Total War: WARHAMMER III

Total War: WARHAMMER III

AI General 3
889 Comments
Loqures 20 Aug @ 6:47am 
Hello everyone! Questions about the game with WeMod trainers
Please tell me if there is a way to make the battle cheats (godmode , infinity ammo , etc ) work even when I delegate my army to lead the AI ​​through the AI ​​General 3 mod?
Because when I delegate authority - immortality, infinite ammunition somehow stops working
Yuri Ono 14 Aug @ 4:52pm 
Buggy with gyrocopters, they never seem to stay still and shoot.
chaos dwarf 9 Aug @ 4:27pm 
best mod ever
paperpancake  [author] 8 Aug @ 12:31pm 
As a heads-up, it is very likely that I will be unable to maintain any WH3 mods, including AI General 3, starting in maybe a month or so.

Since WH3 rarely seems to cause any breaking changes to these scripts, my absence likely won't be an issue. AI General 3 will likely continue to be usable. (The beta chasing channel will be a beta forever, I suppose. :WH3_bear:) Decomposed will likely continue mark it as updated if things seem to be functioning as usual, though Deco might need to upload to a separate page for Steam to play along. And perhaps other modders that enjoy scripting will step forward if needed. :WH3_clasp:
hey 8 Aug @ 9:56am 
great great really great Mod. I can't play the game without this mod.
paperpancake  [author] 6 Aug @ 1:16pm 
@2662084418 Thank you! I added it to the list of submitted translations . (I copied the name as it appears to me, but I think you might be helpfully utilizing Steam localization. If you'd like me to list your mod differently, you can give me the characters to copy-paste instead.)
paperpancake  [author] 5 Aug @ 11:14pm 
@2662084418 Translations of the text are welcome. If you post a link, I'll add it to the list of submitted and example translations .
2662084418 5 Aug @ 10:59pm 
@paperpancake I have created a new Chinese translation version. May I release it ?
Flying Fox 29 Jul @ 2:57am 
great stuff!

A bit odd that the option for rampaging sits in between the hotkey option in MCT. I reckon it should be under Battle Startup Options or Miscellaneous.
paperpancake  [author] 28 Jul @ 4:28pm 
Updated. Copied from the change notes :

- If you have turned on auto control for rallying units, it will by default no longer affect units that recover from rampaging. There is a new config setting, treat_end_rampage_like_rally, which is set to false by default.

- There is a new config setting, prevent_AUTOMATIC_control_of. It is reminiscent of the old prevent_AUTOMATIC_control_of_magic_users (which will still be respected), but this config setting can optionally be used to prevent automatic control of units with abilities. You can set this to "--", "single_entities_with_abilities", "any_with_abilities", or "magic_users_only".

(As usual, the config settings are supported whether you are using MCT or the text file.)
paperpancake  [author] 28 Jul @ 4:26pm 
@Flying Fox Attack-move and Countercharge actually can do something kind of like that. If you've locked in a location before the unit flees, then the unit will still return to that locked position when it rallies (and will attack-move to it, and then counter-charge from it). But it doesn't allow the rally point to be different from the locked position, and those positions are typically different for each unit, so perhaps that mod isn't quite what you were remembering.
Flying Fox 28 Jul @ 1:55am 
I think either option would be great. I would say, do the one that's easiest to implement. If there isn't much difference in that regard, I would go for an option to exclude all units with active abilities. Shouldn't really be limited to single entities at that point.

I might have imagined a mod that allowed rallying units to gather, as I assume that's not something the Attack Move and Countercharge mod does. Or maybe it was some experimental mod at some point in one of the previous games, as I only vaguely remember trying something like it very briefly.
AETERNA 28 Jul @ 1:54am 
Haha, got ya.
paperpancake  [author] 27 Jul @ 5:03pm 
(Anyone else who is interested in such an option is also invited to give feedback.)
paperpancake  [author] 27 Jul @ 4:58pm 
@Flying Fox Hmm... would you rather have that option prevent control of all single-entities that have active abilities (including characters, dragons, etc)? Or all units that have active abilities (including all of the above plus doomfire warlocks, terradon riders, etc)? Or is your wish specifically for lords and heroes?

