Total War: WARHAMMER

Total War: WARHAMMER

Advanced AI Mod
 This topic has been pinned, so it's probably important
Celtik  [developer] 26 Aug, 2017 @ 6:07am
Compatibility
A list of compatible and conflicting mods. Please check it out before playing.

1) Compatible mods

- my other mods Better Rebels Armies, Slower Combat and Agent Limiter
- all graphical mods
- startpos mods like faction unlockers and Conquer Anywhere
- more slots in settlements, as well as Tier 4 Minor Settlement mod
- mods that remove the aggressive actions from AI agents
- mods that add more skill points per level
- Starting Traits Remastered and Legendary Lords Remastered
- all custom maps and pack like GCCM
- all of Zarkis mods (Better Trade, Happiness Matters...)
- Cataph Magic rebalance mod
- all garrison mods

2) Conflicting mods

Usually all mods that heavily change the mechanics and rules of the game will probably break the new AI as it was made for the vanilla rules.

- all other AI mods including Old World Diplomacy Overhaul
- all overhauls like Steel Faith and Radious
- all mods that change the scripts like the Chaos Invasion or the hordes spawn

3) New units

While new units will work with this mod, I don't know how the AI will recruit them as they won't be included in the new AI recruitment system. They may never be recruited or the AI may only recruit them and nothing else, they can also break the balance of the new army templates. Or everything can work well. Actually the best way to know is to try and see how it goes.

4) About mods changing or adding spells/abilities

I added some kind of compatibility with those mods so now they will work correctly BUT they will override the improvements and fixes I've made to the battle AI, so your game will use the default AI for spells and abilities. To make them take advantage of the new AI system their creators have to implement my AI usage parameters in their mods.


If you have any doubt ask here and I'll have a look.
Last edited by Celtik; 4 Sep, 2017 @ 3:21pm
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Showing 1-15 of 75 comments
D4L41L4M4 26 Aug, 2017 @ 6:42am 
Not sure if this mod https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=884037609 will be compatible. On one hand - it changes magic, on the other - it's just a visual change.
Celtik  [developer] 26 Aug, 2017 @ 7:04am 
It's only graphical so no problem.
Last edited by Celtik; 26 Aug, 2017 @ 7:04am
Celtik  [developer] 26 Aug, 2017 @ 7:32am 
Ah yes the custom map packs are fully compatible, forgot those as I don't use them :p
Added to the first post, thanks.
Osama bin Ali 26 Aug, 2017 @ 7:40am 
would you recommend using t4 settlements and will the ai be able to use them effectively ?
ilaias 26 Aug, 2017 @ 7:44am 
Are Crynso's Unlockers compatible with this mod?
Celtik  [developer] 26 Aug, 2017 @ 7:53am 
@AGGRO: The AI won't benefit a lot from it, not my AI anyway but it won't hurt either so it's safe to use. It certainly benefits the player much more and I see it as a kind of "cheat" actually.

@EliasMadness: Yes, as mentionned in the first post.
Ruin Johanson 26 Aug, 2017 @ 8:50am 
Just wanted to check, would something like the "Conquer anywhere and Confederations" mods be incompatible with this?
Ruin Johanson 26 Aug, 2017 @ 8:52am 
Ah never mind, im an idiot its mentioned up there : P
Deathsmiles 26 Aug, 2017 @ 8:59am 
So in comparison to radius mods a.i. where would you say yours hits as far as difficulty goes? would you say yours is comparable or even tougher?
Sandlolz 26 Aug, 2017 @ 9:12am 
Any chance you could eventualy make it compatable with FSO, or will that never happen?
D1Z4STR 26 Aug, 2017 @ 9:54am 
Will it work with SFO and just overide SFO's AI values? Or will it not work at all? What would I need to do to use this AI instead of SFO's?
Last edited by D1Z4STR; 26 Aug, 2017 @ 9:55am
Celtik  [developer] 26 Aug, 2017 @ 10:06am 
No it won't work at all with SFO, it's like a new game with its own mechanics and rules.
Adenrius 26 Aug, 2017 @ 12:33pm 
Thank you! Often mods makers are like "hey, just don't use other mods" when asking about compatibility issues. It's rare to see actual research on that subjet, good work!

I'll test your mod in my next campagn.

By the way you said "all battle mods EXCEPT the ones that change magic or abilities", is this including all of them, like this one https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=908809778
Or just spells behavor on the AI side?

And how about changing skills mods, like this one? https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=931732032
Last edited by Adenrius; 26 Aug, 2017 @ 12:37pm
Celtik  [developer] 26 Aug, 2017 @ 12:38pm 
Both are compatible, the regen cap is a different effect and doesn't conflict with anything in my mod.
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