Total War: WARHAMMER II

Total War: WARHAMMER II

Trakaan's Ai Difficulty
34 Comments
Trakaan - Adventurers Guild Inc.  [author] 19 Sep, 2022 @ 7:41am 
A port of this mod is now available for TW:WH3 ! it can be found here : https://gtm.steamproxy.vip/id/trakaan/myworkshopfiles/?appid=1142710
it is now seperated with one mod for the public order and one for the attrition.
Trakaan - Adventurers Guild Inc.  [author] 12 Feb, 2022 @ 7:33am 
No update from now-on. TWH2 uninstalled to make space for TWH3 ;) . The mod will be ported to TWH3 IF needed and when I feel like it. Might not be before the combined, map might not be at all we will see !
Trakaan - Adventurers Guild Inc.  [author] 15 Jul, 2021 @ 6:16am 
updated, no change
Trakaan - Adventurers Guild Inc.  [author] 5 Dec, 2020 @ 9:08am 
should be updated, no change. Something strange happened with the upload so please report if there are problems.
Kroc 12 Jun, 2020 @ 7:27am 
Okay ! Thanks for the enlightenment :)

Cheers
Trakaan - Adventurers Guild Inc.  [author] 12 Jun, 2020 @ 5:15am 
Creative Assembly removed all penalty to players a few updates ago (hunter dan the beast one I think). The only thing left are bonus to the AI (growth, research, recuitment cost, building cost, etc.) and the public order for both human and AI.

The only 2 things i changed with this mod is I lowered attrition resistance of the Ai, removed a big part of their public order bonus and that's it (the occupy ruines of the mod description is innacurate as this method was discarded by CA and so I removed it from the mod)
Kroc 12 Jun, 2020 @ 2:22am 
Thank you Trakaan for your work and quick answer.

Just a question, does the player's units are still weakened when the difficulty is higher ? I find it quite frustrating. As a veteran in TW, i like difficulty, but i dislike illogical difficulty.
Trakaan - Adventurers Guild Inc.  [author] 12 Jun, 2020 @ 1:47am 
Ok I found why it's asking that. I deleted some data that was overlapping with other mods and may cause incompatibility. Since this data is missing that is certainly the reason why it's asking that. The data in question was just there for refference and equal to the base game values so evreything should work fine.
Trakaan - Adventurers Guild Inc.  [author] 12 Jun, 2020 @ 1:35am 
hello, I don't know why it's asking that to you. The mod is working for me I will just check if it wasn't a mistake on my part on the name file or with the upload.

Please report if anything seems stange.
Kroc 11 Jun, 2020 @ 1:34pm 
Hello there, after the last update, my campaign now asks me for the mod in order to be loaded. I only launch this mod. Is it incompatible with the previous version ?
Thanks
Trakaan - Adventurers Guild Inc.  [author] 24 May, 2020 @ 9:08am 
updated but no change.
Trakaan - Adventurers Guild Inc.  [author] 21 Dec, 2019 @ 6:04am 
no change so no update and should work as it is now
Trakaan - Adventurers Guild Inc.  [author] 21 Oct, 2019 @ 9:13am 
Many of the tables and variables are from previous games (Rome II, Atila, etc.) ans were used in these. If they are here, they should work and the worse it can do is not being aknowledged by the current game engine.

The question of : "can the AI take that into account" is an other one entirely.

From my personnal experience it can if not take it into account at least compensate it with all its buffs to growth and economy.

The only way to know for sure would be to decompile the core game engine or to have extensive logs of what the Ai does and why for each of its decision.
jpinard 20 Oct, 2019 @ 9:54am 
I only asked because it seemed weird to me that CA had that value off for all difficulty level instead of it being tiered like many other options.
Trakaan - Adventurers Guild Inc.  [author] 19 Oct, 2019 @ 11:59pm 
It's possible but the Ai handled it fine before the last update. But they have also changed the "occupation_decision" table (which I play with in my climate and occupation mod) and in early game (until turn 20-30) the Ai doesn't seem to do much conquering or colonizing anymore. (It gets better after turn 40-50) and I have seen ruin being colonized in 2 different campaigns on very hard difficulty.

