Total War: WARHAMMER III

Total War: WARHAMMER III

AI General 3
 This topic has been pinned, so it's probably important
paperpancake  [developer] 8 Sep, 2022 @ 4:23pm
Multiplayer
You can now use this mod in multiplayer, but it's not as polished as single player, and I don't plan to support it as much as single-player. Be warned that we might have missed some bugs in our testing. Think of AI General's multiplayer like a beta that will probably remain in beta forever unless another modder wants to take it over.

A big thanks to [GWD]Dean and their friend for testing and providing the following feedback:

----------------------------

"Everything works [similarly to how it works in single-player, but] with the same caveat as Warhammer 2, which is when the player whose battle it *isn't* has a borrowed unit, the AI General cannot take over until the unit is handed back to the player whose battle it really is.

"Tested in: Free for All campaign game mode
Same Team campaign game mode
CO-OP Seige VS AI custom battle
CO-OP VS AI Survival battle"

----------------------------

If your army is reinforcing a teammates army, only your teammate will be able to use AI General. Your reinforcing army will need to be controlled manually.

Note that I (paperpancacke) do not personally test multiplayer very often. Please discuss multiplayer issues and work-arounds with each other here. Please read the mod's main page for known issues that also affect single-player. Happy gaming!
Last edited by paperpancake; 10 Sep, 2022 @ 5:27pm
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Showing 1-6 of 6 comments
paperpancake  [developer] 9 Sep, 2022 @ 2:16pm 
For anyone doing a multiplayer campaign: do NOT use the MCT mod for your multiplayer campaign, because MCT's author says it causes bugs in multiplayer campaigns. If you normally use MCT for single-player, please disable MCT in your mod manager before launching the game to play multiplayer campaigns.

You can instead use this mod's text file configuration options in multiplayer.
Last edited by paperpancake; 10 Sep, 2022 @ 4:13pm
(*'-') 10 Sep, 2022 @ 10:01pm 
Single player worked fine, so we jumped into MP, and my "AI takes full control" hotkey worked in my tzeentch battles(unfortunately that's the only one i tested on him so far). But we played a new game(co-op campaign) and it 95% didn't work on Heinrich(I tested him in single before, it worked).

Hotkeys and the button at the bottom right, neither would do anything sadly. The only thing that worked was giving control to summons, so Krell was doing his own thing. We're gonna try again tomorrow hopefully if we have time.

Edit: Zero issues since then, idk what was going on with that Heinrich game.
Last edited by (*'-'); 14 Sep, 2022 @ 7:35am
Xelos 23 Dec, 2022 @ 8:22am 
Been playing a three person MP campaign and the mod has been working great.

Would it be possible to add an option to not allow the AI to use winds but still control the unit?
Last edited by Xelos; 23 Dec, 2022 @ 8:22am
paperpancake  [developer] 23 Dec, 2022 @ 2:41pm 
@Xelos Unfortunately, once the AI has control of the unit, I can't prevent it from using magic. The best I've been able to do are the config options that make it easier to keep total control of magic users.
Bardin 25 Mar, 2023 @ 5:09am 
Hi there, great mod.

It kind of work in Multiplayer, though it gets rapidly confused when you start giving units to your ally.

Also, when loading I get the following error lgroove_log.txt. I put it here in case you'd like to know how it is behaving in MultiPlayer.

[lib] Loading module w/ full path "script\\mct\\settings\\aigeneral_pancake_settings.lua"
[lib] Loading module with name [aigeneral_pancake_settings.lua]
[lib] Registering mod aigeneral_pancake
[lib] Registered mod aigeneral_pancake
[lib] ERROR!
[mct] get_section_by_key() called on mct_mod [aigeneral_pancake], but the section found in self._sections is not an mct_section! Returning the last available section.
[lib] 1
stack traceback:
[string "script\_lib\mod\!glib_init.lua"]:194: in function 'Error'
[string "script\_lib\mod\!glib_init.lua"]:382: in function 'err'
[string "script\groovy\modules\mct\objects\mods\obj.lua"]:288: in function 'get_section_by_key'
[string "script\mct\settings\aigeneral_pancake_settings.lua"]:89: in function 'file'
[string "script\_lib\mod\!glib_init.lua"]:245: in function 'LoadModule'
[string "script\_lib\mod\!glib_init.lua"]:315: in function <[string "script\_lib\mod\!glib_init.lua"]:314>
[C]: in function 'pcall'
[string "script\_lib\mod\!glib_init.lua"]:314: in function 'load_modules'
[string "script\groovy\modules\mct\main.lua"]:280: in function 'load_mods'
[string "script\groovy\modules\mct\main.lua"]:48: in function <[string "script\groovy\modules\mct\main.lua"]:46>
[C]: in function 'pcall'
...
[string "script\_lib\lib_mod_loader.lua"]:116: in main chunk
[C]: in function 'require'
[string "script\all_scripted.lua"]:427: in function 'force_require'
[string "script\_lib\lib_header.lua"]:104: in main chunk
[C]: in function 'require'
[string "script\all_scripted.lua"]:427: in function 'force_require'
[string "script\all_scripted.lua"]:439: in function 'load_script_libraries'
[string "script\frontend\frontend_start.lua"]:11: in main chunk
[C]: in function 'require'
[string "script/frontend_scripted.lua"]:91: in main chunk
[lib] [mct] Creating a new option option_which_config to mod aigeneral_pancake
[lib] [mct] Adding option with key [option_which_config] to mod [aigeneral_pancake].
[lib] [mct] MCT.Option init on option_which_config
[lib] [mct] Creating a new option enable_during_walled_siege_battles to mod aigeneral_pancake
[lib] [mct] Adding option with key [enable_during_walled_siege_battles] to mod [aigeneral_pancake].
[lib] [mct] MCT.Option init on enable_during_walled_siege_battles
paperpancake  [developer] 25 Mar, 2023 @ 9:39am 
@Bardin I believe that particular error shouldn't interfere with any functionality because of the part of that log message that says "Returning the last available section," which is what we want anyway. That log message happens in single-player as well, iirc. It is caused because of a change to the default section that happened between legacy MCT and new MCT.

That said, thank you for the report. I would much rather have something like this reported than for you to assume I'm already aware of it. And it's possible that I'm mistaken and that this is impacting multiplayer differently than it impacts single-player where I tested it. I'll try to look at this again when I have the chance and a willing multiplayer teammate.
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