Total War: WARHAMMER III

Total War: WARHAMMER III

Ultra Aggressive & Smart AI
652 Comments
anian 15 Oct @ 11:49am 
having the same issue with ai refusing to attack major settlements (using sfo and other mods, but theoretically this is the only mod which should affect campaign ai) I teleported 4 dwarven armies next to chaos dwarves settlement and they refused to attack it. when I teleported a lord with a single artillery piece, that "army" + 3 dwarves armies could take the settlement in auto resolve with low casualties.
Salv 12 Oct @ 11:08pm 
I do wonder if this mod makes the old world ordertide more likely. Every single game ive played, empire factions, dwarves and/or kislev (or any combination) take over the entire place. Makes playing vamp counts etc. extremely brutal!
Insane Ruffles 4 Oct @ 3:50am 
What is the difference between this and the Hecleas Ai Mod?
Salv 26 Sep @ 8:44pm 
I can confirm I have seen the AI stand around settlements they could easily take with multiple armies against myself and other AI. I dunno if that's from this mod or vanilla behavior though
Valdor 9 Sep @ 10:49am 
seems the AI just surrounds and then raids settlements suddenly now despite having sometimes a dozen armies in range to attack. And not just vs the player, its happening in every circumstance ive seen so far in 100 turns
knight 3 Sep @ 8:00am 
某些电脑AI军队会莫名其妙离开自己的领土,甚至跨越半个地图到另一个地方?
DeaDBreaD 29 Aug @ 12:31pm 
Does the new AI strength & threat assessment setting in the campaign options effect this mod in any way? Turn it on/off/doesnt matter?
Louie04k 25 Aug @ 1:15pm 
what did the update today do?
Go0lden_Archer 25 Aug @ 9:42am 
Loving this mod, finally can see AI actually doing something instead of sitting at its settlement with all those armies.

The only thing is... Is it normal AI behaviour that sometimes AI factions (especially weak ones) declare war on me? I have 1 or 2 on the balance of power in diplomacy, and that AI maybe got 2 armies, yet they declare war on me...?
Hecleas  [author] 22 Aug @ 6:56am 
Changelog / Expected results:
- Less passive AI
- AI no longer hovers on settlements after 100 turns (if this is still the case for you after the update, let me know, I'll adjust my values ​​accordingly)
- More opportunistic AI
- Much more aggressive AI
- AI defends better
- AI attacks what is closest to it first, not its priority enemy as before, which could create inconsistencies.
- To make the AI ​​even more calculating and analytical, I increased its computational load. It will be smarter than before (logically), but turns may be slightly longer because it calculates all the possibilities even more.
- Some new lines added were poorly configured (while we waited to discover the results it gives).
Everything should be very well balanced now.
Hecleas  [author] 22 Aug @ 6:56am 
But to summarize, there are 10,000 settings to make, but it only takes one extremely poorly configured line to completely cut off the rest of the flow and create an inconsistency.
I re-examined what I knew or thought I knew. And I tested again and again.
But luckily/unluckily, it doesn't change much on the AI, so it allows me to stabilize the mod without having to re-examine new lines.
Zampi 19 Aug @ 8:20am 
yes
玖祝 19 Aug @ 7:48am 
Is this mod included in Hecleas AI Overhaul?
Mosketero 16 Aug @ 5:46am 
Thank you very much :Perseverance:
Griffox 15 Aug @ 7:00pm 
thanks for coming back and updating
Hecleas  [author] 15 Aug @ 6:19pm 
Major update completed.
Changelog details coming soon.
Mosketero 8 Aug @ 4:47am 
I have read forums and test by myself and i think is a CA problem the inactivity of the armies. With hecleas mods on and off there is the same problem. I have vassals that fight with me, and another that camps in his cities.
lukescook 20 Jul @ 11:35am 
-Playmate

