Total War: WARHAMMER III

Total War: WARHAMMER III

Organic AI Overhaul
MrSoul  [developer] 16 Sep, 2022 @ 12:55pm
Feedback
New thread just for general feedback and/or opinions about balance changes, requested features etc.
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Showing 1-12 of 12 comments
Mandras 20 Sep, 2022 @ 7:55am 
Hey, was messing around with the text/tooltips in organic_ai_configuration_mct.lua
I think some changes could be made for user clarity.

https://pastebin.com/jkYSHLxi

-Renamed:
Recruit Capacity -> Local Recruitment
Faction Recruit Points -> Global Recruitment

(I think most people are more familiar with these terms)

-Show player defaults in tooltip for options where it might be useful

-Resorted the "AI Faction Money and Recruitment Mods" options so recruitment is together and cost/upkeep are together

-Resorted "AI Faction Research and Growth Mods" Research Rate options so the Tomb King option comes last.

-Expanded tooltips to explain certain options better. So far I just have the Research Cost is "very minor and only effects gold costs for a few techs", and "these are base recruitment slots and will be further modified by buildings, lord skills, technology"

-fixed typo: resistence (resistance)


If there is a way to do line breaks with tooltips, I would use them instead of block of em dashes.
Last edited by Mandras; 20 Sep, 2022 @ 8:00am
MrSoul  [developer] 20 Sep, 2022 @ 10:07am 
Wow thank you very much for taking time for all this.
Yeah MCT tooltips especially just threw together more for my notes than anything, working on adding in all sub culture variants for upkeep, while doing that I’ll make sure to incorpate your notes here.

As to general formatting, so this build of MCT is obviously a beta, been lurking lol around da modding den and just keeping track of what old Groove Wizard is up to there. Putting too much effort into this old stuff might not be worth it as we have some major changes and big update coming down line for MCT where once I know how all going to go, what new options are etc, ya going to re do the entire thing based on what most current best practices are.

They’ve still got a lot of UI stuff to work through tho, so be a little while yet id imagine. When it is ready tho, be some cool stuff like text panels etc, so a lot of old tooltips going to be ditched and like defaults etc moved to there

As for line breaks, again I gotta double check but think you’re right is some formatting to do line breaks, tho might be thinking again of stuff to come
MrSoul  [developer] 25 Sep, 2022 @ 11:09am 
@Baleur Anti Player Bias Settings(ai_threat_score_personality_multiplier_player):
Vanilla:
easy: 0.5
Normal: (not in the table, I'd assume it's 0.75-1 tho)
Hard: 1.2
VH: 1.5
Legend: 1.9

Mod Values:
Easy: 0
Normal: 0.25
Hard: 0.75
VH: 1
Legend: 1.25
Last edited by MrSoul; 25 Sep, 2022 @ 11:25am
Avarus 2 Oct, 2022 @ 9:23am 
Could I request a slider for the anti player bias setting?
Cheers.
MrSoul  [developer] 2 Oct, 2022 @ 9:32am 
hey, might be possible, need to look into how could script it. Top of my head little doubtful tho as those are not effects like the handicaps that are currently used
Blaze 25 Dec, 2022 @ 11:49pm 
Originally posted by Mr.Soul:
hey, might be possible, need to look into how could script it. Top of my head little doubtful tho as those are not effects like the handicaps that are currently used
> Nerfs anti player bias

From these two it sounds like the bias is just reduced but not eliminated; to what extent has it been reduced? This definitely is a very strong tool for users who would either like it for more aggro enemies, or hate it. Any chance of looking a little deeper for implementing some control for it you suppose, or is it just out of the cards?
MrSoul  [developer] 26 Dec, 2022 @ 2:52am 
Originally posted by Blaze:
Originally posted by Mr.Soul:
hey, might be possible, need to look into how could script it. Top of my head little doubtful tho as those are not effects like the handicaps that are currently used
> Nerfs anti player bias

From these two it sounds like the bias is just reduced but not eliminated; to what extent has it been reduced? This definitely is a very strong tool for users who would either like it for more aggro enemies, or hate it. Any chance of looking a little deeper for implementing some control for it you suppose, or is it just out of the cards?
about 50% from vanilla levels.
Anti player bias is a CAI setting, not same thing as AI handicaps(commonly referred to as cheats) as it cannot be applied via an effect bundle, which is primary method of delivery all MCT mods of this nature I'm aware of use(also coming from guy who makes MCT), so no simply not possible pending some .lua trick seemingly no one is aware of at this time.
The settings are also more than easily enough edited by the user of the mod, simply open the pack file with RPFM, navigate to the "cai_personality_variable_set_junctions_tables" table and reduce them to zero if you see fit. Be warned doing so will make the AI almost entirely passive towards the player.

Anti player bias has become a sorts of boogie man imho and is grossly misunderstood by many. Putting it too high is not a good move(as devs have done in vanilla), entirely removing it is almost as bad.

Guess too let me explain what I mean above by simply not possible. Effects(not visual ones) are kind of bread and butter of doing things with games engine, and especially lua scripting. An effect on its own is basically nothing tho, just a junction to something called a bonus value which is actually what does something within the game's engine. For example, immortality is a bonus value. With an effect bundle and corresponding bonus value junction ot it I can disable or enable it, even by creating my own brand new effect bundle, ie like my immortality mod which actually swaps out the vanilla skill to achieve this without data coring.

