Total War: WARHAMMER II

Total War: WARHAMMER II

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Carnage 13 Jan, 2022 @ 3:18am
Looking for mod or fix
I'm looking for a mod that can curb AI cheats a bit, but only specifically campaign economy. Can anyone point me in the direction of a fix for factions not paying upkeep/having impossible armies with 1 settlement etc?
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Showing 1-14 of 14 comments
Ardariel 13 Jan, 2022 @ 9:33pm 
Originally posted by Carnage:
I'm looking for a mod that can curb AI cheats a bit, but only specifically campaign economy. Can anyone point me in the direction of a fix for factions not paying upkeep/having impossible armies with 1 settlement etc?
why cant you just play normal campaign difficulty?
Carnage 14 Jan, 2022 @ 6:41am 
Campaign difficulty doesn't have any effect on the issues I'm talking about.
Ardariel 14 Jan, 2022 @ 9:46am 
Originally posted by Carnage:
Campaign difficulty doesn't have any effect on the issues I'm talking about.
WHich you have in mind then? Cause those you mentioned are exactly affected by campaign difficulty
Carnage 14 Jan, 2022 @ 10:18am 
On all difficulties numbers are fudged for faction economy/recruitment/experience etc.

I'm not referring to stat increases or percentage buffs. Currenty AI factions are able to spend money they do not have to produce units they cannot support. That's not a stat affected by difficulty, it's just part of the campaign scripting. I'm looking to see if anyone has developed a mod that can keep any buffs the campaign difficulty provides, while restructuring the AI script to follow the same rules as player campaigns
Elitewrecker PT 14 Jan, 2022 @ 10:20am 
They're not able to do that.
Ardariel 14 Jan, 2022 @ 10:27am 
You mentined recruitment cost and upkeep. Both are subject to difficulty switching and on easy both have 0% cnahge over standart cost for AI. On normal AI would have -30% for recruitment, while 0% change for upkeep.

AI cant spend money they do not have and you, as player, can actually use it to your advantage.
AI can ofc produce units they cannot support, but so do player. And unles syou learn how to play that way, you bette rstay away from chaos, greenskins or norsca on high difficutis, as you play in constant red.

There are also strategies around bancrupcy attrition, one of most known is malektih turn 2 confederation, which would require you to operate in bakrupcy attrition for dozen of turns.

If that is all you had issues with, just switch difficulty. If you have something specific in mind, you bette rmention it, as there could be a mod for you already existing.

one of mos tpopular - change to supply lines upkeep. There are different version of how you can do it and depending on what you want to achieve, i can recommend different version of it.
Carnage 14 Jan, 2022 @ 10:40am 
Originally posted by Elitewrecker PT:
They're not able to do that.
I've done a fair bit of testing, they are in fact able to do that
Ardariel 14 Jan, 2022 @ 11:22am 
Originally posted by Carnage:
Originally posted by Elitewrecker PT:
They're not able to do that.
I've done a fair bit of testing, they are in fact able to do that
WOuld be nice if you share your results and how you figured it out.
Elitewrecker PT 14 Jan, 2022 @ 11:24am 
Originally posted by Carnage:
Originally posted by Elitewrecker PT:
They're not able to do that.
I've done a fair bit of testing, they are in fact able to do that
What kind of testing?
Carnage 14 Jan, 2022 @ 6:46pm 
Originally posted by Elitewrecker PT:
Originally posted by Carnage:
I've done a fair bit of testing, they are in fact able to do that
What kind of testing?

Scientific testing.
Elitewrecker PT 14 Jan, 2022 @ 6:46pm 
Enlightening.
Brief explanation of the study structure? And what results led you to that conclusion.
Last edited by Elitewrecker PT; 14 Jan, 2022 @ 6:48pm
Ardariel 14 Jan, 2022 @ 9:25pm 
Originally posted by Carnage:
Originally posted by Elitewrecker PT:
What kind of testing?

Scientific testing.

