Total War: WARHAMMER III

Total War: WARHAMMER III

Battle AI Tweaks - Better Ability/Skirmish/Flankers Usage - SFO Version
32 Comments
Cerb  [author] 20 hours ago 
Yeah should be fine.
Aphelium 2 Aug @ 9:22am 
Hi! Will this work with AI general? It uses the battle planner, so I'm assuming yes, but I don't know if any conflicts will happen.
I'm out of home for a week or so and can't check myself, and it never hurts to ask.
Will it have any conflicts?
Cerb  [author] 31 Jul @ 2:54am 
Just checked it, and everything that mod does is already being done in my mod, so you can use it - but it wont do anything.

Appreciate the feedback, glad to hear its working well for you :)
I Have No Enemies Brother 31 Jul @ 1:48am 
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3428755738

@Cerb

Do you think it's okay to use this mod above from Incata with yours? It alters an entirely different table but I just don't know if it is even necessary with what this mod tries to accomplish. Do you happen to also be trying to minimize enemy AI army "blobbing" and spreading out it's units more with this mod?

Btw I have been using your mod alone and the AI does extremely intelligent behavior with use of spells :D especially when I am using range or not. The priority of who my units it attacks is solid choice. Amazing work.
sarumanthecursed 13 Jul @ 2:59pm 
thank you for sfo submod
Cerb  [author] 5 Apr @ 3:44pm 
Updated so more damage spells will check for magic resist, so will be less likely to target units with high magic resist, more likely to hit targets with low magic resist. Debuffs are inversed, more likely to be used on targets with magic resist and vice versa.
Cerb  [author] 19 Mar @ 7:37pm 
it will work, custom spells might be spammed a little too hard at times, but it should be fine in general (mod changes the base ai principles so it should work with most mods)
BardInThePurple 18 Mar @ 6:20pm 
would this work with mods like Ovn that add units and abilities? or does it need to just be base SFO?
Cerb  [author] 16 Mar @ 5:09pm 
Big update, taught the AI to use better spells rather than the default ones, i.e. theyll no longer attempt to get spells they cant use well, unless necessary to get higher up skills
Ratatoy 8 Mar @ 12:19pm 
I see, thanks
Cerb  [author] 8 Mar @ 12:17pm 
Separate
Ratatoy 8 Mar @ 10:37am 
Do i launch this with the og mod or is this a separate version?
Cerb  [author] 4 Mar @ 7:19pm 
I've reduced how often the AI will favour projectile spells, but there is a lot of bugginess with projectile spells in general, sometimes the AI will refuse to use any for an entire battle even if thats literally their only spell and they have unlimited winds, other times theyll spam it from map edge on cooldown.. this mod will help but it wont fix that issue sadly, seems to be related to line of sight or something
Tevesh 4 Mar @ 6:06am 
I was getting giga rekt by AI spamming gaze of mork in my last couple of campaigns where I had to fight greenskins, within the span of the last 1-2 weeks so on the current patch version (but without using this mod). It was often casting it at seemingly impossible angles where it just flew through terrain. So this issue seems to still persist.
waku waku 4 Mar @ 3:40am 
Have you checked how the mod works with projectile abilities like Shem's Burning Gaze or Vindictive Glare? There was some bug in vanilla with them which allowed AI to cast it from any range with very short cooldown, and it being stupid was the only saving grace
Cerb  [author] 17 Feb @ 1:33pm 
Most abilities should have been changed, which ones do you feel need adjusting?
Mann 17 Feb @ 1:31pm 
I know, I'm talking about your mod https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2897308050 now, not battle ai. Yes, it is strange that here, so after your answer I will ask questions and suggestions in the appropriate mod
Cerb  [author] 17 Feb @ 12:48pm 
Anything that doesnt use winds as a resource doesnt have winds factored in to its ai usage, but all abilities (pretty much) have been changed to get the ai to use them 'better'.

This mod doesnt change any damage or effects of abilities, only how the ai uses them :)
Mann 17 Feb @ 1:47am 
I know, I'm using this mod, just wanted to say that this mod does not take into account the magic that specific lords have not in the right panel, but as a lord's abililty, although it is in fact also magic
Cerb  [author] 16 Feb @ 12:20pm 
Would suggest using this in conjunction with my monstrous magic/artillery rebalance mod, it does a lot of the stuff that youre asking for.