Now, may be asking, okay so make a bonus value or w/e for anti player bias. Wellp, sorry contestant you lose. Can't make new bonus value ids, not a statement qualified by any amount of modding experience either other than reading a wiki page: creating new ones is simply something you need actual developer tools to do, it is not something modders have access to on any level. IE, if it ain't already in the bonus values to modify or enable something within the game's engine:
https://youtu.be/fpK36FZmTFY

Now again if anyone is aware of some .lua script to tie in CAI personality values to an effect bundle or similar process, I'm all ears but also already spent hours, upon hours upon hours working on these mods and researching this stuff, so not really a matter of "further investigation", it's already a cold case.
Last edited by MrSoul; 26 Dec, 2022 @ 3:10am
Blaze 26 Dec, 2022 @ 4:48am 
Thank you for the detailed reply! I had kinda assumed something like it was the case, but wasn't sure from the quoted posts >.>

> Anti player bias has become a sorts of boogie man imho and is grossly misunderstood by many. Putting it too high is not a good move(as devs have done in vanilla), entirely removing it is almost as bad.

Very good to know too, makes me feel much better about it. Thanks again!
MrSoul  [developer] 26 Dec, 2022 @ 7:09am 
Originally posted by Blaze:
Thank you for the detailed reply! I had kinda assumed something like it was the case, but wasn't sure from the quoted posts >.>

> Anti player bias has become a sorts of boogie man imho and is grossly misunderstood by many. Putting it too high is not a good move(as devs have done in vanilla), entirely removing it is almost as bad.

Very good to know too, makes me feel much better about it. Thanks again!
No problem. Yeah and of course like, largely my opinion and coloured by own experience but from testing this when first tried just gutting it alongside other changes like imperium penalty nerf(how aggro AI gets versus how much land you have) had half a campaign where basically ignored me even at -100 or less relations.

I could make this more clear in the description and entire overhaul of that and the MCT text is coming *checks wrist watch he's not wearing* well this week have off from work so probably sooner than later lol, but overhaul intent of the mod is not to entirely remove AI aggresion or even to significantly reduce it arguably, it is simply to have it act in a way that "makes sense".

IE, and it's been a complaint but like if playing as Festus and starting dead smack in middle of the Empire...my apologies but of course after few turns the order tide is going to declare war on you...you're basically a weaponized pandemic to them. NOW, them completely ignoring Drycha and the Vamps at great cost to the Empire to go after you while barely holding onto one settlement? No, that's what *fingers crossed* should never see with this. You'll have a war, but one with proper planning and strategy should always overcome as AI will not simply just ignore other threats and hyper focus on you(and so far I have experienced this at least in testing with more challenging factions like Tzeec' or when I used the Ruin River sea lane mod to walk the Iron Dragon straight into Norsca and started World War Chaos, yet they still kept fighting Kislev etc while sending armies at my "colony"...was a fun campaign lol).
Last edited by MrSoul; 26 Dec, 2022 @ 7:11am
Squeaky 20 Jun, 2024 @ 6:01am 
Hi hope I'm posting this in the right place :)
Thanks for all the recent updates and the mod as a whole.

I was wondering, for a potential feature request if i may.

There was a mod for TWW2 that let you edit the number of settlements the AI would try to take / hold. It was great to tweak how aggressive or defensive the AI was and also lets you tweak how much and how often this value changes. (Increases by 25% every 10 turns for example)

I don't know if this value exists in TWW3 so it might not be possible, but thought I'd ask.
Heres the TWW2 mod link:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1916970022

Again thanks so much for all your work on this mod!
MrSoul  [developer] 20 Jun, 2024 @ 7:06am 
Yw o7 glad you’re enjoying it.

Also, that is interesting, think that mod must of slipped past my radar in those days. I’ll take a look and add to the “to look into” list. Especially if configurable, yeah something like that could be a good add. Thx for sharing.
Last edited by MrSoul; 20 Jun, 2024 @ 7:06am
raw666 21 Jul, 2024 @ 6:46pm 
For the war script, it is possible to get a tone down version. I get the idea, and do think the AI are too passive without it but I feel they too aggressive with it. As in declare on all their neighbors at once due to a dislike while knee deep in enemy territory as they now have enemies invading while bog down in a war. It makes it difficult for say a Empire campaign when I have fight a dozen powers all at once,

I'm just stating this, but I think they would think its a terrible idea to declare war without whipping out the faction they are at war, most powerful or the faction that is holding settlements in their province they own to secure their territory. Why fight a war on multiple fronts unless you can help it?
I get the Skaven for they are back stabbing rats with weak self preservation skills, the orks for love of fighting, and the Beastmen being less intelligent brutes chaos likes to use. However, I do feel the others would pick and chose their battles and concentrate on immediate threats first before declaring the next war. Especially factions like the Empire, Dwarves, Kislev, Cathay, all three elves, Tomb Kings and Lizardmen. Chaos factions too for they like to corrupt a target and Britannia for the High Elves said so.

Basically, I am asking is it possible write some code that states when at war, they will not declare war while at war until they get a peace treaty or annihilate their foe. Also, maybe a condition that factions outside the destruction factions (Skaven and Orks) and Beastmen that they will not declare war on a faction at war but wait until one destroys the other before attack the weaken winner. And a preference for factions sharing province that is not part of a mega faction (Order, Chaos, bi-polar neutrals), or the same race.
Last edited by raw666; 22 Jul, 2024 @ 7:38am
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