Total War: WARHAMMER III

Total War: WARHAMMER III

More Occupation AI
43 Comments
forever_Skx 15 Apr @ 2:31am 
still work?
love-381 13 Jan, 2024 @ 8:32am 
@DeaDBreaD where gds section?? i want know cai_decision_junction_table working
HazardHawk 20 Nov, 2023 @ 5:18pm 
@rome2, search herdstone in workshop. There is a fix for them so they expand.
rome2 20 Nov, 2023 @ 4:51pm 
AI Beastmen does not colonize settlment
jubeldibub2 15 Aug, 2023 @ 6:16am 
I meant: "no reason to hold back for him" :steamfacepalm:
jubeldibub2 15 Aug, 2023 @ 6:14am 
Do you see a way to change this behaviour? Like directly attack a settlement if possible? I’m not really into AI modding, I’m just a scripter and unit modder, so I just wanted to rely on your good work ;) Perhaps you got an idea why the faction do this strange things and not just spread his many, many armies in all directions and just ran over everything round after round with smaller piles like 4-5 armies and attack every round another settlement?
jubeldibub2 15 Aug, 2023 @ 6:14am 
Unfortunately your modded AI seem to not really use this potential properly.
Let’s take one look at one of the spawning factions: Vlad von Carstein. He gains 60 full stacked armies in his central Sylvanian regions and a massive income boost, so there is no upkeep problem. At the spawning he is forced to make war to all factions, he knows. He has at this point overall strength rank 1 in the campaign. So there is now reason to hold back for him.
Unfortunately he doesn’t spread at all directions with an thoughtful amount of armies, but send just a few at only some nearby regions but leave 40-50 armies in one big pile This big pile moves together to one nearby settlement and besiege them. For many rounds. He doesn’t attack, he seem to want besiege them to death. With 40-50 armies around, which waits too all this time and do kind of nothing.
jubeldibub2 15 Aug, 2023 @ 6:14am 
Hey Hecleas, at first: Thanks for the mod. It seem to be a lot of work, so many thanks for all your effort!
I tried it now some time (like 40-50 hours, 30 turns or something like that) in an extended multiplayer LAN campaign game with a friend. I mod a lot by myself and implemented as a personal challenge a very heavy form of chaos invasion and „plagues“, that attacks the world before the invasion. One of them is a massive spawning of undead armies in round 100.
HazardHawk 26 Jun, 2023 @ 12:45pm 
Have not dug into three very deeply yet having only picked up one abandoned mod yet and not real hurry to get it going again. But under WH2, while I could not figure it out to make it work without all kinds of crazy errors, Season of Revelations would at least load and run in WH2. ALL still in use in one game or another files are still present. Wh2 stacks on top of WH1 and WH3 stacks on top of WH2 stacked on top of WH1.

Now that 3 is out, maybe round up someone to help with UI stuff and move the selections parts for each previous game all into 3. If CA will allow that as it is a last patch possibility when the game is done.
Hecleas  [author] 26 Jun, 2023 @ 11:38am 
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2853379081

No worries, it's interesting.
After I agree with Hazardhawk's opinion on one point, it is that at the start of WH3, a table existed and worked for the LOD, reducing it to improve performance.
This table has since been deleted from the database by CA, probably because they replaced this mechanism in another way.
So yes in general it erases obsolete tables, even those that are worth no memory.
That was just a small example.
HazardHawk 26 Jun, 2023 @ 11:32am 
Currently 109.4 GB installed not counting workshop files. If there were dead files included in any part on any level in any section, they would be removed to slip that down as projected currently for the completed WH3 game alone is somewhere just under 200 GB as it is.

Not and argument, have a good day and sorry Hecleas, I am out.
DeaDBreaD 26 Jun, 2023 @ 9:56am 
"no effect" means "no effect". If this was some random dude i wouldnt care, but coming from a Staff member is something different. Thats like a mechanics saying "your cars engine is broken, but you can still drive." Makes no sense.
HazardHawk 25 Jun, 2023 @ 9:32pm 
Thank you for the update. Will try it out again.

@DeaDBreaD non functional and deprecated do not mean what I think you think they mean. There are no big Warscape upgrades involved in Pharaoh and they are still currently used/accessible for reference. It would require a near complete game rewrite to change that at the level of difference in mechanics between WH2 and WH3. It would literally be an update to an entirely new game. Well, unless it is in game chat affected as the chat system is being replaced.
Hecleas  [author] 25 Jun, 2023 @ 5:26pm 
Update:
-Rework decisions of occupation of a colony by the AI
Hecleas  [author] 25 Jun, 2023 @ 5:26pm 
@DeaDBreaD Thank you very much for the information.

And not for the rest, cai_tms remains the basis of AI at 90% for its strategy
DeaDBreaD 25 Jun, 2023 @ 2:51am 
I want to inform you that your mod does technically nothing. In April CA_Simon announced on the modding discord that they changed most cai_ tables to be non functional and deprecated. So this does absolutely nothing, and i wonder why no one does notice this. You can read it up yourself in the discord. Here is the section for the occupation:

The occupation_decision_component column in the cai_personalities table is fully deprecated and by extension the cai_personality_occupation_decision_components, cai_personality_occupation_decision_policies, and cai_personality_occupation_decision_priorities tables all have no effect. If you want to modify occupation decision logic go to the cai_decision_policy_junctions table and search for occupation. (see GDS section for more detail about how this works).

