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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
>look inside
>cheats
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.
When used in conjunction with this mod, changing the settings in this mod will cause players to receive AI buffs.
if player get buff, that is bug
https://community.creative-assembly.com/total-war/total-war-warhammer/bugs/4007-ai-is-inactive-and-spaming-monsters-or-artillery?page=1
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.
Well...anyway, if you have any suggestions, please leave a comment.
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.
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.
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.
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).
Have fun playing!
Perfect, I'll suscribe to AI Finance Control, Emergency Recruit and Adaptive bonus and let you know hos it gooes.
Cheers man!
Updated.
Thank you for explaining the specific symptoms.
All right.
The situation you describe is one I have not tested.
I'll try manual combat and see if the buff comes back.
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.
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.
Yeah… some one told me that problem.
I will try to fix it later.
OK. Have fun playing.
If you think my mod is causing errors, please use the Log Enable option.
Most bugs are logged.
Is the conflict caused by my mod?
My mod doesn't perform any actions at the end of the turn.
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.
마우스 가져다대면 2번 적용이라는게 팩션 상태창에 버프가 2개 표시된다는 걸까요?
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
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.
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.
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!
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.
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...
Ok have a good day