Total War: WARHAMMER III

Total War: WARHAMMER III

Hecleas AI Overhaul
1.276 kommentarer
LOLgic For 17 timer siden 
@Hecleas The settings added around sep 30 - oct 1 dont seem to stick when updated via the mod manager. After reloading they revert. This might be a mod setting manager issue but coupled with the default "allow target player" being default "true" it pulls me into a lot of unexpected wars after I tried to disable the feature. Not super annoyed, as it basically just mean im perma at war with all neihbors and im playing skaven so no tmuch changed, but I would recomend defaulting that setting to "false" to improve perceived conistency.
Feso 4. okt. kl. 8:37 
what difficulty to play on with this mod ? Does it make a big difference ?
Mosketero 3. okt. kl. 5:21 
@Uhtred866 This mod make hundred of things that makes the game more fun. I have used this mods for years and the "not notification" is a bug with the new update. Be sure Hecleas will fix it soon.
Uhtred866 2. okt. kl. 12:53 
This mod just makes random faction declare war at you without notification over the end turn. Why is this not clarified in the description?
Smaug 2. okt. kl. 7:04 
Would this fix the base game Lizardmen/Tomb Kings "idle AI" bug?
Odinmask 2. okt. kl. 2:42 
Hello @Hecleas. Does Ai stil get bonus money in Very Hard campaign setting? Or this mod remove every AI money cheat for all setting?
ChizFreak 1. okt. kl. 17:26 
@Hecleas does this mod also fix the problems with Lizardmen's campaign AI (and Tomb Kings in 6.3.1) that came with 6.3?
luich 1. okt. kl. 13:42 
would you recommend using this with Grand Strategy or separated?
Veg 1. okt. kl. 0:47 
I've got the same problem as the person below since the last update - factions declare war on me, but I do not receive any notification. They were not invited by anyone, I double checked it. I ran a couple of short campaigns, turned off all the other mods - the problem is in the last update
dannis 29. sep. kl. 12:55 
It seems like after the last update, War is being declared a lot more amongst the AI and vs. the player. Other factions declared war on me during the end turn phase, however, I did not receive a notification but saw it in the events list on my turn. It may have been AI declaring war on one of my many vassals? Not sure. It happened twice with 2 different factions.
懒猫 29. sep. kl. 5:26 
这个模组和更强更公平的AI兼容么
ChizFreak 28. sep. kl. 20:34 
@Hecleas I see, thanks for the answer. And thanks for the great mod. It makes enemies much smarter on their moves. They are really annoying in a good way, similar to what an enemy player would do.
Hecleas  [ophavsmand] 28. sep. kl. 18:40 
Update:
-⚔️ Declare War — Neighborhood Logic, Truces, Cap & Probabilities (new mechanic)
General principle: the AI no longer declares war at random. It targets neighbors first (shared land borders, nearby sea straits, river-linked regions) and applies truce/limit rules to avoid diplomatic chaos.
-Following player feedback, adjustment of cultural multiplier penalties to make it more logical and less punitive.
Fant_A 28. sep. kl. 15:43 
Compatible with radious?
Hecleas  [ophavsmand] 28. sep. kl. 4:47 
@ChizFreak Yes, you can disable the AI ​​mod mid-campaign if you want to compare. Afterward, to avoid breaking your campaign, save, run your tests, and pick up where you left off with the mod when you're done.
Because it would be silly to think that vanilla will have broken part of your campaign.
ChizFreak 28. sep. kl. 4:34 
@Vashanesh and @GoldenHammer the description of that mod says it includes this one too so yeah, it includes everything it seems.

@Hecleas: can I deactivate or uninstall/unsubscribe from this mod mid-campaign with no issues? I wanted to see more of the vanilla experience for comparison.
Vashanesh 28. sep. kl. 0:35 
yep, same question
GoldenHammer 27. sep. kl. 10:18 
Does the Hecleas Grand Strategy mod contain Hecleas AI Overhaul and Battle Overhaul???
Hecleas  [ophavsmand] 26. sep. kl. 16:32 
Check out my new mod: Hecleas Grand Strategy https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3575054982
-Battle AI
-Battle gameplay
-Siege gameplay
-Campaign AI (Hecleas AI Overhaul included)
-Campaign gameplay
-Faction balance
-Etc.
Czech_0nlyFans.jpeg 26. sep. kl. 11:02 
SFO : said that they do not edite ai and ur saying their script cause ai to be passive . Whats going XD I trust u . So i hope they fixed it .
ppl ask u a lot , sorry.
Eregios 26. sep. kl. 8:01 
Something is weird with Noctilus.

