Total War: WARHAMMER III

Total War: WARHAMMER III

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AI General 3
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battle
Tags: mod
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1.857 MB
24 apr 2022 om 13:29
12 dec 2024 om 23:21
36 wijzigingsnotities (weergeven)

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AI General 3

Omschrijving
Delegate control of some or all of your units to an AI General during battle. You can select which units AI General should control.

Tested in single-player. What about Multiplayer?
AI General 3 is not as polished in multiplayer as it is single player, and not all players can use it at once. For details or to report multiplayer issues multiplayer, see the multiplayer discussion.

Is AI General 3 smart?
AI General III is not smart, but it can command many units at once. This might be helpful for controlling basic units while you micro high-value units. Or it might be helpful if you don’t sweat the battle's outcome and want to have a relaxed experience while you enjoy the spectacle.

Do not expect AI General to perform better than the game's AI on normal difficulty unless you help it. Even on normal difficulty, there are situations where this mod performs worse than the enemy AI.

AI General uses the game's AI Planner (with a few exceptions). The AI Planner is not the same as the enemy AI. It comes with a warning that “It is not recommended to try and use ai planners during siege battles...” It's not very aware of complicated situations like quest battles. Some players choose to use AI General in these situations anyway because they find it helpful. Be aware that doing so is experimental.

Hotkeys
During battle, this mod reacts to the hotkeys for "Save Camera Bookmark 1" through 7. You can set these to whatever key combination you'd like in the game settings.

Save Camera Bookmark 1 (Shift+F9) - Set AI Selection. Cancels any previous AI control, then gives any currently selected units to the AI. If all units are given to the AI, your reinforcements will be given to the AI, too.

Save Camera Bookmark 2 (Shift+F10) - Set AI selection (reversed). Cancels any previous AI control, then gives everything in your army to the AI *except* the current selection. This also gives reinforcements and summoned units to the AI.

Save Camera Bookmark 3 (Shift+F11) - Turn Audio On/Off for Unit Responses.

Save Camera Bookmark 4 (Shift+F12) - Turn On/Off giving summoned units to the AI.

Save Camera Bookmark 5 (no default) - Turn On/Off giving to the AI all units that recover from routing or rampaging.

Save Camera Bookmark 6 (no default) - Keep your current AI selection (if any) and only turn on/off AI control for the currently selected units. If your selection has some units under AI control and some under your control, it will cancel AI control for all the units selected.

Save Camera Bookmark 7 (no default) - Override the AI temporarily. AI General will resume command when the units are idle again.

How will I know that AI General 3 is enabled?
During battle, there is a new AI button on the bottom right, next to the button that hides your unit cards. If you select some units, the button should become enabled. The button does the same thing as the hotkey for Save Camera Bookmark 6 (see above).

If this mod is not working, try these troubleshooting steps.

Optional Configuration
You can use MCT or a text file, as explained here.
If you want to use or submit a translation of config settings, see the submitted and example translations.



Compatibility

This should be compatible with most well-made mods, including new units, overhauls, etc. The exceptions:

  • Other mods that issue orders during battle require a function to avoid conflicting instructions.
  • If the mod creates a new transformation ability, it helps to have something like these short and easy transformation submod examples. (If you don't have a script like this, it's not a big deal. AI General will just treat the transformation as though it was a summoned unit instead.)

Known Issues and Important Notes
  1. Some report occasional crashes during siege battles. It is safer not to use this in siege battles.

  2. This mod only controls units. You are in charge of any army abilities or building fortifications.

  3. This mod sometimes does stupid things. For example, AI General 3 often keeps lords out of melee (especially magic users). I recommend you maintain manual control over high-value characters.
    For weird transformation behavior, consider also using these mods for the Changeling and the Jade Dragon

  4. AI General messes with fire-at-will and skirmish commands for units it currently controls. This can cause bad use of move-while-firing units including missile cavalry.

  5. Some users report some ranged units stutter-step into melee. They say that turning on guard mode helps reduce this behavior.

  6. Idk how much the AI Planner considers terrain, but it is terrible on some maps, especially with artillery.

  7. AI General often ignores enemy units that are taking severe damage from daemonic instability or undead crumbling. When this happens, you can either:
    • Let the unit crumble. It will probably die on its own eventually, or
    • Take back control of some of your units and finish it off yourself.

