Total War: WARHAMMER III

Total War: WARHAMMER III

Organic AI Overhaul
813 Comments
MarvinEhre 14 Sep @ 1:46am 
A question, is this mod compatible with "AI economy"?
https://gtm.steamproxy.vip/workshop/filedetails/?id=2926849712
Jixxor 1 Jul @ 2:29pm 
Does this work in a Co-Op campaign. And if yes would only I as the host have to do all the settings or must me and my mate sync them up to be identical?
Murderface 17 Jun @ 9:03pm 
Can confirm this causes ctd upon loading for 6.2.
Unknown if it's conflict with other mods.
대장 17 Jun @ 7:39pm 
6.2 crash
kinghamza262 4 Jun @ 3:46pm 
would it be possible to make a version that just allows us to modify race-specific Upkeep?
Tunch Khan 12 Apr @ 6:35pm 
Please update following the upcoming new AI release.
Sin 23 Mar @ 12:44am 
I miss this mod :((
DaBigUn 3 Feb @ 7:02am 
is there a mod that stops AI from recruiting 13 units in 1 turn with 1 settlement on turn 14?
opuntia 10 Jan @ 2:20pm 
Hello
Please update this mod when you get a chance.
I really miss playing with this working in my game.
Khanway 8 Jan @ 5:19pm 
This mod doesn't work as intended any longer. The AI declares war almost randomly with friends and foes alike. I think something is wrong with the triggers that force the AI to declare war with other factions based on their relations. Factions with positive relations will declare war on each other as often as they would with factions they have negative relations with. You'll have war declared on you by friendly neighbors only for them to turn around and seek peace the very next turn.

This mod needs to be updated. Use a different AI mod instead.
DeathNote 5 Jan @ 8:09pm 
does this still work?
Ash 24 Dec, 2024 @ 9:24am 
update 6.**?
Sin 31 Oct, 2024 @ 2:38pm 
Update for 5.3?
Phoenix 30 Oct, 2024 @ 6:01pm 
So if I dont want this to stacked with sfo do I set everything to lowest value in mct?
Medthicc 18 Oct, 2024 @ 7:47pm 
Do you publish your own played collection?
Vollhov 17 Oct, 2024 @ 5:48am 
Good afternoon. Is it possible to fine-tune the content for AI factions? For example, to make content only for the faction of Archaon, Vlad, Karl Franz, etc. and not for all factions of Chaos Warriors, Vampires, Empire?
Morgul 11 Oct, 2024 @ 5:32am 
Epyon (AnimeToxic) 9 Oct, 2024 @ 10:08am 
same i have the same problem :(
Malsangoroth 28 Sep, 2024 @ 11:40pm 
Seems like giving the AI more recruitment slots (via MCT) no longer works. I have tried saving and reloading, the settings are same as ever but the AIs are not recruiting like they should be. I'm giving them 19 recruitment slots, both local / global, and 85% reduced recruitment costs, and they're still only recruiting a handful of units every turn.
Mr_Hig 28 Sep, 2024 @ 7:42pm 
This was the only ai mod I was using, and every single neighboring faction declared war. I played as the boterattlaz today, every faction declared war, lahmian sisterhood, crooked moon, etc included. That doesn't make sense, imho. Maybe it will be the same way without the mod, who knows, but doesn't seem right in any case.
Ashram 4 Sep, 2024 @ 8:58am 
any chance for custom faction compatibility? like southern realms and ovn
opuntia 2 Sep, 2024 @ 1:51pm 
Hi

I have been using this mod for 2 years and I really like it.
I really the level of difficulty and the configurable settings.
Thank you Mr. Soul for all of the thought and effort that you have put into this great mod.
:steamthumbsup::steamthumbsup:
Kälrøgh 1 Sep, 2024 @ 10:58am 
Hey @Mr.Soul !
Thanks for your work on the game's AI

Just got a question, as I'm trying to improve AI thanks to modpack, how does your mod interacts with "Stronger & Fairer AI", does they work with each other ? I've seen you said this one works with Hecleas's AI already, but what about this one ?

As they're the 3 best AI mods on the workhop, I wonder if I can use all / 2 of them without much trouble or not.

Any advice appreciated, and thanks a lot for your hard work ;p
*OMEN 28 Aug, 2024 @ 1:55am 
Xeonzs 26 Aug, 2024 @ 4:48pm 
I thought the budget changes and personality tweaks would make for a more interesting and active game, but after playing with it for a few months and today without it I realized I've been lying to myself this entire time.
I feel like both order factions and evil factions are way more active, have more armies and are more aggresive, there's way more going on.
Perhaps the mod just doesn't compare to CA's recent AI changes, but vanilla (campaign map) AI is actually much more fun to play against than with this, at least now since the recent patch.