So you have to rework your mod (and probably all your other AI mods) to be functional again and actually do something.
Lycia Pintella 21 May, 2023 @ 7:41am 
Since this is a very narrowly tailored mod with one DB table, could I talk you into renaming the table to something like !!ultra_aggressive so I can use it in conjunction with other larger AI mods? I'd want yours to take priority if I have two mods enabled that touch those values.

(I'll make a local copy for now but I want to use the official workshop version)
wesker 14 May, 2023 @ 7:08am 
best ai out here, and his on point with updates. good shit:steamthumbsup:
Sphinx 2 May, 2023 @ 11:06am 
If the required items are not in fact required they will indeed make the "mods are missing" notification appear when using a mod manager.
Psychooll 22 Dec, 2022 @ 6:14am 
im using "prop joe wh3 mod manager" and if im not mistaken this program after subscribing a mod, it checks if a mod on steam workshop page has all the required files. and u dear author placed all of your mods in "required mods" tab. and if i dont want to use all of your mods but only some of them, the program flags your mods as if im missing something. (everything runs ok but it makes keeping up with mods confusing). does it make it more clear ?
Hecleas  [author] 22 Dec, 2022 @ 5:02am 
The compilation of all my mods have just been assembled into a mod for those who want it

Hecleas AI Overhaul : https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2905096541
Hecleas  [author] 22 Dec, 2022 @ 5:01am 
@Psychooll I'm not quite sure what you meant, you indicate that it puts an error message if one of the "required elements" is missing?
Psychooll 22 Dec, 2022 @ 4:55am 
Hey Author. Because u placed your other recommended mods in "required mods" list it makes it that when u dont have all of them active, Wh3 Mod manager will show u error "missing required mods". it is rly bothersome for someone who is looking for mod conflicts. can i ask u to change that ? idk maybe move your mods into the decription ?
Hecleas  [author] 5 Dec, 2022 @ 8:26am 
Updated mod for new version, have fun!
BloodW0lf 30 Nov, 2022 @ 3:17pm 
Does this and your other mods still work in MP and game even if say outdated?
siddgeir 18 Nov, 2022 @ 9:12pm 
To those asking, the "required mod" list is more of a suggestion, they all run on their own but together they make a full ai re-work - you can just ignore the warning. I've been running about 3/4 of his compilation (don't care for great power penalties) and no issues.
marc.on.pluto514 18 Oct, 2022 @ 12:06pm 
we need all these mods?
HazardHawk 7 Oct, 2022 @ 8:56pm 
Why are all these other mods required? That is 7 mods to do what I was interested when mods are capped by grade of system still low.
UltraRanger 2 Oct, 2022 @ 3:14pm 
Karaz-A-Karak lost the Pillars of Grungni to skavens yet they still kept sacking it instead of occupying it despite it literally being in their home province?
ph 1 Oct, 2022 @ 5:25am 
Do I need to subscribe all your mod for it to work? or it is all stand alone?
Hecleas  [author] 26 Sep, 2022 @ 4:42am 
Update:
-The problems of sack, raze etc have just been corrected.
HUNG 19 Sep, 2022 @ 6:41pm 
in my custom campaign where only 4 main chaos factions exist. They still occupy settlements but they do raze as well so i wonder if this mod is active or the ai behave the same as vanilla.
Cyclone 19 Sep, 2022 @ 2:12pm 
Not in my experience, I play with Greenskins and the Dwarfs, Skaven, Empire, occupy very often. Maybe it's just certain factions that raze more?
HUNG 19 Sep, 2022 @ 11:37am 
@Hecleas r u able to testify what others users concern? ai still raze the settlements from my experience
TankZealot 12 Sep, 2022 @ 11:35am 
I love the idea, but AI seems to want to raze more.
https://imgur.com/a/rAYNUq3
Hecleas  [author] 6 Sep, 2022 @ 9:41pm 
@✠♠Kn1gHtFuRy♠✠ My mods are complete with each other, you can put them in the order you want
♠Kn1gHtFuRy♠ 6 Sep, 2022 @ 9:27pm 
What's the load order for this mod and Smart AI mod?
Hecleas  [author] 6 Sep, 2022 @ 6:10am 
@Vollhov Fixed
Vollhov 6 Sep, 2022 @ 5:05am 
Hmm... it's strange that with this mod, the AI ​​robs settlements more, and does not capture. :)
RagnaroK 1 Sep, 2022 @ 7:18am 
This one seems to wrok about half the time.
Sacred 1 Sep, 2022 @ 7:12am 
idk doesnt seem to work almost everytime ai just razes or sacks
Vollhov 25 Aug, 2022 @ 4:08pm 
Hello!
Please make the AI capture cities more often, and not rob them. I noticed that in W3 the AI does not capture cities, but plunder them.
sny 25 Jul, 2022 @ 9:28pm 
Hello!
Can this mod work as a standalone?