005

Welcome to year 2025 if it's a melee or shooter game, just buff the health of hostile NPC, if it's a RTS/Turnbased just lower upkeeps and buff stats of AI
emerald10005 23 Feb @ 11:18am 
>mod is about improving AI
>look inside
>cheats
ak47 25 Dec, 2024 @ 1:53am 
update plzz..
Neko 4 Oct, 2024 @ 10:39am 
The diplomacy changes killed this mod for me. Everyone was making trade deal with each other, nobody was at war by turn 40. Thank you for the finance and recruitment submods, but this mod ain't it.
js02232  [author] 1 Oct, 2024 @ 1:25am 
@y1224y1
When I opened the script for that mod in the past, there didn't seem to be any problems.
Can you please enable the Log Enable option in MCT options and confirm that a Log.txt file is created on the desktop?
Also, if you could tell me what buffs are given to the player, it would be helpful to figure out the problem.
This is a difficult issue for me to figure out on my own because my scripts always exclude players.
y1224y1 1 Oct, 2024 @ 1:15am 
@js02232 https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2853974146
When used in conjunction with this mod, changing the settings in this mod will cause players to receive AI buffs.
js02232  [author] 30 Sep, 2024 @ 4:29am 
@ y1224y1
if player get buff, that is bug
y1224y1 30 Sep, 2024 @ 2:57am 
@js02232 Players get AI buffs, is this a bug?
R2k 23 Sep, 2024 @ 8:47am 
Anyone who tested it on V.High or legendary difficulty what's the difference? I read description and still don't understand. Vanilla AI is very aggressive, it builds cities faster than player and has very big armies. 3v1 on VH and 8v1 on legendary
y1224y1 23 Sep, 2024 @ 7:22am 
Does this also apply to save files?
*OMEN 28 Aug, 2024 @ 1:55am 
VictorWJ 25 Aug, 2024 @ 10:12am 
thanks for your work
js02232  [author] 25 Aug, 2024 @ 7:51am 
@VictorWJ
Usually, if the game runs normally, it's okay even if there are no updates.
However, if CA makes changes related to AI like this patch, there may be problems even if the game runs.
If the AI ​​has become strange since the patch and this is not an issue reported in the vanilla game, please leave a comment and it will be very helpful to fix it.
For individually existing mods, they are written in Lua script and are always valid unless the CA modifies the API or changes the object structure called CCO.
And I don't think that will be the case. In other words, the additional features that exist in the MCT option are always valid regardless of updates.

In this patch too, I didn't find anything that needed to be changed, but I was afraid that users wouldn't notice, so I updated it even though there were no changes.
VictorWJ 22 Aug, 2024 @ 8:03pm 
Wonder if this mod suit for 5.2?
js02232  [author] 19 Aug, 2024 @ 8:50pm 
@ Bhelliom
Well...anyway, if you have any suggestions, please leave a comment.
Bhelliom 19 Aug, 2024 @ 8:43pm 
I deleted because I felt that I should have checked the MCT options and tried them out BEFORE making the post. Tired brain acting up. I am so happy about all the modders working on trying to improve campaign challenge, so I shouldn´t be "whining". Thanks for the replies and I agree with your assessement, but Ordertide happens in vanilla also - just with a bit of bribing needed in certain cases. I might have to use the "Inter cultural war" mod, but I do love having units from other factions from allies. It´s a hard thing to balance for sure, for CA, for modders, and for players.
js02232  [author] 19 Aug, 2024 @ 8:30pm 
@ Bhelliom
Alternatively, as you mentioned, using the Unnatural Selection mod function is a good option.
That mod is a script mod that modifies the Potential values ​​of factions, and my mod will be compatible because I adjusted it to give appropriate buffs depending on the Potential values.
The value of the buff given by Potential can be found by opening the pack file directly or in the description of my AI Adaptive Buffs mod.
js02232  [author] 19 Aug, 2024 @ 8:30pm 
@ Bhelliom
I read all your comments. Including the ones before deletion.
I'm not an English speaker so I may not have understood it correctly.
From what I understand, with the change in diplomatic evaluation, Order-style faction play has become easier than vanilla.
Although this cannot be said for sure, it is at least clear that order-style factions are strong.
This is because chaos-style AI has many disadvantages in terms of the game system.
Personally, I think that Chaos-style factions will become a little stronger if the income buffs related to combat and looting are set higher without significantly increasing building income.
Bhelliom 19 Aug, 2024 @ 8:15pm 
Ps. I will check out the MCT settings a bit better, probably should have done that before doing a wall of text :P. But I did try Unnatural Selection and it seems to "overbuff" the factions you give +1 to, making them just automatically win their area.
js02232  [author] 9 Aug, 2024 @ 5:03pm 
@Valerian
Yes, you have correctly identified the problem.
There was an error in BuffNumber calculation when loading a campaign or modifying mod values, so in some cases, the next BuffNumber was applied instead of the current BuffNumber.
This has been patched right away.
Thank you for letting me know.
Valerian 9 Aug, 2024 @ 5:02am 
good that i could help.
i think i found maybe a next one. I startet with the mod deactivated on default values. When i activate the buffs and put the values on a later time, i think he takes the default ones.
In my case, i put the value for buff2 on turn 50 and i am turn 32, but the buff start instantly on buff2 (default should be 20).
js02232  [author] 7 Aug, 2024 @ 6:29am 
@Dyonisiux
Have fun playing!
Dyonisiux 7 Aug, 2024 @ 6:26am 
@js02232