This also breaks some factions, by forcing them to spend more money on armies, smaller factions like Valkia can never get off the ground and will just sit around their starting citadel forever.

TL;DR: mod doesn't make AI smarter or more fair, just kills the AI's potential entirely, it's like playing on easy mode.
1342726516 23 Aug, 2024 @ 1:01am 
Not as user-friendly as the "DKAI Dark AI&Environment" MOD
kinghamza262 17 Aug, 2024 @ 1:07am 
you can turn the war declaration script off in MCT, which I do. And this mod is by far one of the best AI mods, and is very customizable. I recommend it!
Aldebaran1918 12 Aug, 2024 @ 1:30pm 
Player with over 400 hours in TW3 and 1000+ in TW2, and I can assure whoever reads this that this is the worst AI mod I've had the disgrace to use. Doesn't matter how much I play with the tweaks and such, turn 3 I have at least 4 factions delaring war on me and eating me alive.
Instead of "Organic AI Overhaul" maybe call it "Organic Player Bias Overhaul", cause it dials up the already exsisting player bias of the AI up to 11.

DO NOT USE THIS MOD
kinghamza262 9 Aug, 2024 @ 8:21pm 
the faction specific AI upkeep reductions dont work. but the global AI upkeep does work.
kinghamza262 6 Aug, 2024 @ 1:11pm 
the recruitment buff for AI is not working.
raw666 21 Jul, 2024 @ 6:48pm 
For the war script, it is possible to get a tone down version? I want a more aggressive AI, but not one that declares war after war without finishing the enemies they are at war with. Also, maybe a preference for factions that holds Settlements in Provinces they have Settlements in.
Weldt 19 Jul, 2024 @ 8:04pm 
I think this mod made the Servants of Conclave declare war on me as Zhatan the Black they also declared war on the non playable Chaos Dwarfs and some random faction I can't remember. had 3 others installed splash screen, Climate Adaption, and auto resolve quest battles disabled all 4 and no war declaration on end turn.

They were marked as Sentinel so ye no clue what happened
Kim Jong Up 19 Jul, 2024 @ 8:36am 
Does this mod fix the useless retarded ally AI ?
JoeyWu 18 Jul, 2024 @ 3:19pm 
@Mr.Soul Thanks for the great mod! There is one issue that is bothering me now. When I reduced the upkeep in the mod configuration tool, the upkeep costs in game was the same as those in vanilla. Wonder if there is any issue with the mod or it's just a display issue
MrSoul  [author] 16 Jul, 2024 @ 12:37pm 
Should be fine, I influence their budgets but not any of their recruit or build priorities
Gilgamesh 16 Jul, 2024 @ 5:36am 
Does this mod impact how the AI constructs things in settlements in any way? Just wondering if it's cool to use with the 'AI Construction Priorities Reworked' mod.
Overlord 16 Jul, 2024 @ 4:09am 
Actually, another 'glitch' happened yesterday. I also vassalized Astrogoth, had military alliance with Drazoath and Overlords of Zharrduk. I had about 200+ repuations with Overlords, strength ranking 3 and a total of 6 vassals and a couple of military allies. Then at the start of next turn I got a notification that war had been declared between Overlords of Zharrduk and me and my vassals. Furthermore, they also declared war on the Empire and several of their military allies, so they simulteneously got in war with like 10-12 factions. Naturally enough, they happily accepted my peace offer. So it seems there's more to it than just the 'animosity' between the "good" and "evil" factions.
MrSoul  [author] 15 Jul, 2024 @ 6:42pm 
Ah, ya didn't want to say, but at least there the animosity makes sense. Empire faction and all, prob least have to try and declare war on a slow chaos incursion or else elector counts would excommunicate them xD Yeah. Things get weird when go beyond the intended diplomatic relations of the game, but part of the fun of these games, warhammer or historic is playing out those "what if" scenarios, and having the freedom to create them in the first place.
Overlord 15 Jul, 2024 @ 8:18am 
No issues. I'm still testing, since I've only recently discovered that Deepwar has gone pretty outdated, so I decided to check for other mods and immediately came across this one. Yes, I had to install Fudging Vassals because of that debacle I had described in the previous messages, although it didn't help to solve that particular problem, I found it very useful so I'm definetely keeping it enabled. Playing as Wulfrik, managed to vassalise Slaughtermen, The Cabal, Sigvald. Then Sigvald managed to seize several settlements next to Nordland, and I believe that was the main trigger causing the issue. So it kept happening several times, the very next turn after the war declaration I was easily able to negotiate peace since, obviously, all the odds were in my favour cuz I was soo overpowered by that timne and Nordland had only 2 minor settlements and not a single ally, btw. So, yeah, kinda awkward. Guess I'll have to wipe them out anyway, cuz it's getting annoying.
MrSoul  [author] 14 Jul, 2024 @ 2:51pm 
hmmmmmmmmmmmmmmm so had thought, like I play with fudging vassals and that makes it so no factions can really declare war on vassals, and this script does check for if theyre vassal of the faction itself, ally etc right, but not just if that faction is a vassal...is an argument, like I mean, that kind of diplomacy irl does lead to crap like WW1 for reals, vassals, allies etc of comp unrelated parties being dragged into a CF of a war. HOWEVER, got some time to kill here so if i can easily add in one more toggle for time being, to exclude vassals being declared war on at all, I'll try get that off here, but yeah, that'll be it for time being.
MrSoul  [author] 14 Jul, 2024 @ 2:40pm 
Yeah good food for thought. For time being, it is what it is, took enough effort just to get it in a stable conditions :) and the relative strength idea. The original test build of the script was actually primarily based on that concept for weighting the decision, but I had a lot o' trouble get that one to function properly, so I simplified it closer to what ended up being the final version. In time, yeah, I'll prob tweak it further. I'm curious, who were you playing, and who was the likely vassal in question?
Overlord 13 Jul, 2024 @ 12:42pm 
@Mr.Soul I'm wondering if 'War Dec' script could be further adjusted and expanded? Like prevent 'order' factions from declairing war on each other, even if relations are poor? Or is there any chance to implement forced war against the other faction's enemies, instead of that faction itself? In my campaign dwarfs declared war on empire since, I suspect, there were no other 'evil' factions around with which they would have had bad relations, so the only option they had left was to attack each other.
Another idea is to have a condition preventing forced war if the odds are severely against the faction. I got in war with Nordland, presumably because one of my vassals was bordering them directly, so the script forced war and I was pulled in respectively, despite having 6 more vassals and 200+ good relations with Nordland. The very next turn the AI assessed the odds properly and naturally enough offered me truth immediately, so situations like this look pretty odd and don't make much sense.
MrSoul  [author] 13 Jul, 2024 @ 11:46am 
@overlord hmm, ya weird one. I ain't got any guesses, double checked the script just now while looking at some other reports, for what it worth, it shouldnt be capable of that particular behaviour