As for why it may not work (if it doesnt) , this is perhaps a byproduct of the way the defenders of the great plan work ... I'm investigating the colonization/ocupation mechanic each time I play but if you find an answer to that, I will be more than glad to modify this mod accordingly.
jpinard 19 Oct, 2019 @ 11:59am 
For the cost to occupy ruins values. Is it possible they set it to 0 because the AI couldn't handle even a low value like 5? Like it fundamentally changed how it tried to conquer stuff?
Trakaan - Adventurers Guild Inc.  [author] 18 Sep, 2019 @ 9:54am 
should be updated. I had huge problem with the upload so please report any bug.
Trakaan - Adventurers Guild Inc.  [author] 10 Sep, 2019 @ 4:48am 
Update warning : With my IRL workload at the moment don't expect any update of this mod before 1 or 2 weeks after the new game update of this wednesday (11th of September) (so that gets us around mid or end of september). Sorry for the inconvenience.
Trakaan - Adventurers Guild Inc.  [author] 1 May, 2019 @ 6:07am 
updated (no change)
Trakaan - Adventurers Guild Inc.  [author] 13 Nov, 2018 @ 2:47am 
Then I advise you to choose the Hard difficulty.
I won't change those values for this particular reason since :
Yes it it 3 times more but it takes only one garrisoned army or one entertainment building to negate this -6 and furthermore the Ai is more than able to deal with rebellion armies.
Even if the rebellion suceeds to retake the town it only means a more relevant faction is now in power (from a corruption or natives of the land standpoint) and a major faction will soon be able to retake it since the rebellions are always weaker than other Ai factions.
Coffee_800 13 Nov, 2018 @ 2:36am 
I preferred where player and ai have the same public order difficulty penalty.
Coffee_800 13 Nov, 2018 @ 2:32am 
making the ai public order difficulty penalty 3x more than the player seems unfair, I see lots of ai getting constant rebellions even in provinces where they don't have much corruption issues.
Trakaan - Adventurers Guild Inc.  [author] 13 Nov, 2018 @ 1:19am 
The value in Base game is not -2, it is +4 and -6 is what is intended by this mod. Could you clarify so I can have a look ? I posted a complete description of all the difficulty levels at the end of the description.
Coffee_800 12 Nov, 2018 @ 9:17am 
anyone else have ai getting negative public order from difficulty from -2 to -6 on normal difficulty?
Trakaan - Adventurers Guild Inc.  [author] 10 Nov, 2018 @ 6:49am 
these numbers look fine to mee. they are the same as before the update. I will post a complete list of what and how the mods change things in the description in the next 30 minutes.
IamASchnitzel 10 Nov, 2018 @ 6:08am 
Thanks for updating. But it seems that something is not working correctly. Turning the mod on changed the passive PO boost on the AI from +6 (Hard) to -4 and +8 (Very Hard) to -2. Was playing as Kemmler on ME if that helps.
Trakaan - Adventurers Guild Inc.  [author] 10 Nov, 2018 @ 3:20am 
updated for curse of the vampire coast (no change). description will be reworked tomorrow to be more accurate and also perhaps some small changes in a week or two after I have played with the new factions (storm attrition for example is something I want to have a look at)
Trakaan - Adventurers Guild Inc.  [author] 31 Oct, 2018 @ 3:10am 
What I meant is that it will not be easier for you to run your empire. (you have no bonus comparatively to an unmodded game). the AI will, of course, have less bonus so in the end yes it might be easier.

I play with all my mods and (other not yet published) and from my experience this just makes the games more logical and true to the lore since for example mountain attrition is more important so humans will not fight well in it. Also it will make the AI concentrate on it can really settle and fight.

I will nonetheless change the description when I update this mod for curse of the vampire coast to be more accurate ;)
Mus Musculus Musculus 30 Oct, 2018 @ 1:52pm 
It's not meant to make the campaign easier... and then you remove alot of the bonuses the AI get's?
=LiG=Admiral Nelson 2 Jun, 2018 @ 3:06pm 
thnx
Trakaan - Adventurers Guild Inc.  [author] 2 Jun, 2018 @ 11:58am 
updated : no change from previous versions
Trakaan - Adventurers Guild Inc.  [author] 24 Jan, 2018 @ 3:19am 
Updated to work with the Tomb King Update. Values are same as before until I see if some changes are needed due to the arrival of the Tomb Kings. (for example desert attrition)
Trakaan - Adventurers Guild Inc.  [author] 17 Jan, 2018 @ 12:11am 
0 could mess it up so try something like 1 but yeah that's all you need to do :)
I've tried 1 myself once and wasn't happy with it. That's because the AI is not "as smart" as human players and so it will go in attrition zones and take heavy casualties from it. A workaround would be to make the AI smarter concerning the choice to go in a zone inflicting attrition but I don't know how to do that for the time being ^^
Gleen Cross 16 Jan, 2018 @ 9:58am 
A question... If I want the AI to suffer the same amount of attrition compared to a human player, I just have to set all the tables to 0? Is that it?