Total War: WARHAMMER III

Total War: WARHAMMER III

AI Construction Priorities Reworked
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Update: 18 May, 2024 @ 3:26am

Pass at Nurgle rules.

Update: 17 May, 2024 @ 9:31pm

Increased priority of farms slightly.

Update: 6 May, 2024 @ 6:19pm

Removed the more complicated implementation of trade goods building rules in favor of a simpler one to reduce campaign and battle load times. Thanks to Drazhir for troubleshooting help. Also, thanks to Pop000100 who refactored the Bretonnian barracks replacement code so your eyes might not hurt if you read it and to help with load times.

Update: 6 Mar, 2024 @ 6:25pm

Update: 6 Mar, 2024 @ 2:50am

Update: 4 Mar, 2024 @ 8:20pm

testing runcher only, no changes.

Update: 4 Mar, 2024 @ 12:33pm

Added Castle Artois to the Bretonnia barracks to stables swap script.

Update: 4 Mar, 2024 @ 5:37am

Increased priority on allied outposts and Alarielle's forest spirit landmark.

Update: 3 Mar, 2024 @ 6:20pm

Added some basic synergies for Chaos Dwarfs, mostly related to trade goods. Also gave them a high barracks priority and re-did the bugfix I had to make for other factions to prevent duplicate barracks (cleaning up my own mess here). Barracks should not be made in a major settlement (but I haven't added special settlements to the rule yet).

Made the Skaven discovery / disease resist buildings have 0 AI priority. The AI doesn't know when to use them and won't get rid of them later.

Update: 2 Mar, 2024 @ 8:59am

Ero-sennin and Trev helped me troubleshoot the Bretonnian barracks to stables code, and it is now back in the main mod. Experimental Features basically does nothing until we test the growth deconstructing lua later.