Total War: WARHAMMER III

Total War: WARHAMMER III

Organic AI Overhaul
MrSoul  [developer] 19 Sep, 2022 @ 10:49am
General
Got a rando quick question about your load list(or compat with another mod), how mod functions etc, or just bored and/or curious about why I made X choice? Let me know here. (Making this just cause convos are starting to become buried on front page, so we'll take them here from now on)

**April 24th 2023(if it's future land and hte mods been updated a bunch more, i prob just forgot to remove this, but repeat from my last comment in the thread)**
Okay. I've gone through every table yesterday or w/e, gave little update to the description, I'm not going anywhere but the current plan for this mod is pretty much long term playtesting status. People(including myself) seem content with the current witch's brew I've concocted here in my mad scientist-esque fits, so we're just going to leave well enough alone.
If you have bug reports, or balance suggestions I've created a thread in the discussions for such a place, which I know about 1/4 of you will actually use. So yeah, like said I'll still be here to help and answer Q's but just know the mod is essentially going into a pause mode so we can get some good play testing time in.
Last edited by MrSoul; 24 Apr, 2023 @ 8:03pm
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Showing 1-15 of 42 comments
MrSoul  [developer] 19 Sep, 2022 @ 12:48pm 
I like this mod for the fact it removes difficulty cheats alone while retaining some of the AI improvements on Very Hard, but I have to ask, is this mod compatible with Hecleas' Ultra Agressive & Smart Ai and his Economy / Military Management mod?

@Measly Peasant Did a quick look, and booted up a new campaign with just the three(no CTD) we do edit some of the same tables but both have proper naming systems in place.

Judging by the load order if not mistaken when you load this up, and their mods any changes they've made should over write my db tables, beyond that if there are tables(or entries within tables) we edit separate from one another those will just stack on top of each other without issue like any other mods would.

Overall I don't recommend using mods which edit same tables in case any hard to find conflicts(depending on the tables and what's being edited, this can cause all sorts of hijinks, but usually only see that with things like unit mods when another has over written its units table and broken its new variant mesh path(skin basically), set a unit back to vanilla values as edit one other thing in there for audio or something right), so also give this a use at own risk, but appears like should be good to go in this case
Last edited by MrSoul; 19 Sep, 2022 @ 1:01pm
Acedian 13 Dec, 2022 @ 3:52pm 
Does the mod touch anything related to Potential/Faction Potential? Iirc those give AI bonuses
MrSoul  [developer] 13 Dec, 2022 @ 4:51pm 
Originally posted by Acedian:
Does the mod touch anything related to Potential/Faction Potential? Iirc those give AI bonuses
Yup, within last update begin playing around with the one table(potential handicaps), that change still under testing tho as yet to see any real difference, or anything else in related tables that really helps me achieve what I want. Devs barely even use them too, so took that as a hint not exactly something game is really using at all except for some entries for RoC, which appears to be far more thought out by devs in that department than IE currently is(pretty much every AI is just default, with no potential changes)

Real AI changes tho, as those are essentially just ways to effect culture or faction wide changes, are within the CAI tables tho, and specifically for us now the personalities table.

Modifying the strat components in that group of tables too is another way was typically done in the past, but I found it better to just not mess with those and assign personality traits(which use the strat components) to individual factions instead. Funnily enough I guess, this also another table where almost every faction is still set to default for many things, and that’s where went through and fine tuned them all loosely based on lore(didn’t get obsessive about it as solving passivity issue caused by editing strat components was my main priority lately, but prob keep going back in, tweaking this and that based on testing).
Last edited by MrSoul; 13 Dec, 2022 @ 4:53pm
BigBadBob7070 27 Dec, 2022 @ 7:34am 
So quick question, if a Mod I have outright removes the trade partner penalty, will that cause problems for this mod? If so how does this alter the trade partner penalty b/c the way I’m playing now I’ve got a loooot of trade partners so I would be a bit hesitant to get one that makes my dream of trading with the entire world less feasible, but this still looks pretty good.

Also would this also be incompatible with the Less AI Cheating mod by Volcano by chance?
MrSoul  [developer] 27 Dec, 2022 @ 7:53am 
Originally posted by BigBadBob7070:
So quick question, if a Mod I have outright removes the trade partner penalty, will that cause problems for this mod? If so how does this alter the trade partner penalty b/c the way I’m playing now I’ve got a loooot of trade partners so I would be a bit hesitant to get one that makes my dream of trading with the entire world less feasible, but this still looks pretty good.

Also would this also be incompatible with the Less AI Cheating mod by Volcano by chance?
If they run together mods like that trade one just overwrite the other. This mod slightly buffs ability to make trade deals, if adding that removes it then just be like playing with this but extreme trading mode lol Trade penalty is a simple edit in one db table so that should be fine.

As for less cheats, probably same thing again just one table however some stuff to note; this mod zeroes out handicaps entirely and gives you full control of any game uses through MCT(clicky link if don’t have that yet is in description, just a mod framework essentially for UI options) and more.

