Total War: WARHAMMER III

Total War: WARHAMMER III

AI Finance Control
28 Comments
DarknessWrath 4 Jan @ 1:14pm 
Hm, i can't find why the mod doesn't work with some mods, which disturbs me, anyone had any problems so far ?
js02232  [author] 8 Jul, 2024 @ 5:55pm 
@Driver-GT
I may not have understood properly because I am not from English culture.
What I understand is that you're asking whether using this mod makes a difference in building an army when the AI ​​already has infinite money.
The answer to this question is No if AI's upkeep is infinite.
If AI's treasury is infinite, then Yes.
AI generates troops based on upkeep.
Let me give you an example.
AI's treasury is 1 million. upkeep is 0.
This AI does not create any armies in the vanilla game.
With my mod, the AI ​will spawn armies until the upkeep is 100,000. If the treasury remains at 1 million.
If the AI's treasury is large enough to cover upkeep and upkeep is infinite, then it doesn't make any difference.
AI-Man 8 Jul, 2024 @ 5:41pm 
i see, the main reason i'm interested in this mod is to be able to give money to my vassals/allies and then them using that money to build armies expand grow stronger etc.. but i'm concerned if it will also make the ai in general build even more armies than they already do on very hard with infinite money especially if they have lots of settlements
js02232  [author] 8 Jul, 2024 @ 4:54pm 
@Driver-GT
This is a mod that allows the AI ​​to use money efficiently, not a mod that makes it stronger.
Of course, factions that primarily earn money from looting and battles become stronger as they spend their money better.
Other AIs will also appear to be stronger as they spend their money more efficiently than usual. But that's what unleashed AI's potential, not what made it stronger.
If you want to make your AI stronger, use my other mod, AI Adaptive Buff, or use the integrated AI mod, AI Improvements.
AI-Man 8 Jul, 2024 @ 4:41pm 
does this mod make the ai on high difficulty absurdly strong? i imagine the dark elves or chaos dwarves who expand quite fast already to snowball hard with this on and have 3 million armies.
Anyone tested it on very hard campaign difficulty?
js02232  [author] 5 Jul, 2024 @ 8:33am 
@Velox Aeterno Two Year Promise
If the patch size is small, the version number is not increased.
Of course, the patch notes are not shown in-game.
Conversely, if there are important updates, the version number will increase and patch notes will pop up in-game.
js02232  [author] 5 Jul, 2024 @ 8:31am 
@Velox Aeterno Two Year Promise
If you're talking about the patch that was just released, it's a bug patch.
An issue where buffs were not properly given to AI when there was an empty building slot has been fixed.
Bop 5 Jul, 2024 @ 8:26am 
Was it fixed? I haven't played yet just checking out workshop before i got the time to actually try it out :D
cattlekiller 29 Jun, 2024 @ 8:05am 
Awesome stuff Ill try it out later today!
js02232  [author] 29 Jun, 2024 @ 12:09am 
@JQK1212
i know. i will apply another solution to them.

@cattlekiller
The AI ​​will not recruit an army unless it has at least 300 gold for upkeep.
The Log function was added with this update, so if the mod doesn't seem to be working properly, you can turn on Log and check which function is causing the error.

@iDon'tSpeakRussian!
I think this update will solve the problem.
If it still happens, turn on the Log option and let me know.
js02232  [author] 28 Jun, 2024 @ 4:11pm 
@cattlekiller
Thank you very very much. Thanks for the detailed log information, I can find out what the problem is right away.
I will update soon.
cattlekiller 28 Jun, 2024 @ 11:00am 
Yeah failed again next turn.Just turned it off for the time being.
I wonder if the patch bonked something up.
cattlekiller 28 Jun, 2024 @ 10:42am 
Just got a Script failure, turn 3 with Grombrindal.
SCRIPT HAS FAILED - event callback was called after receiving event [FactionTurnStart] but the script failed with this error message:
[string "script\campaign\mod\ai_finance_control.lua"]:35: attempt to index global 'file' (a nil value)

I saved and reloaded ill let you know if it fails again.
js02232  [author] 27 Jun, 2024 @ 7:30am 
@cattlekiller
I'll take a look.
I spend all my time on the mod, except when I'm working, but I still don't have enough time. Please wait a minute.
专业路痴 27 Jun, 2024 @ 1:43am 
5.1
iDon'tSpeakRussian! 26 Jun, 2024 @ 10:14pm 
I've been experiencing a plenty of crashes recently since I got this mod, I've noticed it's showing a plenty o' script errors and eventually causing crashes for me at Chevalliers of Lyonesse, consistently. Any reason why this would fail especially with brettonia? I've noticed big fat script errors at 4 bret factions and after it goes to Chevaliers game dies and crashes.
cattlekiller 26 Jun, 2024 @ 9:06am 
Interesting, so the AI will hold off building or spend on armies unless income(gold per turn) is high/higher? I have noticed AI will not recruit sometimes even though it shows(via display treasury mod) they have plenty of funds.
JQK1212 25 Jun, 2024 @ 7:59pm 
tomb Not needs money
DarknessWrath 24 Jun, 2024 @ 8:43am 
Oh i thought it was yours, my bad thanks for detailing though !
js02232  [author] 24 Jun, 2024 @ 6:54am 
@DarknessWrath
Added relevant sections to the mod description.
You can check the AI's treasury by using other modders' mods.
DarknessWrath 24 Jun, 2024 @ 6:39am 
@js02232 My bad ! Thought it was clear, i mean, when i try to see if the AI has enough money, it doesn't display at all it's money. So...does it needs for the conversion to activate to make it visible ? Or it does it basically ? If so, it might be why i didn't see it all even if some factions are advanced.
So normally, at least some AIs in my campaign to test it before the update comes out seems enough to either convert it, or having a high treasury, but it never displays it, so now i'm confused if the AI must convert a part of its treasury to make it visible through diplomacy or capital or not ? ^^' Sorry anyway !
js02232  [author] 24 Jun, 2024 @ 5:36am 
@incata
Yes, that's right.
I'm still thinking about solutions for them.
thank you for telling me.
js02232  [author] 24 Jun, 2024 @ 5:35am 
@DarknessWrath
In order for treasury to be converted into income, the current treasury - upkeep must be above the threshold.
Does AI fit these criteria?
Can't see the effect in AI's capital when the conditions are met?
If so, please let me know.
Incata 23 Jun, 2024 @ 2:29pm 
@js02232 A very clever solution, but you should apply some improvements to the factions that don't benefit from this like Nakai, hordes and tomb kings. Check out AI Power Supply to see if it gives you any ideas.
DarknessWrath 23 Jun, 2024 @ 6:02am 
So even if it doesn't display, it might work ? *thinking*
js02232  [author] 23 Jun, 2024 @ 5:16am 
@DarknessWrath
Effect bundles and effects have been newly created. This won't be a problem.
The script registers a listener for the "FactionTurnStart" event.
This listener retrieves the faction's treasury, upkeep, and capital information from the Context.
The listener then retrieves the list of effects for every building in the capital and calculates the values ​​of the effects that produce income.
Finally, create a custom bundle, then set and apply the values.
DarknessWrath 23 Jun, 2024 @ 4:56am 
With my modlist, doesn't seems to be compatible, may it be possible to know what is edited to see what type of mods could be not very happy to have this mod ? (though with the logs it seems to work somehow but made errors somehow)
afterain 22 Jun, 2024 @ 7:12am 
very interesting thought, could be a must have mod.