Total War: WARHAMMER II

Total War: WARHAMMER II

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Dynamic AI Strategy
   
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Tags: mod, Campaign
File Size
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1.064 MB
24 Aug @ 2:59am
12 Oct @ 1:21am
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Dynamic AI Strategy

In 1 collection by mr.napop
Immersion, realism and logic
397 items
Description
An extension to Dynamic Factions and similar in concept to Versatile Battle AI, this mod unifies all AI strategic choices and task managements, so the AI no longer acts based on presupposed role-playing attitudes (Aggresives getting into any fight, etc.), and instead acts rationally and based on the unfolding situational conditions:

- AI will only engage fights it thinks it will win and retreat if it's bound to lose (recommended with Limited Autoresolve for forced manual fighting of close battles).

- All tasks are evenly prioritized to remove any biases, allowing any faction to behave differently based on the situation, not on its character.

This creates the feeling of playing against competitive human-like players, which rationally and actively try to survive, grow and win the game, and overall seem to make the AI more engaging and intelligent, promoting emergent gameplay.

All feedback is greatly appreciated.
7 Comments
mr.napop  [author] 20 Sep @ 3:05am 
Hey bro it normalizes hostility/friendliness towards enemies/friends only, not race aversions. Geopolitics neutralizes aversions.
VModBAddict 19 Sep @ 10:36pm 
Does this affect diplomatic relations / hostility (i.e. race-based aversion) in any way?
Nicoy 19 Sep @ 4:04am 
interesting :microraptor:
mr.napop  [author] 14 Sep @ 7:26am 
The intention is to mimic human-player incentives as playing a multiplayer campaign against human players would be, regardless of the races intelligence, not to mimic the faction race role-playing character. That's the point of the mod. If you like the role-playing behavior just go with vanilla or the other AI mods. Anyhow, enjoy!
Stefan Fuchs 14 Sep @ 6:17am 
I do understand your intention, but how intelligent can an ogre be . Of courese, orcs are cunning and gobbos cleva, but beastmen ? Instince drivin animals. Again, if I want foes as intelligent and logical as some humans, I would play Pharao Dyxnasties, Rome, Attila or something similar. No need for hordes of intelligent orcs or super clever undead / skeletons. But, each to it's own, of course.
mr.napop  [author] 4 Sep @ 12:23pm 
Hello man thanks for the feedback. You're right that this mod isn't strictly lore-friendly, But I do think it has it's merits, gameplay wise:

The goal is to greatly emphasize the strategic situation over the faction's character in the decision-making process. In my view, Warhammer is cool because of the unique economic and military conditions of each faction, not inherently it's character and decisions taken on the campaign. By removing this 'bias', the AI's actions now stem solely from those conditions and not from presupposed behaviors.

For example, a human player wouldn't normally attack when they're guaranteed to lose, or ignore a valuable target because their faction "prefers" to defend. They would act rationally to 'win', meaning acting in ways that benefit their faction. The mod tries to create that same level of situational intelligence for the AI, creating a more challenging and less predictable opponents.
Stefan Fuchs 3 Sep @ 7:15am 
This has nothing to do with Warhammer,but rather bwith chess. How boring
can that be..WH lives from it's very different factions and their "presupposed" traits, personalities etc., which all reflect and exuberate deliberately various aspects of human nature. Taking this away, you can also play TW: Attila, Rome, Medieval...anhd even there you have different characters with the factions