Total War: WARHAMMER III

Total War: WARHAMMER III

Scaling AI Power (Patch 6.2.1)
59 Comments
Notteger  [author] 1 hour ago 
@Fear, I haven't played in the Dark Elf region for a long time. But I don't remember seeing major problems with Black Arks before. What's wrong with them?
Fear 11 hours ago 
dark elves using black arks better, can you do it ?
Fear 11 hours ago 
very interested, maybe i will test for my next sfo campaign
Also something i think the warriors of chaos don't use is the souls
Notteger  [author] 14 hours ago 
By the way, a question for those who play with SFO: don't you think that monsters in SFO are too weak compared to other units and their cost in tabletop caps?
Giga Gero 22 Jul @ 4:24am 
I must say this ai power mod is my favorite and i tried 8
Noble Winter 21 Jul @ 4:24pm 
Ah I see, thank you for the clarification. If you'd like to check yourself the mod I was talking about was called Higher-Unit Capacity for Chaos Dwarfs by Andre. Im unsure how exactly you increase caps on cdwarfs for the player and not the AI as well.
Notteger  [author] 21 Jul @ 2:22pm 
@Noble Winter, It depends on how the unit cap is implemented in the mod you're using. Most likely, the effects will stack for the AI, resulting in something like 10 + the value from my mod.
Noble Winter 21 Jul @ 1:16pm 
To clarify, in vanilla the starting unit capacity within the hellforge for chaos dwarf warriors is 2. If I were to manually change that cap through RPFM or a mod from 2, to lets say 10 total. Would that chaos dwarf warrior cap increase also be bundled with however much this mod increases them by for the AI?
Notteger  [author] 21 Jul @ 12:59pm 
@Noble Winter, I'm not entirely sure what you mean by that. Could you clarify?
Notteger  [author] 21 Jul @ 12:56pm 
@Brother Vitus, This mod was intentionally designed to be simple, minimizing the potential for conflicts with major overhaul mods.

In the context of SFO, some factions might receive bonuses that are either too strong or too weak, as I didn't specifically tune them for SFO. However, I haven't noticed any major issues so far. I'm currently playing through a campaign with this mod and SFO myself, and I'm making some minor parameter adjustments along the way.
Brother Vitus 21 Jul @ 4:49am 
Hi again) Im very curious, so it is not optimized for SFO but works with it, but what exactly does that imply? Does it mean that it wont use units, mechanics, ect. added by SFO or what? And do you plan to optimise it for SFO, considering you yourself play it? Ah and does mod order matter here?
Thx for amazing mod btw<3
Noble Winter 20 Jul @ 4:41pm 
I was wondering if you were to use a unit cap increasing mod for the chaos dwarfs, as in andres higher capacity. Would that also double dip into this mod for the AI? Basically giving them higher caps altogether.
🕀 Kareca 18 Jul @ 2:04pm 
Really fun to see beastmen being what they should be on the campaign map, using Deepwar and Jadawin's Unnatural Selection. Having a lot of fun on a Malus Darkblade campaign. Tomb Kings are also doing well. Festus is doing great, the rest of the Empire has united, Kislev is overwhelmed.
Cattsy 18 Jul @ 7:10am 
this mod with legendary difficulty is crazy the ai have high tier unit with lvl 9 so fast.
Notteger  [author] 18 Jul @ 4:16am 
@I Have No Enemies Brother, Simply delete the rows that are responsible for passive experience gain in the “SAP_Army” table
I Have No Enemies Brother 17 Jul @ 10:41am 
@Notteger

I love this mod and I believe it does everything you reported. I have seen greenskin armies with scrap and dwarfs with runes and other armies with banners. Excellent work and thank you for this.

My only personal issue is I would like to remove the AI armies and garrisons getting experience every turn since I am trying to make battles more fair instead of slightly cheating on AI side. I hate showing up to fights and the AI army is better but not through fighting experience but just by passive leveling.

Using RPFM what table would I remove from this mod to remove that feature?
Notteger  [author] 15 Jul @ 10:28am 
Which AI-overhaul mod pairs best with mine mod?

I keep getting this question about Hecleas, DeepWar, and AI Army Tasks & Strategy. My advice is still to test all three and see which one suits your playstyle.

