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https://gtm.steamproxy.vip/workshop/filedetails/?id=2926849712
Unknown if it's conflict with other mods.
Please update this mod when you get a chance.
I really miss playing with this working in my game.
This mod needs to be updated. Use a different AI mod instead.
It is compatible with https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2926591990 ?
Thanks
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.
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
Hello there,guys go help me with theme in CA forum. We need better AI.
https://community.creative-assembly.com/total-war/total-war-warhammer/bugs/4007-ai-is-inactive-and-spaming-monsters-or-artillery?page=1
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.
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
They were marked as Sentinel so ye no clue what happened
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.
@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.
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...
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?