I don't think that regroup option ever existed for this mod. Are you perhaps thinking of my Attack Move and Countercharge mod?

@AETERNA My comment should have said "tried", not "retired." :steamfacepalm: Thanks, autocorrect. :WH3_miao_serious:
AETERNA 27 Jul @ 4:32pm 
@paperpancake fair enough!
Flying Fox 27 Jul @ 3:01pm 
Oh, by the way, wasn't there once the option to have rallying units regroup at a specific spot on the map with this mod? Perhaps in the WH2 version? Or am I misremembering that?
Flying Fox 27 Jul @ 2:58pm 
Thanks, I appreciate it.

Perhaps also an option to prevent automatic control of lords and heroes, like there is for magic users? Just a thought. That would keep the rallying and end of rampage AI controlled for regular units, but it is generally nice to keep your characters under control.

Really love the mod, by the way. I've used it since it's first iteration.
paperpancake  [author] 27 Jul @ 2:51pm 
@Flying Fox Based on your comments, I think I'll add a new config option to separate it. I remember I was also bothered by it when playing as Khorne.

@AETERNA Alas, I couldn't find a way to do that when I retired it a few years ago.
Flying Fox 27 Jul @ 2:43pm 
Oh, I see.
Personally, I don't find it desirable in a lot of situations. I was noticing it on a Khorne campaign, where several legendary heroes and characters can rampage. They start using abilities when the rampage ends.
Is it indeed linked to auto-controlled rallying, or is there an option for it in the MCT that I'm missing?
paperpancake  [author] 27 Jul @ 2:25pm 
@Flying Fox That is a feature that was intentionally added in June 2023. Is it not desired behavior?
Flying Fox 27 Jul @ 2:10pm 
I think there may be some unintended effect with auto-controlled rallying. When a unit rampages, and the rampage ends, it becomes AI controlled.
AETERNA 27 Jul @ 4:04am 
Like for example, im high elves, im allied with Empire and theyre supporting me in a siege, and then for some reason the AI sits in the corner doing nothing, I want to control them. If its not possible, fair enough.
paperpancake  [author] 27 Jul @ 12:58am 
@AETERNA Not with this mod. Reinforcements, yes. Allies, no.
(Or are you talking about how in coop campaigns you can give control of units to other players? That doesn't require this mod.)
AETERNA 27 Jul @ 12:04am 
I saw that i can apparently take control of my allies units in joint battles, but cant work out how. Am i mistaken?
Tesco 20 Jul @ 8:09am 
Very interesting mod. For example with Khorne, the AI will spread chaos warriors much more than I would and I think it's better what the AI does compared to me in that regard. Sometimes some weird stuff happens when an units is kinda running around and not fighting but this mod is awesome.
paperpancake  [author] 19 Jul @ 2:31pm 
@Slippywetpoo99 The button for this mod doesn't appear until battle deployment; it is not in the pre-battle screen like the other button you describe. You can see it in the screenshot for this mod (above).

@InfoManiac Idk. We'll have to see what CA does with the AI Planner that this mod calls.

@Sir OW I'm not sure I understand your comment. How frequently does that happen for you? If it's not every time, do you have any idea what causes it?
InfoManiac 19 Jul @ 2:11pm 
@slippypoopyhead you need mtc or watever its called you enbale thst in settings.
Slippywetpoo99 19 Jul @ 12:29pm 
i dont see any button for ai control other than when i have a second army joining a battle.
InfoManiac 16 Jul @ 9:13pm 
will the siege changes need you to update your mod ai since they stated they will be changing the siege battle ai?
Sir OW 14 Jul @ 6:36pm 
Mod funktioniert <3 ABER : Einheiten stecken im Kampf aktuell mit anderen gegnerischen Einheiten im "Frozen Modus" fest und erkennen Gegner nicht mehr ... Behebung aktuell : KI Kontrolle deaktivieren und wieder aktivieren ... vermutlich durch KI Update ...
☼Solaire Of Astora☼ 11 Jul @ 4:29am 
Gotta say that I love the mod so far, it rreally helps me deal with my own melee troops since I am pretty bad at micro'ing them, so the fact that I can just tell an AI to 'deal with it' helps me a ton so I can focus on my ranged units instead.
Cable09 8 Jul @ 12:43am 
nvm im tweaking that was one messup it did
Cable09 8 Jul @ 12:38am 
is it just me or does the ai seem a bit dumber than the one for warhammer 2?
米开朗基哇袄! 2 Jul @ 11:09am 
was just about to finish a 40minutes+ siege battle, then crashed when i click this AI General button:steambored:
Loki 28 Jun @ 3:25am 
Hi, could you port your mod to pharao? Would be great!
王二两 25 Jun @ 7:17am 
这个mod的表现终于好一些了吗?看来我可以回来玩战锤试试了:steamhappy:
paperpancake  [author] 24 Jun @ 11:20pm 
@Nath 夏 Are you asking about the MCT settings? Unfortunately, the screen grab is an old one from the legacy MCT. I liked that layout better, too. The MCT author switched to vertical columns about two years ago.