I see the same thing, AI's with a large number of city's will spread out and camp inside settlements regardless of whats happening on their borders. Its like the AI gives up.
Playmate 20 Jul @ 6:43am 
This might be an improvement in AI end game logic but I still see major flaws in AI gameplay.
For example if I have 4-5 army stacks in a location, and AI has 5-6-7, AI will chose to spread their armies around rather than facing me. This leads to easy, slow grind if I keep my armies stacked and AI seems to struggle dealing with this. Anyone else experience the same?
Griffox 14 Apr @ 4:32pm 
People are already missing the mod, we would appreciate it if there is an update.
BeaR@@stoker**92 28 Mar @ 7:16am 
Please update the mod
Griffox 11 Mar @ 8:36am 
@Khorne

I recommend these 2 as the best mod for better performance, but each Hecleas mod can be used individually, it's up to you to test and shape your campaign according to your play style.

mod
Ultra Aggressive & Smart AI + Better Economic & Military Management AI
Khorne 11 Mar @ 8:25am 
Same as previous people, I'm really confused: Do we need to use Hecleas AI Overhaul + Ultra Aggressive & Smart AI ? Or one alone?
SgtKinCaiD 29 Jan @ 11:55am 
Hello thanks for your amazing mod !

I have 2 questions :
- does this one mod need the compilation or is it already included in ?
- I think i saw you somewhere saying that caravan (moded or standard) sometimes break the IA, is it true ?
sunny 26 Jan @ 11:32am 
Hello thank you for your great work. I always used this and enjoyed it but recently I noticed, that in my games AI seems to basically never try siege battles. Like you have city + an army inside and AI stacks 3-4 armies, it just besieges for 10+ turns until attrition wipes my units/garrison. I do enjoy playing defending (possibly winnable) siege battles too but I noticed they are completely absent. Is this behaviour something this mod may cause?
Ooh-la-la, It's GAGA!! 24 Jan @ 4:51am 
"He will not do suicidal action"
"The AI ​​now has a better analysis of enemy forces, it will fall back"

This actually leads to a very cowardly AI that is ALWAYS running away and never attacks your forses.
Etxxu 18 Jan @ 4:04am 
Can web use both your AI mods? Any advantage of using both?

Which one IS more recommend It? Thank you so much!
Kharnath 12 Jan @ 7:32am 
With this mod on the ai decides to attack settlements i'm going to attack.
seriously, i am attacking okkams forever maze as kroq gar, just the command my army still needs to go there.
ai turn, oxyotle, instead of taking the lost palace, vollutrax, or the skull-carver's abode, beelines it for okkams forever maze and snipes it before i can attack it.

this became even more obvious when i allied oxyotle. they always go after settlements i'm planning to attack. ignoring everyhting else. kairos could have died 20 turns earlier.
Y. Augusto 7 Jan @ 9:48am 
Hi, thank you very much for your hardwork, this mod is phenomenal! But i have a question, do i need to have Hecleas AI Overhaul also installed? if I use both, the ia become more hardcore?
Hecleas  [author] 18 Dec, 2024 @ 6:59am 
It's impossible to crash with my mod.
Mallik 18 Dec, 2024 @ 6:57am 
@hecleas Im going to guess “no” since i crash if i have this and your AI overhaul both active.
Mallik 16 Dec, 2024 @ 7:00am 
Hello @Hecleas thanks for all your hard work first off. Second, if we use this mod do we still use your base AI mod?
|FA| Snarre(FIN) 9 Dec, 2024 @ 12:22pm 
on SFO your AI perform wery poorly comparet to this original AI mod
Hecleas  [author] 7 Dec, 2024 @ 11:57am 
@juanki What's wrong?
juanki 7 Dec, 2024 @ 11:30am 
I would like the AI ​​to go back to how it was before it was screwed up. Could you make a mod like that or explain to me what I have to modify to do it myself?
Hecleas  [author] 5 Dec, 2024 @ 3:02am 
Update:
After listening to your feedback, testing on my side, I decided to return the armed rogue spawn rate to its vanilla value.
However I keep the quality improvement of the rogue armies.
So after experience, I confirm your point of view.
Armed rogues could have been a good idea, but they were poorly implemented by CA.
Let's see if they rework it in the future.
Chara H Dreemurr 27 Nov, 2024 @ 1:25pm 
Salut Hecleas, malheureusement, le problème des rebelles qui spawn direct full 20 est toujours présent. Ca viens de nous foutre gravement dans la merde :x
olegdo 22 Nov, 2024 @ 10:31pm 
Thanks for the mod. It really makes AI better. Vanilla is completely down. I noticed that your mod was integrated worse in the SFO. This version is much better.
Chara H Dreemurr 22 Nov, 2024 @ 7:24pm 
Merci beaucoup Hecleas. =)
Tu assures :D
Et ouais aucun soucis pour la qualité des unités.
Hecleas  [author] 22 Nov, 2024 @ 6:40pm 
Bonus: I returned the number of units recruited per turn to vanilla for rebels and rogues.
However, I keep the emphasis on better quality units, because vanilla is restricted and I don't want that, especially when we are in the late game.
Hecleas  [author] 22 Nov, 2024 @ 6:37pm 
Sorry for the unanswered questions, I will answer them as soon as I have time
Hecleas  [author] 22 Nov, 2024 @ 6:36pm 
Update:

-To try to make things smoother, I reduced the AI's opportunism from 65% of its strength to 60%
To make things more dynamic without the AI ​​becoming suicidal in terms of movement.

-I also tried a new adjustment to always ensure that the AI ​​positions itself better, even less suicidal placement and movement, I try to have the best result

-Increased the priority that the AI ​​attacks forces near a recently lost region (to force the AI ​​to recover its territories and prevent it from following straight ahead like a bus)
Chara H Dreemurr 17 Nov, 2024 @ 8:45pm 
Salut Hecleas. J'ai remarqué aussi ce problème avec les rebellions qui pop full direct. Tu pourras jeter un coup d'oeil quand tu peux =) ?
Notteger 13 Nov, 2024 @ 2:00pm 
I've noticed that with this mod in all my campaigns the beastmen are always very passive. Nkari was also passive before, but that's fixed now, thanks!
Even with the Guv's Beastmen Overhaul Mod mod, they do almost nothing, just sit in their settlement.
Olympeus_Rex 13 Nov, 2024 @ 11:24am 
Does your AI overhaul include all of these other AI mods, or are they each doing separate things?
Aknarovich 13 Nov, 2024 @ 8:13am 
@Hecleas, thank you for this mod, I can't play with vanilla AI now because it offers no challenge, this mod is a literal game-changer for me.

I've also noticed that rebellions spawn in with 20 units with this mod. I've tested it with this being the ONLY mod installed and it is in fact this mod that is causing it, which surprised me, because I thought rebellions would not be affected.

Is this a bug you can fix?
123 12 Nov, 2024 @ 9:13pm 
It's turn 7 and the AI has already charged two armies into autoresolvable decisive victories. Seems even more suicidal than vanilla. VH/VH, very small mod list, nothing else is touching the AI or unit stats.

This also makes rebellions spawn with 20 ranked up units, which I guess isn't worth mentioning anywhere in the mod description?
Louie04k 10 Nov, 2024 @ 10:52am 
couple things i noticed happening, ai will send large armies all over the map instead of defending the areas they have. also the ai on high difficulty will recruit a ton on a settlement and sit them there instead of sending them out to attack and defend other parts of their territory
Chara H Dreemurr 9 Nov, 2024 @ 3:54pm 
Bonsoir Hecleas. Merci encore pour ce mod ainsi que celui sur l'économie. Avec mon meilleur ami, ça nous a pas mal changé nos games.

J'aimerais te faire part juste d'un petit truc.

Avant il était possible de jouer avec tes mods sur le gros mod SFO : Grimhammer mais depuis leur dernière mise à jour, impossible de faire fonctionner tes mods avec.

Je suppose qu'ils ont du toucher à l'ia et ça fait conflit par ce que le jeu crash.

Je voulais juste te le dire. Si ça vient d'eux, tu ne peux pas y faire grand chose.

Je vais essayer de les contacter pour savoir si ils ont bien touché à quelque chose à ce niveau la.

En tout cas, merci encore pour ton taf. Je te souhaite une bonne soirée.
Hecleas  [author] 6 Nov, 2024 @ 6:08pm 
Update:
-New improvement of the AI, no precise details, just more detailed adjustments for even more intelligent behavior of the AI ​​