In my experience DeepWar does the best job of fixing Beastmen behavior. Because my mod already helps them recruit more effectively, running it together with DeepWar turns the Beastmen into genuinely challenging opponents on the campaign map.
Notteger  [author] 15 Jul @ 4:07am 
@sarumanthecursed, It wasn’t created specifically for SFO, but it works perfectly fine with it. I’m currently running a campaign using this mod together with the unit-upgrade mod and SFO, and everything is working great.
sarumanthecursed 14 Jul @ 4:20pm 
How does this go with SFO?
Notteger  [author] 14 Jul @ 10:31am 
@Rubyeye, It's better to use my mod in conjunction with one of those listed in the description.
Rubyeye 13 Jul @ 11:20pm 
Would you recommend subscribing to and playing with just this one mod, or using it together with one of the three AI mods mentioned in the description?
Notteger  [author] 13 Jul @ 3:56am 
@Slaanesh, MCT support will be added. I'm currently thinking about the list of options that should be included there. Regarding army caps for Tomb Kings, I'll test this myself. The idea is that the AI playing as them should have roughly the same number of armies as a regular faction under AI control.
Notteger  [author] 13 Jul @ 3:55am 
@CoffeeBeans, I want to emphasize once again that this mod couldn't cause crashes. It's just tables, there's nothing there that could crash=)

The crash likely happened because of the unit upgrade mod for AI. When AI factions performed upgrades, something went wrong, and then during saving, the game tries to access non-existent data, which prevents the save from completing. The solution is to revert to the last working save, disable AI upgrades through MCT, and everything will work.

Anyway, I will continue to work on the stability of the Upgrade Units for AI and Player mod. Thanks for the feedback!
Slaanesh 12 Jul @ 11:21pm 
@Notteger Could you perhaps add MCT options for bonus army caps instead of adjusting it? I for one enjoy the extra challenge so i prefer it unchanged :-)
CoffeeBeans 12 Jul @ 5:25pm 
@Notteger I don't know what to tell you, I guess it's the other mod then? I just reported my experience. I had in total 4 crashes, on the exact same end turn or if I tried to save before hitting the end turn. Removing those two mods, fixed the issue for me. My mod list is 7 mods in total. SFO, Victory conditions, VC-SFO, 2 battle maps mods, better camera mod and better campaign colours or whatever it's name. Some are not 100% up to date, though played with these mods around 20 hours the last two weeks, with no issues prior on starting a new campaign as Chaos dwarfs. Before hand, I also played as chaos dwarfs with the same mods except for these two, with no issues until I "lost" that campaign. Probably weird behavior caused by all the mods combined, I dunno. Again great mod, just have to wait awhile before I fully test it :)
Notteger  [author] 12 Jul @ 3:11pm 
@CoffeeBeans, meanwhile, I'm currently playing with SFO + 85 other mods, including upgrades. I'm on turn 74 and haven't had any crashes...
Notteger  [author] 12 Jul @ 3:04pm 
Thank you all for the comments. I need time to balance the mod. In the next update, I'm considering reducing the AI's bonus army caps by one and some other edits
Notteger  [author] 12 Jul @ 3:02pm 
@CoffeeBeans, this mod cannot cause crashes.

However, the unit upgrade mod can (in extremely rare cases) cause crashes for some players. Compatibility issues with other mods and failures during the upgrade process result in save errors. Again, the upgrade mod was developed for vanilla, not for SFO.

But I did release a fix for this. I recommend manually deleting the upgrade mod from the folder, then resubscribing to it. The mod may not have updated correctly, or there might indeed be some incompatibility.

You can try these steps, then disable upgrades for a couple of turns (it's sufficient to just disable AI upgrades), then continue and see if crashes still occur. I haven't experienced any crashes for a very long time.
CoffeeBeans 12 Jul @ 2:11pm 
This mod or Upgrade Units for AI and Player, causes an crash on turn 8 when you click end turn, playing as chaos dwarfs astrogoth. Playing with SFO+Victory condition overhaul alongside Better camera mod. Disabling this mod and Upgrade Units for AI and Player, fixed the issue for me. Not asking for any individual help on this, just letting you know if you wanna bug test this. On my game I had captured the first province + Sabre mountains if that helps you narrow it down. Cheers , otherwise seems like an awesome mod :)
Eodur 12 Jul @ 9:49am 
Great mod—really appreciate the work you've put into it! It's added a lot of fun to the game.