Let me get this straight. We got community-gathered data on AI and its operation, that we got from boith data mine and confirmed in-game data (there are some contradictions, yet discussion held on it, when opposing sides got proofs), you got infom that goes against this data, that you not published, yo unot made to be peer-reviewd, you dont share details on method of recraation in move that can only be summarased as "trust me" and you call it "scientific testing"?

I cal BS on that. And you clearly have no idea what "scientifc" means.

Now, that aside, if you got exact request on mehanics to alter - plz mention them and you would get your help. 2 mehanics you mentioned earlier you can negate by just switcihg difficulties and that is why you got no specific mods for it. If you got proofs of otherwise - you ought to publish tem.
Carnage 14 Jan, 2022 @ 9:38pm 
Originally posted by Ardariel:
Originally posted by Carnage:

Scientific testing.

Let me get this straight. We got community-gathered data on AI and its operation, that we got from boith data mine and confirmed in-game data (there are some contradictions, yet discussion held on it, when opposing sides got proofs), you got infom that goes against this data, that you not published, yo unot made to be peer-reviewd, you dont share details on method of recraation in move that can only be summarased as "trust me" and you call it "scientific testing"?

I cal BS on that. And you clearly have no idea what "scientifc" means.

Now, that aside, if you got exact request on mehanics to alter - plz mention them and you would get your help. 2 mehanics you mentioned earlier you can negate by just switcihg difficulties and that is why you got no specific mods for it. If you got proofs of otherwise - you ought to publish tem.

Chill bro it's just some spreadsheets.

Restarting a ton using Kemmler I alternated occupying both bretonian and imperial starting faction territory leaving only a minor settlement and noted unit recruitment from turns 5+ getting multiple full stacks with no economic improvements on Turns 10 and 11. I suppose the numbers could be possible if the AI is starting with tens of thousands of additional gold even on normal, but idk I'll have to go back and take another look, I've only monitored them up to turn 25 but units still haven't been disbanded. I suppose another solution could be they have a guaranteed set income that's absurdly high, but again even on normal it seems either too high, or dynamic based on the AI situation, which again is the type of thing or mechanic I'd be looking for a mod to disable which isn't affected by difficulty.
Ardariel 14 Jan, 2022 @ 10:02pm 
Originally posted by Carnage:
Originally posted by Ardariel:

Let me get this straight. We got community-gathered data on AI and its operation, that we got from boith data mine and confirmed in-game data (there are some contradictions, yet discussion held on it, when opposing sides got proofs), you got infom that goes against this data, that you not published, yo unot made to be peer-reviewd, you dont share details on method of recraation in move that can only be summarased as "trust me" and you call it "scientific testing"?

I cal BS on that. And you clearly have no idea what "scientifc" means.

Now, that aside, if you got exact request on mehanics to alter - plz mention them and you would get your help. 2 mehanics you mentioned earlier you can negate by just switcihg difficulties and that is why you got no specific mods for it. If you got proofs of otherwise - you ought to publish tem.

Chill bro it's just some spreadsheets.

Restarting a ton using Kemmler I alternated occupying both bretonian and imperial starting faction territory leaving only a minor settlement and noted unit recruitment from turns 5+ getting multiple full stacks with no economic improvements on Turns 10 and 11. I suppose the numbers could be possible if the AI is starting with tens of thousands of additional gold even on normal, but idk I'll have to go back and take another look, I've only monitored them up to turn 25 but units still haven't been disbanded. I suppose another solution could be they have a guaranteed set income that's absurdly high, but again even on normal it seems either too high, or dynamic based on the AI situation, which again is the type of thing or mechanic I'd be looking for a mod to disable which isn't affected by difficulty.

So you have not exluded brettonian free units, trade, diplomacy, operating in red, vows and so on. Basic income of 2500 is enough to operate t5 army if you know wht you are doing as a player w/o getting in red. But you can get in red and operating it w/o disnbanding, yet you have not checked even if AI is in a red.

You have not mentioned difficulty at play or faction in question (as it could have influence aswell.

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1876946840

There is nothing in your data that indicates, that AI have some "economic bonuses" over player. Even though as you have not mentioned difficulty you played on, it could have. But even for easy difficulty - player could do the same as you described.
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