Total War: WARHAMMER III

Total War: WARHAMMER III

Organic AI Overhaul
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Update: 6 Dec, 2022 @ 10:42pm

- Just updating the change note .txt file inside the mod

Update: 6 Dec, 2022 @ 10:25pm

2.0
This update marks both significant changes to how the mod operates within the db files, and also not really much of a change...beyond it also including an entire version I never released(1.9, took a while to figure out passivity issue on my end, and A LOOOOT of experimenting with other AI ideas I ended up throwing away) However, after much testing, second guessing, doubting, scraping, and re-doing several elements of the mod's intended functions I have found, and successfully tested better ways to do what I was attempting to originally do...and fixed some AI passivity issues in the process.

Here are the speed round notes for what has actually changed:
- Chaos WoC factions (Archie and the old crowd + few of the CoC factions) should no longer remain passive on the campaign map as they were previously doing with old strat component tweaks
- The declare war script for AI has been tightened up from -280 to -220 relationship stat before triggering chance to declare war with that faction
- Added the cai_personalities_tables and went through it with a fine tooth comb to tweak every faction. After testing found this essentially was a more granular way to achieve what I had wanted to by editing the strat components table. After identifying what was causing the issue with WoC was within the strat comp changes, and realising most of the table was vanilla except for the retreat values after fixing that issue, I decided to scrap it altogether in favour of the personalities table tweaks instead.

Housekeeping:
- Gone through entire mod(except the UI for MCT, still need to proofread and edit that up), fine tuned odd thing, removed redundant lines, and tables as I saw fit after making other changes.

Things unchanged from previous versions:
- Anti player biases
- Script aside from aforementioned change
- MCT components
- Trade changes
- Imperium penalty changes

Update: 23 Nov, 2022 @ 6:33am

- Just updated the change log in the mod. Seems to work fine with 2.3.

Update: 11 Nov, 2022 @ 11:30pm

1.8.5
Updated and tweaked few things in the CAI strategic table. Testing to see if chaos is a little more aggressive than previously reported. Let me know in the comments how it seems.

No other changes/cultures tweaked.

Update: 5 Nov, 2022 @ 4:21pm

Update: 21 Oct, 2022 @ 6:01pm

Update: 19 Sep, 2022 @ 11:14am

- Oversight correction on my part for the MCT settings with the Tomb King change(feature request was research rate/points not cost, doh!), credit to Mandras for pointing this out and helping me get it right.

No other changes.

Update: 18 Sep, 2022 @ 10:05pm

Image update, no change.

Update: 18 Sep, 2022 @ 7:32pm

1.8.4c
- An option has been added for Tomb King research cost due to their unique faction mechanics with it, they are now also excluded from the original global option to prevent unwanted stacking etc (both will still default to -30)
Please let me know any others that may require this treatment, while doing the work mentioned below this, I'll be testing out each faction anyways, but yeah, let me know and I'll make sure to take note of it if you're reading this and can think of a faction top of your head. (I mean only like 23 unique sub cultures and multiple factions within each sub culture, no biggie to have played them all while also managing and working on multiple mods, right? xD)


Future Update/Work In Progress:
- Working on a major overhaul of the MCT options too, expanding out upkeep to start(and potentially end of this madness too, UI going to start looking like a nightmare) into all subcultures, but this is a big amount of work and crap load of little steps needs to be done so not going to rush it out, that'll be our next update though.

Update: 18 Sep, 2022 @ 1:30pm

1.8.4b

- Overhauled new script a little, looked into and found some better lines of lua code to use. Essentially should perform same function just little more efficiently and *fingers crossed* with no de-syncs for MP.

Big thank you to Jolc3r for taking some time to respond to me on their old mod's page. Really helped me have a sanity check for what to look at with old version of the script, and also provided some more general good to know tips about changes from 2-3, etc.

No other changes made.