Total War: WARHAMMER III

Total War: WARHAMMER III

285 arvostelua
AI Coordinated Assault
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battle
Tunnisteet: mod
Tiedostokoko
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883.405 KB
16.2. klo 10.07
30.8. klo 5.55
4 muutosilmoitusta ( näytä )

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AI Coordinated Assault

3 kokoelmassa, tekijä Incata
AI Mods
13 luomusta
Total War Warhamer 3: Gameplay Mods
77 luomusta
Multiplayer
80 luomusta
Kuvaus
General description


This mod attempts to correct some inappropriate behaviors the AI displays in battle, such as sending its fastest and most powerful units directly into combat without waiting for the rest of its army.


Changes


17 types of units have been added to the list of flankers; in general, any fast unit in the game will now be used by the AI as a flanking troop. This will help solve the issue of generals committing suicide.

I’ve also tweaked the behavior of wizards in battle. I understand why CA made wizards on monstrous mounts engage in combat (it’s a bit sad to see them just standing there on their dragon watching the battle), but this often leads to their premature death. I’ve adjusted them so their combat style is not as direct anymore; now their fighting is less static and it’s considerably harder to take them down.


Comments and Frequently Asked Questions


Many of the comments and questions I receive are more related to the usual behavior of the game than to the modifications of this mod. I’m not going to explain how AI combat works because it’s far too extensive, but it’s important to understand that the AI has certain parameters, and these act depending on many factors. When someone says ‘this doesn’t work in this situation,’ it’s precisely because in that situation the AI decides to act that way. For example, the AI won’t throw its flying general to certain death, but if it’s taking heavy ranged fire, it might send them in directly—that’s a logical behavior. In a siege, for instance, it will send everything forward immediately because the settlement towers start firing almost right away.

Likewise, factors such as whether it is the attacker or the defender, who has more artillery, who has more ranged units, whether reinforcements are expected or not, if it’s an ambush or a siege battle, and many more, all condition its behavior. As I mentioned earlier, what this mod changes are basic guidelines, not the deep behavior of the AI.


Miscellaneous


I’ve read many comments and tested a lot more things since I released this mod, and I’ve implemented some changes. First, I want to say that no matter what I do, there will always be people who would prefer it to work differently. It could be polished much further, but that would require deep changes to the game, making it incompatible with many things (not to mention the heavy workload it would mean). So I’ve left the configuration at a middle point that should solve most of these situations, though not all. On the other hand, it should no longer cause problems on certain maps.ment 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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Finally I created a paypal account in case anyone wants to thank me for my work in this way
Donate Paypal Incata[www.paypal.com]

Subscribing and adding to favorites is fine, but if you want other people to see the mods you like, after trying the mods if you like this press 👍. I see mods with 3000 downloads and only 80 reviews, that makes me☹️. People who are dedicated to modifications will appreciate it. Thank you.

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
-Visual collection and utilities
-All my mods total war tww3
-All my mods total war tww2
109 kommenttia
Kappadokier 23.8. klo 19.13 
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 21.8. klo 16.59 
same with astragoth ironhand
sarumanthecursed 21.8. klo 16.57 
Great Taurus and Bale Taurus are still sent ahead of main force in siege battle
Incata  [tekijä] 13.8. klo 11.01 
@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 8.8. klo 15.33 
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 21.7. klo 4.24 
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 11.7. klo 17.37 
I tried without and with the mod, same battle - different behavior. The AI approach improvement is noticeable. Great mod!
sarumanthecursed 1.7. klo 9.05 
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  [tekijä] 30.6. klo 14.33 
@sarumanthecursed I suppose so, anyway loading this mod with higher priority will apply its changes
sarumanthecursed 30.6. klo 14.20 
is this compatible with the Extra Longer Battles mod?

it increases battle ai flanking priority