As well to note RoC uses handicaps a lot like past total war games, believe it or not tho IE doesn’t in fact IE barely is even configured with the faction potential system. So imho, really not much point in a mod just removes AI handicaps, as basically none for IE.
Last edited by MrSoul; 27 Dec, 2022 @ 7:58am
BigBadBob7070 27 Dec, 2022 @ 9:25am 
Alright, thank you for the help. Hope you had a merry Christmas and here’s hoping we all have a happy New Year.
MrSoul  [developer] 27 Dec, 2022 @ 9:32am 
Originally posted by BigBadBob7070:
Alright, thank you for the help. Hope you had a merry Christmas and here’s hoping we all have a happy New Year.
np, and same to you!
Zeek 30 Dec, 2022 @ 5:13pm 
Was looking for a plain mod that just reduces or removes the anti-player bias and treats the player as equal to the other AIs.

I can't find exactly that but was looking at this mod and it seems to have the bias removed or reduced.

I'm not as interested in the other changes this mod does (I like to stick as close to vanilla as possible) and was hoping you could either make a separate mod with just the anti-player removed or perhaps tell me the key tables to edit (seems like it's cai_personality_variable_set_junctions_tables and/or cai_variables_tables with the changes you made although I'm not 100% sure that's all that's needed).

Brilliant mod btw, I did play with it a bit :D
Last edited by Zeek; 30 Dec, 2022 @ 5:15pm
MrSoul  [developer] 30 Dec, 2022 @ 5:23pm 
Hey Zeek, thanks and I think there's one out there already?(if it's out of date should be good still, just one db table edit) but yeah it's a real easy edit.

Start off by just clearing out every thing in my mod but this table: cai_personality_variable_set_junctions_tables

Zero out all the values in there. Probably click pretty quickly what you're looking at too, just simple spread of difficulty and three primary "personality groups", chaos, ogre and default. For reference those are about 50% of vanilla values.

If want to include RoC, just look at vanilla table, again it's pretty self explanatory; they've just named them according to which campaign: main chaos or combined(IE). I left RoC out, cause just haven't time really playtest enough to make a proper change of any kind.
Last edited by MrSoul; 30 Dec, 2022 @ 5:25pm
MrSoul  [developer] 30 Dec, 2022 @ 5:27pm 
Oh, if you do just modify my mod. Rename it and save it in your data folder, or steam will replace it next time I update.
Zeek 30 Dec, 2022 @ 5:33pm 
Originally posted by Mr.Soul:
Hey Zeek, thanks and I think there's one out there already?(if it's out of date should be good still, just one db table edit) but yeah it's a real easy edit.

Start off by just clearing out every thing in my mod but this table: cai_personality_variable_set_junctions_tables

Zero out all the values in there. Probably click pretty quickly what you're looking at too, just simple spread of difficulty and three primary "personality groups", chaos, ogre and default. For reference those are about 50% of vanilla values.

If want to include RoC, just look at vanilla table, again it's pretty self explanatory; they've just named them according to which campaign: main chaos or combined(IE).

The mod that removes the bias says it doesn't work for IE yet which is what I play 95% of the time so I didn't bother with it. The author also indicates he won't be able to update it for sometime.

I didn't realize it was just that one table, that's fantastic! I think I'll start off with your values and tweak as necessary after a campaign or two.

And thank you so much for your help! I'll give you a shout out when I post the mod for public :D
Zeek 30 Dec, 2022 @ 5:36pm 
Originally posted by Mr.Soul:
Oh, if you do just modify my mod. Rename it and save it in your data folder, or steam will replace it next time I update.

I plan on just making a separate mod to keep things clean on my end. I don't want to be fighting myself and any updates you push out for your mod.
MrSoul  [developer] 30 Dec, 2022 @ 5:43pm 
Originally posted by Zeek:
Originally posted by Mr.Soul:
Oh, if you do just modify my mod. Rename it and save it in your data folder, or steam will replace it next time I update.

I plan on just making a separate mod to keep things clean on my end. I don't want to be fighting myself and any updates you push out for your mod.
Oh roger that, yeah can just start off with vanilla table too, think just need to clear out bunch more as it's a busy table, main part just didn't want Steam removing your change :D (I really don't care about modding rights or anything, and always happy to have my mods help others learn)
Fran 15 Jan, 2023 @ 12:37am 
Is this multiplayer compatible if you dont change any settings? :) Or do we still need the special multiplayer version?
MrSoul  [developer] 15 Jan, 2023 @ 8:35pm 
Hey Fran, sorry haven’t had a chance to test out mp myself since last worked on it.

Did update one script and can run without MCT, so just leaving that off (until it’s been updated for MP), should work, apologies in advanced if not.

The other version needs a look over too, should be fine if worked before but haven’t had chance update it in a long time so user beware :)
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