Total War: WARHAMMER III

Total War: WARHAMMER III

Organic AI (Vanilla Anti Player Bias)
Showing 31-40 of 42 entries
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Update: 6 May, 2023 @ 6:15pm

Main mod update:
"2.4.6
- Minor QoL/UI update: tooltips now read recommended instead of "mod default" as with 0.9 MCT you can just default it yourself with the click of a button. "

Update: 6 May, 2023 @ 1:17am

"2.4.5
- Made few changes again the faction potential handicap effects(things like upkeep etc.), tl;dr: was an unintended effect of original change to make minor factions essentially "equal"(far as upkeep mods etc go) to major factions. This has been, adjusted, so that they receive nerfs again just not as extreme as the vanilla ones were.

"Why?"

While play testing I realised that minor factions were doing pretty well for themselves. After some thinking I realised the original "zeroing" it all out meant that the differences made between minor and major factions within the faction potential system were now gone.
I wasn't exactly not enjoying seeing the minor factions doing well, but at the same time it was a little odd. I played around with some different ideas but in the end settled on just partially restoring some of the values in the table for the lower end "rolls"(when factions are receiving a nerf not a buff from the faction potential system), ie for minor factions and when playing on easy.

"K but what does this mean for my campaigns?"

Not much really, other than like before the last update minor factions are back to receiving nerfs, however, these nerfs have been reduced from the vanilla levels, and you should see minor factions performing a tad better than they were before, depending on their random roll of course(that's just how the faction potential system works)

Any kind of buffs(other than your MCT settings) remain unchanged/zeroed out for upkeep."

Update: 26 Apr, 2023 @ 11:03pm

"2.4.4
- And that's the rest of em', no more stacking MCT settings with difficulty due to the faction potential system. "

Update: 26 Apr, 2023 @ 10:43pm

Main mod update:
"2.4.3
- Bug fix: Zeroed out upkeep reduction in faction potentials table too. No more swings in their upkeep based on diff. "

Update: 23 Apr, 2023 @ 8:27pm

2.2.0
Brought over recent updates from main mod:
--
"2.4
Post 3.0 update for the CAI personalities table:
- All Roc/IE factions accounted for within the table except things like rift spawned and the prolouge factions(heavily scripted factions I tend to just leave alone)
- Some inconsistencies between settings(for example had few with preservist, but aggresive behaviour, now they line up with something more suiting like defensive, oppurtunistic, etc depending on my usual broad strokes of lore inspiration while working on this) have been fixed while I was doing this.

No other changes, and all existing profiles I had previously created have been left as they were.

This is also the first in what will be a series of updates going through, and updating if needed, double checking for issues etc, every single table currently in the mod. Call it spring cleaning.

If curious why some factions had been left out, simply hadn't gotten to them yet(like to give each one a decent hour or so of brainstorming before do their settings), or in case of lizardmen, somehow deleted or missed them in the db, my bad lol Oh, and many of RoC factions had left out, originally just doing this for IE, but they in there now with matching treatment from their IE counter parts."
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"2.4.1
- Adjusted MCT settings(no more 1000% nerf for the AI, sorry, caps out at 150 now). That was never intended, think just hit an extra 0 and copy and pasted while working on 0.9 MCT update while back.

- Went through few more tables like deal evaluation, updated to add chorfs(previously just had them in the personalities table, but now they're in every part of the mod like all the others)

- While did this, double checked each table. Removed some things from handicap table were redundant(like the def/hef slave and influence modifier respec, from now on if it ain't in MCT settings, I ain't leaving it in that table cos we dont need it and i seriously doubt subtle things like that makes much of a diff other than to not bankrupt the AI's pooled_resources). Point being, this should be last "spring cleaning" update we'll need."
--
"2.4.2
After some brainstorming, I've decided to add the "cai_personalities_budget_allocations_tables" table.

Why?

Noticed while playtesting the AI seems to be what I was hoping to achieve overall, but they have a tendency to recruit multiple armies that are not fully recruited out.

By increasing the army funding cap, and army funds allocation percentages(about 20% across the boards) I'm hoping we'll see fewer, but more well built armies from the AI. "

Update: 15 Apr, 2023 @ 1:26pm

2.1
Chaos Dwarfs added to the personalities tables. Gave them a similar treatment that I've done to other factions for IE to bring them in line with the mod.

Update: 15 Apr, 2023 @ 9:25am

2.0
- Updated for 3.0 to fix CTD.

Update: 1 Apr, 2023 @ 6:26pm

Update: 21 Oct, 2022 @ 6:01pm

Update: 23 Sep, 2022 @ 6:14pm