Total War: WARHAMMER III

Total War: WARHAMMER III

AI Recruitment Revolution
68 Comments
sarumanthecursed 2 Jul @ 4:05pm 
I wish i could show a screenshot, this mod really makes ai armies, strategically balance, and well thought out as if a player did it I’m very impressed,

WE army had 4 spears, 4 dryads, 1 blade singer for heavy anti infantry, 1 wildwood ranger for anti large specialist, 4 archers, a dragon and hawk riders.

Hell it’s an army i would make!

Well done sir, CA should hire you!
Incata  [author] 2 Jul @ 3:39pm 
@sarumanthecursed Yes
sarumanthecursed 2 Jul @ 1:42pm 
Is this compatible with mods which add tomb king style unit caps?
叁柏 22 Jun @ 4:24am 
thanks!!!!!!!!!
Incata  [author] 22 Jun @ 4:11am 
叁柏 21 Jun @ 7:41pm 
Could you tell me what kind of mods are available in this category?
Incata  [author] 21 Jun @ 9:58am 
@叁柏 This means that the AI ​​had recruitment pools where it could only recruit trash. These pools have been expanded with high-value units. I've already explained that recruitment is affected by many factors, so you can still see trash units in the later stages, but it shouldn't be as common, and they can also be improved with other mods.
叁柏 21 Jun @ 8:43am 
Dear, I would like to ask what "late stages" means in "The AI is no longer forced to recruit low - value units during the late stages of the game." Because I found that in my game save, even if the AI has the buildings and money to build high - level troops, they still have a lot of low - level troops.
叁柏 18 Jun @ 7:12am 
Can it be used in 6.2?
Incata  [author] 7 Jun @ 12:21pm 
@Shap111 no, @vargasguerrero113 no, perhaps they had no other recruitment option
vargasguerrero113 6 Jun @ 2:22pm 
i just started a campaign and the machine is facing me with 20 units stack of sisters of avelorn, is it normal?
Shap111 6 Jun @ 1:51pm 
is there a optimal load order for your AI mods if i decide to use them all?
Incata  [author] 29 Apr @ 5:31am 
VC can still recruit skeletons and zombies due to their rise feature but in later turns they should no longer recruit them through normal recruitment.
۶Vαикα 16 Apr @ 5:13pm 
@Incata wow, that's great news - SAUCY
|FA| Snarre(FIN) 16 Apr @ 12:17pm 
patch fixet it , no more weird arty armies. how ewer im not seen that many high tier units in AI armies . specialy VC regruit hord of zombies and normal skeletons
Incata  [author] 16 Apr @ 9:28am 
@۶Vαикα Yes, the IA recruit units of other mods
۶Vαикα 16 Apr @ 8:09am 
Thanks for this promising mod. I have a question: Would AI take modded units into account as well?
Incata  [author] 14 Apr @ 6:10pm 
@|FA| Snarre(FIN) If it is an effect produced by the variety of armies, there is a type of army that can have 20% of its army as mortars and cannons as ranged units. I just uploaded an update that I had for some time that increases the maximum infantry capacity in armies that had less.
|FA| Snarre(FIN) 14 Apr @ 10:06am 
empire have some time weird armies , half of army can be mortars and cannons. only 1-3 melee units.
Incata  [author] 8 Mar @ 12:25pm 
@Scum egg It should, maybe some other mod is overriding the changes
@RogueSkeptic Yes, it can be used in multiplayer
RogueSkeptic 7 Mar @ 3:52pm 
Is it MP compatible? I added it to a mid playthrough with SFO and got desynced, don't know if this is the culprit.
Scum egg 5 Mar @ 2:30am 
You sure this works? Ive got wood elves with multipe tier 5 settlements and plenty of miltary buildings that are still recruting glade guards and eternals guards.
Incata  [author] 24 Feb @ 1:05pm 
@Крембрюле I think you can use them together; just load this mod with higher priority.
Крембрюле 24 Feb @ 12:47pm 
is it compatible with SFO?
Incata  [author] 19 Feb @ 4:02am 
@Самая Лучшая Yes
Will this be compatible with Tabletop Caps: Reborn?
XTOLL 12 Feb @ 1:19pm 
oh i see thank you
Incata  [author] 12 Feb @ 3:12am 
@XTOLL Radius has its own recruiting system, they are not compatible
XTOLL 12 Feb @ 1:04am 
recently subbed to your mod and am playing a dwarf camp at the moment, I'm using Radious and am not seeing the mod work. I'm 25 turns in and just fought an enemy with only 2 infantry units, i've just subbed to settlement recruitment to see if that helps, am I just being impatient or should I have seen things work by now?
Incata  [author] 28 Jan @ 11:29pm 
@Not_My_Spiderman The percentages set in 2 recruitment tables for Chaos Dwarves were set at 1% for all types, at some point CA started using them and set new values ​​for each unit type, this change incorporates those changes
I Have No Enemies Brother 28 Jan @ 5:00pm 
@Incata