He razed citys from Caledor over and over again but didnt settled there. I took his main city and after that he captured one of thos citys.
Yes he lvled up pretty fast that way but it was still weird, he simply didnt cared about expanding.

Just wanted to give you this feedback. Because he behaved strange
Hecleas  [ophavsmand] 24. sep. kl. 3:46 
To be honest, it doesn't matter, it's up to you. Some people tell me it's better with more war, while others say it can be a bit too disruptive.
It's up to you.
Czech_0nlyFans.jpeg 24. sep. kl. 3:01 
should i leave it on or off ?
Czech_0nlyFans.jpeg 23. sep. kl. 6:49 
how it works with "AI Strength &Threat Assement" on or off?
𝓢𝓷𝓸𝔀 ℬ𝓪𝓵𝓵 22. sep. kl. 13:04 
does this make SFO better?

Sorry if its a repeated question, Ty.
Mephet'ran 21. sep. kl. 12:08 
So I do leave campaign diffulcuty at normal with this mod or increase it VH/VH like I usually do? And do I toggle "AI Strength &Threat Assement" on or off?
Hecleas  [ophavsmand] 21. sep. kl. 4:34 
@anian We've collaborated in the past. I tried to find the problem in his mod, but I couldn't find it, and even he couldn't find it. We discussed it, and I reported the problem to him.
Afterward, it's not my mod.
I then preferred to devote my energy elsewhere.
anian 21. sep. kl. 4:26 
I meant, that you could perhaps collaborate with sfo to find what might be the culprit.
Or maybe its something more arbitrary, the bigger garrisons confuse the ai
Hecleas  [ophavsmand] 21. sep. kl. 3:30 
@Bone05 Perfect!
Hecleas  [ophavsmand] 21. sep. kl. 3:30 
@anian You didn't understand what I said below :/
It's not a question of compatibility or anything else.
In itself, my AI mod, and even the others, are naturally compatible with SFO since it doesn't modify the tables related to the AI's behavior.
However, as I said, another element of the SFO database or one of its scripts can interfere with the hardcoded behavior of the AI.
And that alters the AI's behavior.
The best way to compare is to activate my mod, run it several times, then activate my mod + SFO and run it a few times, you'll see the difference.
You can test it with vanilla AI and other AI mods.
You'll see that each time there's a problem on the SFO side.
Unfortunately, that's a fact. I don't know why or how; we can only assume.
anian 21. sep. kl. 3:04 
Since you are saying that vanilla ai does not work for sfo, any chance for a special mod version, compatible with sfo?
Bone05 20. sep. kl. 22:46 
@Hecleas I did a quick playtest this morning and the AI seems more willing to expand at the start of the campaign - so I think it looks great now. Thanks for addressing it quickly.
Hecleas  [ophavsmand] 20. sep. kl. 19:28 
@Bone05 I just fixed it, so it's probably perfect. Let me know if it's okay for you.
Hecleas  [ophavsmand] 20. sep. kl. 14:41 
@Bone05 Okay, you're right to point this out to me. Yes, today I adjusted a value that made the AI ​​even less suicidal and positioned itself more accurately. But the risk is this one. I'm continuing to test on my side (I've had good results, though), and player feedback also helps.
Thanks. In any case, if it's really a problem, I'll reset the value that was more accurate.
Unfortunately, to find the perfect solution, you have to test.
Bone05 20. sep. kl. 14:33 
I will give it a bit longer to try out the new version. I have played a lot of campaigns with your mod lately and the change is really very noticeable. I play without the Potential Minor Faction setting on. Usually the first 5 or so turns play out the same, how the major factions expand anyway. Now they simply do not or much slower and I am quite sure it is the new version since it just started happening today.
It might not be a bad thing, maybe in the long run it will be much better - but it was definitely very big change, so I thought I will bring it up and check whether it was intentional.
Hecleas  [ophavsmand] 20. sep. kl. 14:15 
@Bone05 In vanilla, you have AI behavior groups; some factions are designed to be passive (and wait their turn to die), others will be very aggressive, etc.
For my part, I've generalized the AI ​​behavior so that it has the same, most logical intelligence: defending what is threatened, attacking when the opportunity presents itself, etc.
At the beginning of the campaign, especially if you've set the potential faction for the minor factions, each one defends, waiting for the right opportunity, and if two factions have the same strengths, you end up with a game that can quickly become blocked.
Hecleas  [ophavsmand] 20. sep. kl. 14:12 
@Beleth Unfortunately, SFO has a script or element in its database that bugs the AI's behavior. Whether it's vanilla AI or an AI mod, it makes the AI ​​even more passive.
Hecleas  [ophavsmand] 20. sep. kl. 14:08 
@Robbis Yes, and apparently CA has just corrected the lizardmen, in any case, the more patches CA makes, the more we can fear for the quality of the AI ​​in general.
Hecleas  [ophavsmand] 20. sep. kl. 14:07 
@cboye19 No, but it creates a much more blocking effect on the campaign because the differences are less marked (feeling that the campaign is stagnating or blocked because the AI ​​often ends up having the same strength as its enemy). For the start of a campaign, it's disturbing.
Hecleas  [ophavsmand] 20. sep. kl. 14:05 
@sweetnerevar I agree, I did this to add difficulty and above all, to be careful with our choices which can have a real impact. After the multiplier is 2 or 1 in your case your faction of the same culture will blame you for attacking its ally.
Bone05 20. sep. kl. 13:59 
@Hecleas - hello!! I started a campaign today and noticed that the AI was surprisingly passive - for example Kislev by turn 10 did not get a single region and very similar for other factions. It was quite drastic change from other campaigns I had earlier this week. I tried the game with only your mod to confirm this and the same thing happened in every campaign. Even compared to vanilla to check that the AI is a lot more aggressive there and expands faster (in the first 10 turns anyway).