@maus never a bad idea in my books to do a verify when in doubt of any game on steam, tested again to be sure while working on some other stuff, still green on my end.
Maus 12 Jul, 2024 @ 6:28pm 
@Mr.Soul Now the faction upkeep mod is Invalidated in my game,even i re-download everything is useless... Maybe something is wrong with my game files?
Overlord 11 Jul, 2024 @ 10:21pm 
Hm, the thing is - all this time I used Deepwar AI and such a thing was never a case for me. Actually, this has never happened in any of my campaigns at all, regardless of with or without mods. Only for this fresh campaign had I installed your mod.
Anyway, I rolled even more turns back, then declared war on another faction (because at that time the issue happened I was not at war with anybody, maybe that way the game punished my passivity somehow xD) and managed to get past turn 69 without issues. Then Azazel was wiped out. God bless I managed to sort it out and carry on...
MrSoul  [author] 11 Jul, 2024 @ 2:52pm 
Also sorry for delayed responses this week everyone, this is a busy one for me work wise and local festival wise, things prob calmed back down modding wise for me in august
MrSoul  [author] 11 Jul, 2024 @ 2:49pm 
Vanilla or another mod be my best guess, and ya game will always warn when missing a mod but this mod is save game compatible (ie, can remove or add at your leisure the edits will not cause the save file to ctd due to missing assets like a new unit mod would)
Overlord 10 Jul, 2024 @ 10:31pm 
Upd2: Funny enough, I disabled the mod, but could load the saves, although the game indicated the mod was missing and I wouldn't be able to. However, on turn 69 the exact same thing happened - for no obvious reason I became vassal of Azazel and all of my vassals seceded, since they had effectively become his vassals too. I'm stumped.
Overlord 10 Jul, 2024 @ 12:17pm 
@Mr.Soul
So it's turn 68 and I'm playing as Norsca (Wulfrik). I'm not at war with anybody, nor do I have any alliances. I only have 3 vassals (Sigvald, 1 generic Khorne and 1 generic Tzeentch faction). So I just figure then when "War Dec" script is on, eventually I end up at war with 5-6 order factions next turn, and all my vassals secceed, cuz, obviously, they can't handle that or whatever... So then I finally figure what "Declare war on human players" actually means if that script is enabled, so I roll back some 5 turns and disable that. However, when I get to turn 69 again, for whatever bloody reason I start the turn as a vassal of Azazel, at war with the same 3 factions he was at war with. Any freakin' idea why that's happening..?
Upd: I declared war on Azazel turn 68, but when turn 69 kicks in I'm his vassal again and join all his wars... Like, seriously, WTF?
biggggtedd 10 Jul, 2024 @ 10:21am 
The problem is also solved for me! Thanks for the quick fix!