The latest update affected chaos dwarf faction recruitment in what way?
Incata  [author] 28 Jan @ 2:07pm 
Phrozehn 28 Jan @ 1:51pm 
I love the idea of this mod. Would you happen to know if it would work with DeepWar AI?
Incata  [author] 26 Jan @ 11:36pm 
@Popcorn Sutton In general, fewer ranged units and more infantry are recruited, but this mod is not about eliminating ranged attacks, perhaps a mod could be created for that purpose.
Popcorn Sutton 26 Jan @ 1:35pm 
I may be in a minority, but I really just want to face off against majority infantry armies.
Going up against Empire or Dwarves as Chaos can be so frustrating when they field almost exclusively missiles/artillery/ranged cav/thunderbarge/gyros etc.
Incata  [author] 21 Jan @ 11:31pm 
@命运 My mods do not prevent the recruitment of units from other mods as long as they use the vanilla system to categorize them. In this case, I don't know how radius works, but for any mod that adds units, it will work well.
命运 21 Jan @ 8:54pm 
@Incata Bro, love your work. If I may, is this mod and your other AI mod compatible with other overhaul mod like radious or other faction units mods? What really hunts me down is that if your mods will stop recruit the other overhaul mods added units or not. Waiting for your reply.
DDkiki 19 Jan @ 9:01am 
But yeah prolly for now would use your recruitment mod when not playing them.
DDkiki 19 Jan @ 8:51am 
@Incata I think i saw some mod that auto-upgrades unit for AI(as iirc AI can't properly use warband mechanics) but it seems to be taken down, Dunno. Just kinda tired that WoC, while bein lore-wise THE main threat are always a pushovers that barely matter. I've seen Norsca being bigger menace and its kinda ironic.
Incata  [author] 19 Jan @ 8:46am 
@DDkiki You can also look for a mod that reduces the level required to level up units.
DDkiki 19 Jan @ 8:42am 
@Incata sorry but i kinda wish WoC stays more unique as a race so it kinda kills it. Thx for answer tho. Have a nice day.
Incata  [author] 19 Jan @ 8:41am 
@DDkiki I play with this https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3080255136 but even without this, it should still happen, only it requires those barbarians to survive and level up so they can be transformed into other things.
DDkiki 19 Jan @ 8:35am 
will it force WoC factions to actually get their high tier units too? i think problem was that they didn't actually have warband mechanics for AI so they mostly field trashy marauders even in endgame.
Incata  [author] 18 Jan @ 3:56am 
@shinter In the campaign I'm currently playing, they don't pose a great threat to anyone. I'm not sure what could be happening to you; probably the one most affected by this is AI Power Supply, and maybe I don't notice it because I use Faction Potential Greater Supremacy, but that's just an assumption.
empeteror 18 Jan @ 3:47am 
Hi I have subscribed to your "AI Mods" collection, and ever since then the minor greenskin factions got insanely strong, being in the top 5 every time. I have started three campaigns and they seem to be dominating in each and spamming many many full waaagh armies at the same time.

They don't pose a huge threat to me, but it is annoying to only fight them after like 20 turns in every campaign, because they aradicate the other AI factions.

Which of your AI mods could influence the minor greenskin factions in a way that they become so insanely strong every time? I guess it has to do with them being able to have a lot of fully decked out waaagh armies at the same time, but I can't figure out which if your mods does this.
Incata  [author] 18 Jan @ 2:40am 
@»‡«nerubian»‡« No, both mods focus on doing what you're asking for, use one or the other.
»‡«nerubian»‡« 17 Jan @ 7:02pm 
Hello, would this be in conflict with this mod ?

https://steamhost.cn/steamcommunity_com/workshop/filedetails/?id=2789853654

What I want is armies with higer tier units whose combinations also make sense, would using your mod with linked mod can achieve this ? Thank you
Incata  [author] 7 Jan @ 5:57am 
@Hecleas That's why I've been modifying that value since Total War: Warhammer 2, but no matter how much priority you give to cai_task_management, you won't be able to completely eliminate some factions from recruiting mediocre units in the later turns of a game. The reason is that in the army configuration, certain categories only contain low-level units. This is one of the reasons you can still see skeletons or zombies in turn 100. It can also happen with ranged units, chariots, and others, which is what this mod focuses on correcting.

There are also many other factors that influence recruitment and the AI's decision-making process for recruitment, which can lead to it not always choosing the best units. However, I'll leave it at that to avoid making this too lengthy.
Hecleas 7 Jan @ 5:29am 
Yes completely.
But what I meant is if on the other tables we maximized the priority to high level units but on the cai_task_managment, it will change almost nothing.
I made the mistake of putting the same value for quality and variety.
The change is largely since I changed that.
But apart from that, I much prefer how it was before, with the cdir_quality and the fact of prioritizing high-tier units, at the end of the game the AI ​​only made T4-T5 units
Incata  [author] 7 Jan @ 5:22am 
@Hecleas :steamthumbsup: Yes, but that refers to the region where the AI "prefers" to recruit units. Evidently, if it prioritizes a region where higher-quality units are generally available for recruitment, it will typically recruit higher-quality units.