I noticed that you released a new patch just today - is it possible it has something to do with that?
Btw the mod is great, really been enjoying it. Fantastic work.
Beleth 19. sep. kl. 11:07 
I'm using this mode together with SFO but I haven't noticed any difference. I'm on lap 15.

I have no idea if the mod works. I wish you'd added a setting in-game. Even using MCT, we don't see any settings. I appreciate the effort, but it would be great if you found a solution instead of leaving players in a bind.
Czech_0nlyFans.jpeg 19. sep. kl. 3:29 
I used this mod with the mixer, and the problem was with the minor factions inside mixer settings . When I turned that off in the settings, the mod started working again, and hell yeah, it’s so fun! (Also, the old AI minor settings disappear in vanilla settings before starting a campaign with the new patch.) ---> I’d recommend turning off the Minor Faction Potential setting. / maybe its just me but it works <---
Robbis 18. sep. kl. 17:52 
I just saw that the lizardmen AI is broken, that could be part of it. :)
Robbis 18. sep. kl. 14:31 
The patches starting in August is when I started to notice. I play with your mod, all diplomatic options, minor settlement battle returner, Tier 3 Walls Returned and Fort Maps + Fort maps encampment stance. One example that comes to mind is playing Tzeentch as the main lord. I used to struggle a bit with Slaanesh on the Island and then the High Elves and Lizardmen would attack me. The lizardmen would come at me with 3 or 4 armies. In my current save they are just sitting idly by. I can send you some different saves if you'd like, let me know what the best way to get them to you is.
cboye19 18. sep. kl. 13:50 
So does having the AI options in the option menu break this mod? Or are they overridden?
sweetnerevar 18. sep. kl. 9:33 
Now, this would be fine in a pure sandbox experience, but I'd argue that one of the biggest appeals of Warhammer is the flavour of the wars you are waging and having to kill Elspeth as Franz or Balegar as Thorgrim ain't it.
sweetnerevar 18. sep. kl. 9:32 
@Hecleas some feedback on diplomacy after latest changes. Not a fan of x2 multiplyer for negative relations effects. Earlier builds of the mod already made it fairly difficult to maintain good relations with AI unless you cheese them with gifts but it seemed fair and generally you wouldn't see some major immersion-breaking wars within ordertide/between same culture factions. Now it is easy to have monstrous penalties with your supposed friends as soon as you meet them because you just happened to get attacked by some random minor faction they happen to have trade with (case in point, I had -150 relations with Teclis as Eltharion immediately upon meeting him simply because Teclis decided that he cared about that one ogre tribe I fought at some point more than anything in his life).
Hecleas  [ophavsmand] 17. sep. kl. 19:17 
@Robbis Thank you very much for this information? Was it better before when? Because depending on the answer, I'll know what I need to focus on.
What other mods do you have? I'm interested in your details. By the way, if you want me to test your save file,
Robbis 17. sep. kl. 19:09 
Hi, first want to say that I've really enjoyed your mod, its definitely the best AI mod out there. Something seems to have changed with the recent patches though. I'm not sure if maybe i'm doing something wrong with load order or my install is broken by the AI seems very passive compared to what it used to be. I used to feel like I was barley surviving each turn and now I just steam role. Has something else changed or maybe i need to re-install, thoughts?