Generally i like to build off the sfo base, which is generally very solid, but i like to just fix aspects i think are broken/could be better. :)
Mann 16 Feb @ 8:00am 
Compatibility issues of course, such as SFO Additional units and other mods and races, but these are already conventions, and your mods are inserted parts, not the other way around. Have you thought of making an overhaul mod with your work and balance for sfo or do you prefer to fix specific points?
Mann 16 Feb @ 7:55am 
Hi, testing your build for sfo in a campaign. I would like to highlight a couple of things. Could not make the doom rocket ikit really be so dangerous and serious not only for infantry, but lords and large units? Or it would break the balance and exactly the same can be referred to type dreadquake mortars at the chaos dwarves why they do not kill and already to artillery to go? Well and the same question to the abilites that there are lords as if magic, but as if those remodels for spells that you did not touch them, which is strange, for example, Lord Mazdamunti has “Bolt of the Ancients” and it is like a comet, but the damage as was and remained, although the object is large.
Cerb  [author] 12 Feb @ 1:51pm 
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2897308050

this is the closest i have to what i believe youre looking for
Mann 12 Feb @ 1:29pm 
Thanks, and I have a question, I think you created a mod that improves long range troops, since in sfo because of the high xp feel disadvantaged. Didn't you make the buff? I searched your place and couldn't find it. Can you give me a link?
Cerb  [author] 12 Feb @ 1:01pm 
I have two collections that you can access through my workshop, one for depth and realism, the other for difficulty as well. :)
Mann 12 Feb @ 8:25am 
Hi, do you have a compilation of mods on different criteria more and more of your battle vid? Just a lot of mods and scattered eyes, but all downloading do not want to manually
Cerb  [author] 3 Feb @ 2:09pm 
Ill try to keep better logs in future
Barracuda 2 Feb @ 12:48am 
Thanks for the great series of mods, also your collection is a great base for my own mod collection. Would it be possible to get changelog notes for updates? I would like to know what to look for when a mod has changed.
Elemental Israelite 25 Jan @ 3:21pm 
Yeah bro every time I climb the walls the AI keeps retreating its men off the wall and LETTING me take it! Then they move troops up to the wall to try and re-take it but constantly shuffle their units on and off the wall so that they do no damage. I've noticed this in land battles too. The AI must feel as if it must always reorganize its entire army in response to developing threats. I wish it knew how to prioritize what is in the area of the threat as its response.

They also leave most of their important troops away from the fight in siege battles, so you never have the full enemy weight bearing down on your men.

When defending, they sit in front of your towers taking massive damage with no fucks given. And they'll send foot troops at the gates. It is soooo bad. Hahahaha
Cerb  [author] 25 Jan @ 2:59pm 
Yep, the ai makes some awful decisions, but tbf, if it didnt it would likely just turtle hard and be even worse. Siege battle ai is probably the worst offender though, its so incredibly bad.
Elemental Israelite 25 Jan @ 2:57pm 
It's been a huge headache and it means the AI has never been a challenge for me (besides their tendency to completely ignore my main or defended settlements in favor of whatever my weakest settlements are). They will literally sacrifice their own settlements just to attack my own vulnerable ones. They'll move through massive attrition and enemy territory just to smack down one of my minors. And then if they ever find a settlement with a decent garrison, they just starve it out even if autoresolve grants them victory if I don't fight it in person. I hate TW AI.
Elemental Israelite 25 Jan @ 2:57pm 
Ohhhh. Now there's an idea. Seems a shame that CA's own coding for their AI is so busted to hell. I've noticed their AI is utter trash any time I play, even with AI improvement mods. In siege battles I can easily beat two 20-stacks full of dangerous ranged troops as long as I have a relatively elite army. Their siege battle behavior is utterly illogical and so is their land battle behavior. And it seems even with "formation attack" that unit formations seem to simply dissolve easily and the whole fight devolves into a tactic-less blobfest where models from each unit are somehow ending up far away from one another and acting almost separately from their unit.