Total War: WARHAMMER

Total War: WARHAMMER

Advanced AI Mod
Celtik  [developer] 29 Aug, 2017 @ 4:51pm
Submod idea from Seth
From Seth who is experimenting with the buildings to give early acces to some core units:

"Here you can see the building browser for bretonnia - and wood elves before- http://imgur.com/a/kUIuS
http://imgur.com/a/iGGDM

and after-
http://imgur.com/a/0nu3R
http://imgur.com/a/UIuEz

you can see the faction core units are available early, and it realy help the AI to make cool army compositions"

I create this discussion so he can share his work in progress here. I think some of you guys might be interested.
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Showing 1-5 of 5 comments
Celtik  [developer] 29 Aug, 2017 @ 6:44pm 
From Madman MO

"To weigh in on the whole "helping the AI recruit more effectively without helping the player" discussion.

What if the core settlement chain for a region also unlocked a few of the basic units as it progressed?

The one thing that the AI is really good at it maxxing out their core chain (because its just money and growth) and it doesn't actually require them to think or make decisions at all.

Lets take Bretonnia for example.

Major regions could allow for the recruitment of peasants at tier 2, archers and basic unshielded men at arms at tier 3, yeomen at tier 4 and knights errant at tier 5.

The recruitment options would always be approximately a tier worse than if the building had been built normally, so its not a huge benefit to the player, but surely something like that would help the AI? I suppose it would mean that pure economic regions would be able to recruit basic units once maxxed out, which is a slight benefit to the player."
Seth 30 Aug, 2017 @ 12:16pm 
So I tested my mod further and here are some results :

Turn 50- http://imgur.com/a/knYH6

Turn 21- http://imgur.com/a/FriiW , http://imgur.com/a/hhvq9

Turn 22- http://imgur.com/a/TdrTG , http://imgur.com/a/mubgS , http://imgur.com/a/lsi9T , http://imgur.com/a/MWAzo

Turn 26- http://imgur.com/a/nYPx5 , http://imgur.com/a/KutTT , http://imgur.com/a/f3Ee5 , http://imgur.com/a/Qte1L

Turn 27- http://imgur.com/a/8hO5e

Turn 28- http://imgur.com/a/Wuj6D

I ended up modding the startpos to edit bretonnia to start with cav buildings because I had enough of the peasent armies.

What do you think?


Seth 30 Aug, 2017 @ 12:22pm 
I will mod the settlement chain and give them the core units. will post here the results !
Seth 1 Sep, 2017 @ 2:33pm 
Some AMAZING results!
I made the game alot more lore friendly! almost ready to release the mod!
Bretonnia will no longer fight marienburg, the Empire will start the game at war with marienburg, this change alone completely overhauled the empire strength! here some pics
the pictures were taked in turn 71


First the map - http://imgur.com/a/WyWah

Greenskins - http://imgur.com/a/tmk66 , http://imgur.com/a/RojI7

Dwarfs - http://imgur.com/a/m4msK

Bretonnia - will no longer go to war with random dwarfs and empire, no longer peasent armies! at last some knights! - http://imgur.com/a/lE5mB , http://imgur.com/a/tZoOF , http://imgur.com/a/7OIxj

Empire - http://imgur.com/a/9EwHc , http://imgur.com/a/Pulau

Wood Elves - http://imgur.com/a/eBOlY , http://imgur.com/a/QcRsE , http://imgur.com/a/ilh70

Fatcion Rank - http://imgur.com/a/2TBy8

I didn't find any Beastmen, they were in ambush stance but here is a pic from the early game - http://imgur.com/a/I7aSk

I still need to work on the vamps, they are not there yet.

Seth 27 Nov, 2017 @ 1:53pm 
Made it to release in warhammer 2! I will make this mod compatable with advanced ai when it will be ported to wh2 : https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1213879688
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