Total War: WARHAMMER III

Total War: WARHAMMER III

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AI Coordinated Assault
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16 Feb @ 10:07am
21 Jun @ 3:12am
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AI Coordinated Assault

In 3 collections by Incata
AI Mods
13 items
Total War Warhamer 3: Gameplay Mods
77 items
Multiplayer
80 items
Description
General description


This mod prevents the AI from sending some of its fastest and/or most powerful units into battle before the bulk of the army has reached the enemy lines.


Many of you have probably experienced this behavior, which often occurs when the AI is the attacker in a battle, where it sends its flying general or other units into the fight long before the bulk of its army can arrive.


I've shared some videos so they can see the difference, I'm sure they can identify those situations in some of the battles they've played in the game.


How it works


It seems that this behavior is closely tied to flanking units. When the AI's army doesn't have flanking units, it sends all its units to attack as quickly as possible. Flanking units are usually fast units that arrive at the battle much earlier than the bulk of the army and try to wait for the rest to arrive, but they can't always do so.


What does this mod do


This mod gives all units in the game the ability to flank. As a result, the AI creates three attack groups: the main force, the right flank, and the left flank. Unlike in the vanilla game, these groups can be made up of any unit and are much less likely to rush ahead in combat, although this also depends on many factors.


Miscellaneous


In general terms, based on what I have observed in the 100 battles I have tested, this improves the AI's performance regardless of the types of battles or units present. In some battles, the improvement is more noticeable than in others


It should be compatible with any other mod that adds units or modifies existing ones, I don't know of any other mod that modifies this table.


If you encounter any issues, feel free to leave a comment.


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Remember to take a look at the mods in my game collection, I use them all, but even if I only use a few the game will improve a lot, and it's completely modular.

-Collection of gameplay mods
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109 Comments
Kappadokier 23 Aug @ 7:13pm 
cool idea, but not polished, so cant recommend.
Biggest problem is AI bugs out on modded and non-modded siege maps (dwaren minor settlement)
Also the mod can make the AI even worse if they split up their forces but despite the name of the mod promising it *not coordinate their main and flank assaults together.
sarumanthecursed 21 Aug @ 4:59pm 
same with astragoth ironhand
sarumanthecursed 21 Aug @ 4:57pm 
Great Taurus and Bale Taurus are still sent ahead of main force in siege battle
Incata  [author] 13 Aug @ 11:01am 
@Capataina It uses the battle preparation AI which is a little different than normal, the quick answer is I don't know. @Those factions have good fast units (even if you had called me dwarves). Obviously, if you've modded the game for infantry only and no fast units, this mod won't help you, since the main problem is when the AI has fast units (like winged generals) and launches them at the start of combat for no apparent reason. On the other hand, this only happens when the AI attacks. Maybe I'll check out this mod when I have time, but I have a long list of things to look at.
Capataina 8 Aug @ 3:33pm 
Do you think units controlled by AI general would also follow this rule? asking because as far as i know, ai general just lets you enable the games own ai for your units?
Deichmann 21 Jul @ 4:24am 
What happens if the AI doesn't have any flanking units, such as fliers or cavalry? I'm facing infantry heavy armies against Nurgle and Lizardman factions, and in those cases I believe that vanilla behaviour is superior. The enemy seems to split 3-5 units off from the main attack and tries to use them to go around - the issue is that they are slow so they can't actually complete their flanking maneouver before the frontlines collide. Also them splitting up like that makes them extremely vulnerable to my own mobility.
GenezisO 11 Jul @ 5:37pm 
I tried without and with the mod, same battle - different behavior. The AI approach improvement is noticeable. Great mod!
sarumanthecursed 1 Jul @ 9:05am 
Blood thirster and exalted blood thirster lord still went ahead of army byselves and got destroyed on Crimson Island sea battle.

I baited them with scourge runners.

Things is their army did not follow
Incata  [author] 30 Jun @ 2:33pm 
@sarumanthecursed I suppose so, anyway loading this mod with higher priority will apply its changes
sarumanthecursed 30 Jun @ 2:20pm 
is this compatible with the Extra Longer Battles mod?

it increases battle ai flanking priority