Total War: WARHAMMER III

Total War: WARHAMMER III

AI General 3
907 Comments
Yopsergio 19 Sep @ 1:00pm 
is there a way to set up the ai to always aggresive? or always defensive? like so it does not go back to wait for reinforments
Xostean 18 Sep @ 3:12pm 
appears to be something broken in the script causing the game to crash once the battle lines meet when AI general is controlling an entire army from the start of the fight. It will form up, march to the enemy and once engagement commences will cause everything to lock up as if you pressed pause, Otherwise great mod
why 18 Sep @ 8:41am 
If crashing make sure to test without any other mods. Lets help the mod author.
Preowned 15 Sep @ 8:16pm 
Great mod! have used it many times with no issues! Unfortunately I came here to report, and seems I am not only one. Two times on the same map game crashed after clicking AI control, and it was a siege.

Still one of the most useful mod, so thanks again and I hope you find time to dig into it!

If anyone is on the fence use the mod and just dont click the icon in siege battles as it has a chance to crash.
东风61 15 Sep @ 2:42am 
Update,pls
东风61 15 Sep @ 2:41am 
The mod crashes on siege battles some times.
Hans Chan 13 Sep @ 8:04pm 
Hi, I noticed the mod crashes on siege battles some times.When the battle starts, enabling the Mod works properly. But often, after 30 minutes of the battle, when you click to enable the Mod again, the game crashes.Hope to update as soon as possible.Thanks!
Retruvian 13 Sep @ 1:28pm 
Hello bro. Thank you so much for the mod. I noticed the mod crashes on siege battles some times. I dont know the circumstances but the crash kills my wish to play again. A look into it would bery much be appreciatet. Best regards
paperpancake  [author] 13 Sep @ 10:33am 
I might not be able to update this month. Typically, this mod continues to work as usual even without an update. I have not tested it myself this month, but @DeltaAce and @lolladin1234 says that it works for them.

@sherade260 An incompatible error occurs in multiplayer if you and your friend have different mods or are using different versions. Be sure that your version, mod list, and load order matches exactly (and that you have no extra files in the data folder). After a patch, you might need to unsubscribe and resubscribe to your mods to ensure you have the latest versions.
SenPie69 12 Sep @ 10:34pm 
any plan for updates?
ζ 晚棠〃 8 Sep @ 6:32am 
缓解操作压力,非常棒!
why 7 Sep @ 3:38am 
nice still works
DeltaAce 5 Sep @ 8:11am 
Still works with latest patch
Aoi Todo, the strongest 5 Sep @ 7:11am 
need to update this absolute cinema
Taksin777 3 Sep @ 9:20pm 
update pls.
Thancred Lux 3 Sep @ 8:11am 
why does this mod not get affected by other mods that improve AI? is the non player AI and player AI different or what?
东风61 2 Sep @ 6:17pm 
Updata pls
sherade260 1 Sep @ 4:16pm 
I keep trying to use the mod with a friend but we keep getting a a incompatible error :steamsad:
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 ...