Total War: WARHAMMER III

Total War: WARHAMMER III

AI Diplomacy
29 Comments
大天使 13 Jul @ 12:39am 
Hi, the problems i have with the mod are: its very easy to steal AI cities in diplomacy for very low price and second its very easy to tell AIs to break their alliances/treaties with others either at 0 or very low cost
Incata  [author] 22 Jun @ 3:56am 
@Shadowslasher Tested it in 2 games. I couldn't tell you.
Incata  [author] 17 Jun @ 12:13am 
@Incata I'll check this out sometime, maybe it can be tweaked more without breaking other things.
Incata  [author] 17 Jun @ 12:13am 
@raw666 These are good points you raise, although it depends a bit on how you want your game to play. Whether you prefer more global or more localized wars. Even if distant wars are declared, if threat detection is good, they should prioritize nearby enemies (although this is not addressed in this mod). I also don't remember if all these aspects can be parameterized. Peace in the game often creates problems in the sense that one faction can achieve peace with another quite easily in the vanilla game, since there are several ways to achieve it. Personally, I never liked that.
raw666 15 Jun @ 5:30pm 
Another request is make it so two warring members of the same faction to end of hostilities when at war with opposing factions. For example, Karl Franz and the Empire has more threats at hand then watch Ostamark and Nordland punching the daylights out of each other, making it easier for Chaos factions like Norsca or Plague Doctor in conquering them. A option to just make them stop would be great alternative.
raw666 15 Jun @ 5:16pm 
Can we include a increase chance for asking and accepting peace based on distance for factions so they can focus more on hostiles near their territory? For ex, if you use Extended Immortal Empire and Dukes of Karak Ziflin (Dwarf) and Bastonne (Bretonnia), they are now to far to fight and having them focus on each other then whey have more important threats nearby that to warrant all their attention, like the Barrow Legion for the dwarves. Another is factions with multiple locations due to confederation or start the game (Yin-Yin faction in Roar of the Jade Sea) lose their territory near enemy territory, suddenly making them a far away enemies not worth fighting.
endurstonehelm 8 Jun @ 1:35pm 
@incata ok, that works. Appreciate the insights. I love the mods, btw, and am still using them.
wrought82 7 Jun @ 10:42pm 
Looking at your description it might actually be due to you mAking Ai more likely to break treaties with disliked factions, ill try and locate And revers that. I want Ai making alliances basen purely on immediate selfinterest, not racism ;)
wrought82 7 Jun @ 10:13pm 
@incata interesting, but could you tell me specifically what factor is used to determine whether ai joins war when Ally is attacked? What ive done is add 200 to has common threat for making the alliance making ai very pragmatic about defensive alliances rater than Those being sign that you Are super Best friends. But it seems joining and not breaking alliance is separate which means ai readily forms alliances but break Them just as readily
Incata  [author] 7 Jun @ 1:14pm 
@wrought82 AI Army Tasks and Strategy should help you with that.
@endurstonehelm AI Army Tasks and Strategy Turns almost all passive factions into aggressive ones, that's why
endurstonehelm 6 Jun @ 8:51pm 
I'm also using AI task if that could impact it or one of your other AI mods.
endurstonehelm 6 Jun @ 8:49pm 
I'm playing Chaos Dwarfs, and I've noticed that the Servants of the Conclave, my ally, (usually the passive neutral) has declared several wars on other chaos dwarf factions. Pretty sure this mod is causing the behavior, as normally this faction does not declare war on anyone.
wrought82 6 Jun @ 2:14am 
hey im trying to make AI form and act on defensive alliances more readily. I figured out to make them form them if common threat but its way too liable to refuse to join the war, any idea how to tweak that?
Incata  [author] 30 Mar @ 11:44am 
@Violen Normally, they shouldn't start wars against allies they get along with. It's one thing whether they get along with the player or not, but it's quite another whether they get along with each other.
Violen 30 Mar @ 9:17am 
So the AI just declared war on their 'military alliance' ally... This is extra awkward because both these factions are both my ally and we all of M-alliances with eachother... I was giving alot of land to these "allies" To keep them happy and healthy, But now i need to choose a side.
Since when could the AI attack another ally they liked and had an alliance with 0.0 I feel like something has gone catastrophically wrong.
BardInThePurple 25 Feb @ 6:43pm 
Only feedback so far is ai will declare war very far away and then leave their own settlements undefended! Especially to jump on weak/crumbling factions
Incata  [author] 21 Feb @ 3:47am 
@BardInThePurple I think they are more focused on the behavior of the armies in the campaign but we will see what they finally release.
BardInThePurple 21 Feb @ 2:37am 
Great mod! It's nice to see ai warring and dealing like a player. Very curious how you'll respond to CA's new changes, since they also want to make ai interact with each other more.
Incata  [author] 5 Feb @ 1:53pm 
@Nar-Rassa What you're mentioning is not produced by this mod. In the case of the sentinels, they would only act in that way if they were also using my AI task mod. In the case of Reikland, it could only declare wars on factions on the other side of the map if it could see them or had an allied faction that was having wars declared on it, dragging it into them.
Nar-Rassa 5 Feb @ 10:10am 
I've tried this mod and observed some strange AI behaviors.

Playing as Imrik, Clan Carrion declared war on turn 6 and invaded my territory with a doomstack of endgame units, even though they are supposed to be a passive "Sentinel" faction defending Nagashizzar.

Also, at turn 20, AI Reikland ended up in the war with dozens of different "evil" factions on the other side of the world, like Tamurkhan and Grimgor. I'm not sure if it's caused by the mod, but I rarely see this happen in my campaigns.
Weissrolf 27 Jan @ 7:39am 
@incata In Vanilla when one of the player's armies stands in a region while the settlement of said region changes owners then the new owner will *immediately* punish the player for trespassing (standing on their land) via diplomatic malus. This even happens when the settlement changes ownership via the player selling it to an AI faction or a ruin being settled by the AI.

I would be nice if we got at least 1 or 2 rounds delay for that trespassing punishment in order for the player to move their army off the region.
Incata  [author] 27 Jan @ 12:41am 
@Weissrolf I don't understand what you mean.
Weissrolf 22 Jan @ 6:21am 
@incata Thanks for the explanation. This makes sense.

Any change to affect the rather strange trespassing behavior when regions have just be captured by the AI (by whatever means)?
Incata  [author] 21 Jan @ 11:35pm 
@Weissrolf My mod does not directly modify relationships, but since the penalties for some things and the penalty for being human have been reduced, that might be what you're noticing. Additionally, aversion does not become effective until turn 2, but that is from the original game. I could see if the AI is capable of creating a script that does that; maybe when I have time, I will try to see if it can be done.
Weissrolf 21 Jan @ 7:26am 
Sorry, I meant "one round of trespassing" *protection*, aka getting no malus for trespassing right after a settlement has been occupied (either from a ruin or just from taking it over).
Weissrolf 21 Jan @ 6:31am 
Ahoi. I am currently trying this out. What I noticed right away is that at the beginning of the campaign (especially first turn) there are many more factions rather friendly even when they are more likely to become enemies later (like Goromadny Norsca offering peace and trade for a Malakai player).

I also wonder if you could add at least one round of trespassing after a faction took over a settlement. In the base game every time the AI occupies a settlement that you just razed they give you negative diplomatic relations for trespassing despite the settle only just being newly established.
Incata  [author] 16 Jan @ 8:05am 
@♿Dissmised(ペニス) :lunar2019wavingpig:
♿Dissmised(ペニス) 16 Jan @ 7:58am 
Somebody tested mod?