Perfect, I'll suscribe to AI Finance Control, Emergency Recruit and Adaptive bonus and let you know hos it gooes.

Cheers man!
js02232  [author] 6 Aug, 2024 @ 6:27am 
@Valerian
Updated.
Thank you for explaining the specific symptoms.
js02232  [author] 6 Aug, 2024 @ 5:35am 
@ Valerian
All right.
The situation you describe is one I have not tested.
I'll try manual combat and see if the buff comes back.
Valerian 6 Aug, 2024 @ 5:30am 
So first: there is no log.txt on my desktop.
I startet a new campaign with the buffs disabled and it saves the settings.
After i fight a battle, the buffs are back, but the MCT settings didnt change, there are disbabled. I only need to change something and click save again and it saves the new settings. So for example if the buffs are disabled, i play a battle, the option is still disabled and when i change anything (maybe a value) the save disable the buffs again. But they come back everytime, i fight a battle.
js02232  [author] 5 Aug, 2024 @ 10:28pm 
@ Valerian

I was recently reported a similar bug and I checked my code but couldn't find the problem.
To briefly explain my current code: First, when you start a campaign, the mod checks whether the MCT setting is Disabled. If Disable is checked, all buffs are removed.
If not, reapply the buff.
Is it disabled in the MCT settings when starting a campaign? This setting is saved for each campaign and is dependent on the save file, so even if you change the value, it will not be reflected when you load a previous save file.
If the same symptom occurs even though the Disable option is checked when starting the campaign, check the Log Enable option and check whether Log.txt appears on the desktop.
If you have Log.txt, please let me know its contents. If it doesn't happen, please tell me it doesn't happen.
This is because not all errors are logged in Log.txt.
Valerian 5 Aug, 2024 @ 9:53pm 
hey i have the problem, that i deactivate the buff1 (and so all of the buffs), but it come everytime back, when loading the campaign or fight a battle manual.
js02232  [author] 31 Jul, 2024 @ 7:23am 
@ pelimaanikko
Yeah… some one told me that problem.
I will try to fix it later.
pelimaanikko 31 Jul, 2024 @ 5:02am 
Out of interest.. do you know if settlement trade deal value evaluation could be changed ? AI buys at high price settlements that are next turn overrun by closeby enemies. Silly AI.
js02232  [author] 31 Jul, 2024 @ 4:31am 
@pelimaanikko
OK. Have fun playing.
If you think my mod is causing errors, please use the Log Enable option.
Most bugs are logged.
pelimaanikko 31 Jul, 2024 @ 4:27am 
No, sorry, my mistake its other mod related to maps
js02232  [author] 31 Jul, 2024 @ 3:03am 
@pelimaanikko
Is the conflict caused by my mod?
My mod doesn't perform any actions at the end of the turn.
pelimaanikko 31 Jul, 2024 @ 2:04am 
Tried this first time.. either OvN or this mod is causing a crash. I can see from dump analysis that its a lua script crash end of turn when greenskin tribe tries to destroy my beastman heardstone. I can provide dump and save file.
프리실라 30 Jul, 2024 @ 8:11pm 
모드 재밌게 잘 쓰고 있습니다. 항상 감사합니다!
js02232  [author] 30 Jul, 2024 @ 8:07pm 
@프리실라
음 제가 회사라 코드는 못보지만 아마 ai버프 표시되어도 실제로 적용되지는 않을겁니다. 표시되는거랑 실제 들어가는 거랑은 별개라서요.
제가 게임 시작하면 옵션 따라서 버프 제거하거나 부여하도록 짜놨을건데 뭔가 적용이 안됐나 봅니다.
퇴근 후 가서 확인해보겠습니다.
프리실라 30 Jul, 2024 @ 7:50pm 
인게임 화면 중간 상단(국고,자금이랑 예상수입 표시되어 있는 곳)에 동그란 녹색으로 AI 라고 적혀있는거요 ㅎㅎ 마우스 가져다대면 Buff Number : 2 라고 적혀있고 밑에 버프들 쭉 적혀있어요
js02232  [author] 30 Jul, 2024 @ 7:32pm 
@프리실라
마우스 가져다대면 2번 적용이라는게 팩션 상태창에 버프가 2개 표시된다는 걸까요?
프리실라 30 Jul, 2024 @ 7:16pm 
AI Adaptive Buffs 를 mod configuration tool로 끄고 게임하는데 워해머 껐다 키면 화면 상단에 AI 버프 적용되어있다고 뜹니다. 마우스 가져다대면 2번버프 적용된다고 표시되네요. 그래서 설정 들어가서 다시 모드를 켰다가 끄면 AI버프 표시 사라지고.. 그렇게 겜 하다가 다시 워해머 키면 또 AI버프 적용된다고 표시가 뜹니다. 확인 부탁드려요~
js02232  [author] 22 Jul, 2024 @ 6:12pm 
@N1X
그래도 작동은 잘 되나보군요.
근데 아마 SFO에서 제 모드 값들을 덮어쓸 겁니다..?
그러니까 제 모드가 잘 동작하는 것처럼 보여도 실제로 내부 AI 로직은 제 모드 것이 아닐지도
N1X 22 Jul, 2024 @ 6:07pm 
제가 지금 SFO랑 쓰고 있는데 아주 원활하게 작동합니다.
js02232  [author] 20 Jul, 2024 @ 6:46pm 
@Dyonisiux
No. sfo contains a mod for Hecleas.
There are a lot of overlapping DB values, and I don't know what will happen if they are mixed together.
If you want to use the Sfo mod, do not use my integrated pack, AI Improvements, but subscribe to the submods individually.
Submods operate with their own effects and scripts, so they must work even with SFO.
However, I don't use SFO, so I don't know exactly if there is a problem. If you have any problems, please leave a comment.
Dyonisiux 20 Jul, 2024 @ 12:19pm 
hello again! Forget about it, i was testing it with radious mod and seems it wasn't this mod that cause the problem. Now i want to test it with SFO, ?its compatible with it? Thanks!
js02232  [author] 20 Jul, 2024 @ 8:00am 
@Ivrain
What you mentioned seems to be part of how AI works in campaigns.
AI performs actions such as attack and defense through CA's Task Management System.
I'm modifying some of the values, but most of them are the same as vanilla.
In other words, AI doing stupid things will be the same in vanilla.
I also want AI to act smarter. However, there are many types of AI tasks.
Not all parts can even be modified because they are hard-coded.
Even if I were to specify all these behaviors one by one to create a new AI behavior, I'm not sure it would be better than vanilla.
So such foolish actions will continue to be seen from time to time.