However, I’ve met a significant issue related to army capacity for certain factions, especially the Tomb Kings. The AI seems to field far too many armies, which feels unbalanced and breaks the intended mechanics.

For example, I played as Settra. By turn 3, the AI-controlled Tomb Kings already had three armies. By turn 12, I had finally managed to field two armies, while the AI had four. This led to a frustrating cycle of endless guerrilla warfare. Even though I won every major battle, I simply couldn’t be everywhere at once.

I suggest limiting the AI’s army count to respect the same capacity restrictions players face for these types of factions. This would help maintain balance and stay true to the faction’s unique mechanics.
Slaanesh 11 Jul @ 11:22pm 
So now i have played about 30 turns with several factions and i gotta say that im impressed with the difference to vanilla. Not only does the AI seem to recruit more balanced and loreful armies but im encountering for the first time ever fully scrap upgraded greenskin armies. AI makes use of the faction specific mechanics and buffs available and chaos armies actually seems to make use of their warband mechanics fully. So far i haven't noticed anything to complain about with the mod, everything works as intended. Im using this in tandem with Loreful Strategic Threat wich seems to combine well. Great mod!
Notteger  [author] 9 Jul @ 11:16am 
@XSA, It depends on what you want to get. 'Stronger And Fairer AI' gives more powerful bonuses, especially with active Chaos ticks. My mod tries to be more balanced
原野追逐 9 Jul @ 10:50am 
So would it be better to use them together? How to sort?
Notteger  [author] 9 Jul @ 5:49am 
@Brother Vitus, compatible, but not optimized specifically for SFO
Notteger  [author] 9 Jul @ 5:48am 
@XSA, the tables of these mods overlap, so they will be overwritten
原野追逐 9 Jul @ 2:49am 
What is the compatibility and collaboration between him and the 'Stronger And Fairer AI'?
Brother Vitus 9 Jul @ 1:56am 
is it SFO:Grimhammer overhaul compatible? As far as i know they do tweak some behaviour in tables yet I dunno specifics.
Notteger  [author] 8 Jul @ 6:10am 
@Slaanesh, unfortunately, the AI doesn't know how to use some mechanics even when it has the resources available:( For an extra challenge, also try my unit upgrade mod. It guarantees that the AI will always field the best warriors in its army stacks
Notteger  [author] 8 Jul @ 6:05am 
@bob1234, I suppose it will technically work, but I've never played Radius, so I don't know its balance specifics and haven't adjusted the mod for it
Slaanesh 7 Jul @ 11:39pm 
Nice! Will try it out and leave a review after. So far i have been playing with caps+setting individual faction potential+dynamic war declarations for a better challange but it still doesn't make tha AI make use of faction specific mechanics so looking forward to trying it out :-)
bob1234 7 Jul @ 10:20pm 
does this mod work with radious?
Notteger  [author] 7 Jul @ 11:32am 
@sarumanthecursed , If you're referring to AI Recruitment Revolution, then yes, absolutely
sarumanthecursed 7 Jul @ 11:11am 
amazing work and ncie to see the shout out to the other modders, would this be also compatible with Incata's Enhanced Ai Recruitment mod
Milulegend 7 Jul @ 10:50am 
thanks man
Notteger  [author] 7 Jul @ 5:12am 
@Milulegend, many of the effects will work. But it's better to start a new campaign so that the AI can getting bonuses from the first turn
Milulegend 7 Jul @ 5:05am 
Can this bea added mid campaing?
Notteger  [author] 7 Jul @ 5:04am 
@Yorak Hunt, yes, it's compatible
Jimmy Cracker 7 Jul @ 4:40am 
Hi! Is your mod compatible with other AI mods like Hecleas and DeepWar?
Notteger  [author] 7 Jul @ 4:07am 
@Krakenous, Yes, you can easily configure the unit-upgrade mod through MCT so that the AI upgrades its units very quickly and frequently.
Notteger  [author] 7 Jul @ 4:00am 
@luich, I can’t really recommend one, because all three mods work a bit differently. It’s better to try each of them and pick the one you like best.