(Around the same time, MCT started adding support for multiple pages, which can be an improvement for some mods. Perhaps I should consider splitting the settings into separate pages. Hmmm...)
Nath 夏. 24 Jun @ 9:02pm 
how to show exactly that mod page? it shows different in mine, a more confusing one
zoxy678 23 Jun @ 6:50am 
Yeah it seems to be fixed
Doghman The Great 22 Jun @ 5:43pm 
unsubbing and resubbing fixed the mod for us, thanks
paperpancake  [author] 22 Jun @ 5:38pm 
@Doghman Incompatible versions shouldn't be an issue with the mod itself, but with the game or mods failing to update correctly or something along those lines. Did you already try my previous comment to @zoxy678? If so, do you know whether your group is all launching the game using the same game launcher?
Doghman The Great 22 Jun @ 5:22pm 
im getting incompatible versions in multiplayer as well with it
paperpancake  [author] 20 Jun @ 5:03pm 
I haven't had a chance to test multiplayer in 6.2. (I didn't change anything that should affect multiplayer. I can't speak for the underlying AI Planner.) Can anyone else say whether AI General works for them in multiplayer in 6.2?

@zoxy678 Does the game stop you from even starting or loading a multiplayer game due to mismatched game versions? If it is a version mismatch, perhaps Steam didn't update the mod's pack file correctly for one of you? Have you and the other player(s) tried to delete and then redownload the mod? (One way to do so is to unsubscribe, open the game launcher which should remove the mod from your files, then close the game launcher, subscribe, open the game launcher again, and enable the mod again. Also double-check that all players have the same mods enabled.)
zoxy678 20 Jun @ 1:21pm 
I love this mod, but since today, i can't use it in multiplayer anymore.
paperpancake  [author] 20 Jun @ 8:23am 
@Attias I also thought I noticed some spellcaster improvements in during the battles I've had a chance to try so far. If it indeed is so, the credit for that would be in something CA changed in the AI Planner or its dependencies. Since that is in the game code, it's hard for me to know for certain if it changed. But I love when CA makes improvements like that.

@ (many of you) - Thank you for the kind words, helpful advice to other players, and/or the critical comments. I don't always respond to every comment, but I do see them!
Attias 20 Jun @ 7:26am 
Just a note of thanks - I haven't played in a while and ran some basic skirmish vs AI matches last night. I was shocked to see my Katarin not just plowing through infantry on her sled but setting up her ice spells on npcs surrounding her and then turning around right away to escape just before the spell dropped. The AI was literally waiting for mobs to get in position before casting at the opportune moment. Maybe this was always there but I've never seen it that responsive and considered on the magic-use front. It all just seems better so thanks for whatever you've been doing to keep this mod going for us, it's basically essential for me. :chug:
Burger King 20 Jun @ 5:49am 
Thank you for your effort, I love you!:steamhappy:
paperpancake  [author] 20 Jun @ 2:51am 
Negligible update for 6.2 ( change notes )

I haven't received any feedback on the chasing options I introduced last month, so I'm keeping the status quo with the current chasing_channel still being the original, and the beta still the beta.