But I'm still working to create a smarter AI.
js02232  [author] 20 Jul, 2024 @ 7:39am 
@Dyonisiux
Thank you for telling me.
Can you tell me whether Log.txt appears on the desktop after activating the LogEnable option, and if so, what the contents are?
Since I haven't experienced any crashes, it's hard to know what the problem is.
It would be great if you could let me know if there is a log!
Ivrain 20 Jul, 2024 @ 7:33am 
2.Karl Franz suddenly began to flee through the lands of Norsca and capture the fortresses of the Demon Prince.

Well-fed enemies like the tomb kings begin to accumulate 5-7 full stacks, which simply stand still and react only to the player’s lords (if there is a war, everyone runs to him, if neutrals, they begin to walk towards the enemy.

But I have about 30 mods, and I don’t know whether the above effects are caused by this mod, its combination with other mods, or how it should be in the original.
Ivrain 20 Jul, 2024 @ 7:33am 
1.Played with this mod 186 turns - not a single crash.

But I noticed that the AI ​​in no way captures the last fortress of some important factions (For example, that fat Goblin or the Nurglites in the middle of the empire), simply periodically accumulating 3 stacks near the city and killing itself on 1 incomplete detachment + garrison. Apparently, they expect actions from the player (Didn't pay attention to whether they do the same in vanilla)

Some allies suddenly send their only full stack to the edge of the map. For example, one wood elf lord at the very beginning of the party galloped to the gates of chaos (Where Archaon’s invasion began in WarhII) across the entire Empire and Kislev. And then he began to raid the skaven there until he melted on their stacks...
Dyonisiux 20 Jul, 2024 @ 5:00am 
Good afternoon, and first of all congratulations for providing us with this mod! Absolutely needed for a proper campaign. But i think this mod makes my game crashes everytime arround turn 15-20. Just to let you know!
js02232  [author] 18 Jul, 2024 @ 4:54pm 
@Liara
Ok have a good day