  8. In Survival Battles, the AI does not understand what to do between waves. Take manual control of your army to capture the objective and wait for the next wave.

  9. During minor settlement battles, the AI might not let you release control of individual units once they start passing through a chokepoint. If this happens, either:
    • Just let the unit do its thing, or
    • Take back control of *all* your units by pressing Save Camera Bookmark 1 (Shift+F9) with no units selected. Fight the battle manually.

  10. AI General 3 does not have a UI indicator for the Rout and Rally hotkey (Sv Camera Bkmark 5). If you usually use that hotkey, you might want to turn it on with configuration instead.

  11. Using this mod with locked unit groups might result in some unexpected behavior (unlocked groups are OK). For example, after victory is declared, any units that transformed while they were part of a locked group will be automatically removed from AI General's control and won't be able to be added again. Those units won't automatically chase routing enemies, so they will need to be controlled manually. In general, if you notice a bug while using locked unit groups, try the battle again without locked groups.

Acknowledgements
Hambango created the initial versions of AI General 1 and 2, which paved the way for this mod. Decomposed was the steward of AI General 1 and 2 on Steam for years before I got involved.

The modding community is great, including Da Modding Den[discord.gg], RPFM[github.com], and many others.

I appreciate those at CA who work on and communicate about AI[www.totalwar.com], QoL features, and moddability. Your work matters to me.

A big thank you to those that gifted me these games and dlc.
Populaire discussies Alles weergeven (11)
6
22 jun 2024 om 16:16
For paperpancake concerning Orion CTD
Naustghoul
15
28 nov 2024 om 11:55
Walled Siege Battle Crash?
paperpancake
6
13 dec 2024 om 2:35
Why use AI planner?
Cairn Trenor
770 opmerkingen
Atlas 5 uur geleden 
I have a couple questions. Is it possible to add the ai control checkbox (the one that shows up for reinforcing armies when the player attacks) to the primary army and not just reinforcing armies? I know that's a vanilla feature, but I'm curious if the same thing can be done for the army initiating the attack.

Also, do you happen to know if the ai planner that this mod uses is the same as the ai that controls reinforcements when that checkbox is used? If not do you know the difference between them?
Incata 8 jan om 12:04 
@paperpancake Would it be possible for you to create a version of this using the battle AI instead of the AI Planner, even if we lose the hybrid control option? Essentially, would it be possible to hand over control to the AI so it can play out the battle?
Fireflying 6 jan om 17:21 
Hi, in vanilla game sometimes the game crashes as soon I select 1 or more ranged and click the "AI" button. Never encounter that in melee units tho. Could it be some kind of mod conflict? Thanks again
Ultimo 4 jan om 12:49 
THANK YOU FOR THIS MOD. IT IS GODLIKE!
xCythex.ttv 4 jan om 5:52 
Just wanna say, still loving this mod and happy it's still going.

I dunno if it's been talked about or "fixable" but the AI doesn't seem to know what to do with "bomber" units. Gyrocopters, bombers, or the Cathayan crows.

I mean it does...at first. Has the units fly around near units and hover above them to provide excellent opportunity to drop their payloads, but after the bombs are spent they just continue to spam movement and never fire their primary weapons or engage in melee ever...essentially making them useless after their bombs are spent.
EducatedDEAD 23 dec 2024 om 19:20 
I think I am stupid, please disregard previous comments @paperpancake
paperpancake  [auteur] 23 dec 2024 om 10:37 
@deneko Here are links to AI General: Troy on both Steam and Epic [store.epicgames.com]. I don't plan to mod other games, but other modders are of course welcome to look into the possibility.

@EducatedDEAD That's not intentional. I wouldn't have guessed that this mod to disabled pause even as a side effect, but the quick reply by @EmiyaMuljomdao is making me question my assumptions. I'm unable to check myself until after the new year.
deneko 23 dec 2024 om 1:21 
Thanks for this mod! Love it, I often had to auto-resolve multiple stack battles because it become a chore to micro-manage 40+ units. Is it technically possible to make a similar mod to other TW games like Pharaoh & Troy?
Emiya Muljomdao 22 dec 2024 om 19:54 
@EducatedDEAD yes dats intentional ^^
SlowRusher 13 dec 2024 om 21:54 
Thanks for your response! I tried a few things, ultimately for some reason shift F9 isn't working but rebinding all the save camera keys without shift worked!