Total War: WARHAMMER

Total War: WARHAMMER

Better AI Recruitment and Army Composition
412 Comments
( ͡° ͜ʖ ͡°) 1 Jan, 2021 @ 7:28am 
please update this
𝒦.ℒ.ℬ. 24 May, 2020 @ 2:52am 
this needs updated man. so we can use it.
𝒦.ℒ.ℬ. 15 May, 2020 @ 4:32am 
way better.
Minitialize 11 Apr, 2018 @ 3:42am 
@Kenjataimu
As I am using SFO along with this mod, I can confirm that it does work with SFO.

@D. I can see that the AI does recruit more melee units than artillery or missiles, however, is it a given that once they gain access to cavalry-- that they start composing their armies of "mostly" cavalry more than infantry?
T-Juan Thousand 10 Nov, 2017 @ 9:30am 
is it just me or is this mod not working for you either
Yard-man 30 Oct, 2017 @ 3:33pm 
My Waaagh armies seem to spawn always at least 6 level 1 Goblin shamans. Useless as they have no magic and they do no damage; wasting 6 slots where just plain old goblins would do better, so not really good for an orc teamtroll. Other than that everything else seems well balanced
Kenjataimu 4 Oct, 2017 @ 2:48pm 
Work with SFO?
Antonius1871 23 Sep, 2017 @ 10:22pm 
Does it balance the kind of units too? Like in end game AI keep doing the elite units, turnning green skins sea of goblins into 8 Giants, 5 chariots and 6 archnarok spiders. I would like to keep a ratio of 2 or 3 "élite" units pro packs.
Tank Sinatra 20 Sep, 2017 @ 7:25am 
Sounds really tasty this one. Just the other day i was fighting against an AI Imperial army with, and I shit you not, 10 mortar units in it. Was pretty crazy, so I'll probably download this mod.
amblingalong 17 Sep, 2017 @ 4:22am 
Love the concept, but I just ran into an Empire army with a General, 2 swordsmen, and 9 pistoliers...
Solace 15 Sep, 2017 @ 6:09pm 
Wonderful mod, thank you! FOR CHAOS! :chaos_star:
MagicMike 28 Aug, 2017 @ 8:42am 
Does this work with SFO? As that mod also make changes to the AI..
Bandit 18 Aug, 2017 @ 7:03pm 
Yup i know, what i meant was the auto generation for custom games. I tried there first. Maybe its just me idk. But thanks for keeping the mod updated
Azraiyel  [author] 15 Aug, 2017 @ 3:17pm 
there is a been a bug i fixed recently. Try in custom battles, the auto generation
Azraiyel  [author] 14 Aug, 2017 @ 1:27pm 
Yes, updated, and fixed some stuff along the way
SmithyBoy1544 14 Aug, 2017 @ 12:11pm 
is it updated for norsca yet
Heljumper117 12 Aug, 2017 @ 1:23pm 
its not updated yet
Colonial 11 Aug, 2017 @ 1:28pm 
Sarthoreal just spawned with over half his army being Hellcanons. I'm not saying it's this mod's fault but it sure is funny.
Razgrizz 11 Aug, 2017 @ 11:16am 
needs update
Mumion der Unsterbliche 10 Aug, 2017 @ 5:25pm 
Update pls.
ZainDeveras 10 Aug, 2017 @ 11:51am 
For people who are still stacking not correctly. I suggest double checking the AI's buildings. I'm on a Bret campaign and Mariensburg was stacking on pistoliers since they don't have any other buildings other than a stable. So it's highly possible this is the same case for you guys.
Bandit 28 Jul, 2017 @ 8:52pm 
von castein is making like 14 cavalry and argylyon is making like 6 range cavalry and only 4 melee FYI :)
Azraiyel  [author] 28 Jul, 2017 @ 4:15pm 
Updated!
ltryguy 27 Jul, 2017 @ 6:11pm 
Does this only affect campaign or does it work for unit selection in Custom Battles as well (like with auto generated armies)?
Danklin 26 Jul, 2017 @ 2:03am 
This shit is definitely not working. Playing Eye for an Eye campaign, AI only has missile cav, missile units, mortars, and regular cav. at most 3 infantry untis per 20 man stack, and theres about 10 stacks all up at once
Bandit 25 Jul, 2017 @ 9:13am 
can somebody please help me its not working for me anymore
even with this mod only activated the ai still make too many missiles and calvary
Bandit 19 Jul, 2017 @ 8:09am 
does this affect the auto generate army in custom battles cause it doesnt change between this and vanilla
Dante 17 Jun, 2017 @ 5:34am 
This is good and all but its annoying because only the weakest units are being recruited. Any fix to that?
Praise Pepsi Max (No Ice) 22 May, 2017 @ 1:18pm 
Hey does this mod still work, or at least for the chaos? I just came up against 2 chaos armies with about 12 maruader horsemen in each army lol
CoffeeBeans 19 May, 2017 @ 12:41am 
Is the AI still using some ranked units?
goodlucklxwwin 30 Apr, 2017 @ 9:13pm 
thank you.
Doc_Calm 19 Apr, 2017 @ 6:13am 
Thank you, Thank you Thank you!
Sir TallyHo 16 Apr, 2017 @ 2:33am 
thanks. My first battle with 3vs3 armies the chaos came at me with like a billion chariots
L. Peluzzo 11 Apr, 2017 @ 6:20pm 
This might be silly but does this mod works with the "Better AI Recruitment and Army Composition" mod?
James Stone 9 Apr, 2017 @ 6:15am 
Does this prevent the AI from recruiting modded units?
Pimpin Pippin 30 Mar, 2017 @ 10:06am 
I am also interested in the chariot spam fix, please?
Any updates coming to this awesome mod?
Lampros 24 Mar, 2017 @ 7:10pm 
So has the numerous reports of Norsca chariot spam been addressed? If yes, I want to try this mod.
Reed 23 Mar, 2017 @ 8:13am 
I'm trying the mod right now, I hope factions like Bretonnia keep their cavarly oriented theme since they must be stronger with cavarly right?
Lampros 20 Mar, 2017 @ 4:16pm 
mpena,

Thanks for the explanation. It makes sense. But as someone earlier mentioned, what about the Wood Elves then?
Mad Hatter Matt 20 Mar, 2017 @ 3:09pm 
@Lampros: This makes the AI slightly harder. Unless they are only making Tanks & Hellblaster guns, having a majority range/artillery makes the AI weaker due to that they don't utilize them efficiently. I.e. a good tactician would plant their Artillery on a hill so as not to do friendly fire. Also they would use the artillery at what they are good against. I.e. Cannons would fire upon large units, and organ guns against infantry.
Also good tacticians would prioritize certain unit destruction. Like if I am fighitng an Undead army and they have 6 Zombie units and a terrorgheist, I would focus on the terrorgheist with my artillery.

All of the aformentioned the AI usually doesn't do, thus making their use of Artillery and ranged units overall not as effective. This mod serves to bolster what the AI is good at -- swarming and flanking with melee untis.
Lampros 19 Mar, 2017 @ 7:27pm 
So does the AI using more ranged units in vanilla makes them stronger or weaker? In other words, does this mod nerf the AI or buff it? A bit confused...
Léo 18 Mar, 2017 @ 11:02am 
edavies8 You can do that because the AI has no melee units. The more melee units you have, the more likely you'll be able to surround the ennemy. That's why most of armies rely on a strong infantry core
Wee Mad Dafty Dangle 17 Mar, 2017 @ 8:31am 
EMpire/Human are going all archers too
BigE92 12 Mar, 2017 @ 1:24pm 
I'm curious about the reasoning behind this mod. I usually try to maximize my artillery and ranged units, surrounding them with highly armored infantry in sufficient quantities.
Supernoob 500 11 Mar, 2017 @ 4:03am 
I am also curious, are changes made to each faction dependant upon their lore? As PsychoticSoul mentioned, will factions like the Wood Elves recruit more missiles than say the Greenskins?
PsychoticSoul 10 Mar, 2017 @ 8:24am 
Just curious - what about wood elve? they are supposed to be heavily missile based.
Pimpin Pippin 9 Mar, 2017 @ 4:50pm 
Awesome mod :)
Please do look into the chariot spam issue with norse.
RobOda 9 Mar, 2017 @ 8:09am 
Yeah, Norse tribes are basically going full 20 of chariots. >_<
Kazaanh 9 Mar, 2017 @ 2:28am 
Can confrim that norsca and chaos buys way too many chariots.

Almost half of their unit army is made of chariots.