Total War: WARHAMMER III

Total War: WARHAMMER III

AI Army Tasks and Strategy
781 Comments
Incata  [author] 7 hours ago 
@warriorandtoaster Many factions start without even a settlement and acquire one on their first turn, and it can take several turns until they acquire another. Their main priority is to build a strong army. Once they have that, they will conquer territories. Keep in mind that all factions have the same parameters. If one acts one way and another another, it's because they're reacting to their own situation and context on the map.
warriorandtoaster 11 Oct @ 7:05pm 
From a Zhao Ming start, I've noticed that Miao Ying and Gelt are very slow at consolidating their starting regions with this mod. This is particularly rough for Miao Ying because of her position and intended role of defending the Bastion, though Gelt also has it pretty bad since he doesn't even get a region at turn 2
Incata  [author] 7 Oct @ 11:22pm 
@Ītzpāpālōtl I didn't know about the bug so I guess so.. Yes
Ītzpāpālōtl 7 Oct @ 8:41am 
does this fix lizardman and tomb king AI?
Incata  [author] 30 Sep @ 12:49am 
@Flan It may be due to the interaction for recruiting units up to a minimum army size; I’ll check it, but I’m not overly concerned about it.
@Qbase101 I think it doesn’t really matter, but adjust it to your preferences in case there’s something this mod doesn’t cover.
@Nikovelli Thanks, I think it's not compatible due to some previous comments but you can try it.
Nikovelli 20 Sep @ 7:30am 
@Incata: Thanks for the good work man! I just wanted to ask, is your mod compatible with SFO?
Qbase101 19 Sep @ 2:05pm 
Hey @Incata what do i do with the game settings about ai threat assessment and minor faction potential while using the mod? Do i check them or not?
Flan 13 Sep @ 6:32am 
I noticed when using this mod some armies won't attack when you expect they would:
Easy test is to play any faction in immortal campaing except Gor-roc and turn off the fog of war and watch Gor-roc's behaviour with and without the mod active.
Without the mod he will attack the nurgle army nearby then take the undefended town to the west. With the mod he will attack the army then retreat to his city and not leave. I tried turning other mods off and changing the difficulties/minor potential threat options and it seems like this is the one that causes it.
There's some other factions that seem to do a similar thing as well but that was the most easy one to see since its in the first turn. I only tested a handful of times but it seemed consistent.
sarumanthecursed 11 Sep @ 6:14am 
@incata is there anyway to make the ai always embed legendary heroes?
Incata  [author] 8 Sep @ 9:57am 
@Weissrolf I've seen it and read the description. It seems interesting, but I haven't had a chance to review it in depth. Everyone has their own tastes and likes the game to work a certain way. The more options you have, the more likely it is to fit your needs.
@NEST-7 :steamhappy: Great, I hope it helps you have fun, thanks for commenting :lunar2019wavingpig:.
NEST-7 7 Sep @ 7:16pm 
Just wanted to let you know—my friends and I played online using your mod, and the AI's performance was way smarter than the original version.
Weissrolf 6 Sep @ 1:17am 
@incata @hecleas Have any of you looked at the "Campaign AI Tweaks" mod? This is a relatively new AI mod that was only published this May. I am all for AI modders putting their heads together instead of being super competitive.
Incata  [author] 5 Sep @ 12:18pm 
@Hecleas Of course, my favorite topic hehe 😄
Hecleas 4 Sep @ 6:56am 
Hey Incata, I sent you a friend request to chat with you about AI.
Acadia 30 Jul @ 5:29pm 
@incata Yeah i think i can confirm at least with SFO, AI became so much coward and become whack a mole game

Happens to my last 2 campaign, the last one made me confirm that, using Malekith i declared war with Mung, at first Mung has main army at minor settlement, when i approached it with my main army, they retreated to their Major last settlement (Mung has only 2 settlements), his main Army is pretty comparable to mine since it's early game ( Turn 6 )

Okay that's good plan, Mung tried to defend at last Capital settlement
But nope, when my main army finally arrived near their Capital last settlement, instead going last stand their last city, i already expect to get heavy casulties

They just ran......
Tried attacking Hal Kadra, i just capture their last settlements at ease, and game become whack a mole game chasing Mung last army

But the good thing about this AI mods, it fixed bugged AI AFK army when they have many Armies
With DeepWar AI or Vanilla AI the bug still there
Incata  [author] 5 Jul @ 4:55pm 
@Kaleson I do not understand what you want to tell me but in all ways I think UFO already brings its own improvements of AI and I do not know if it is compatible with my mod
Kaleson 4 Jul @ 12:54pm 
I just played 10 turns as Grom on SFO. I was planning to attack enemy city full stack army + 20 units of low-mid tier vampires. Imagine AI left the city thinking it is not worth fighting with 40 of very decent units vs mine garbage early game goblins +2 trolls and a catapult + very little waagh(somehting like 1 unit of trolls and 8 units of basic goblins.
Sorry to say but I was very excited reading decription of this mod but it failed me in the first turns.
sarumanthecursed 3 Jul @ 6:31am 
Would be epic!!
Incata  [author] 3 Jul @ 5:26am 
@sarumanthecursed I don't mind collaborating with others on a mod; I've done it before. I'm glad I could help :steamhappy:
sarumanthecursed 2 Jul @ 2:07pm 
Just wanted to say thank you about the Ai recruitment mod you made & recommended,

I installed it and it instantly did the job, thank you once again sir!

Cheers
sarumanthecursed 2 Jul @ 1:44pm 
You & Cerb should collab on a battle ai mod, you two are the best at it i have seen!

Thank you for all your efforts!
Incata  [author] 2 Jul @ 1:28pm 
No, I use https://gtm.steamproxy.vip/workshop/filedetails/?id=2855141144 .If you don't want eternal sieges in the majors https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2941645539 .This mod gives agents priority to imbue into armies but that is only part of the problem, the other part of the problem is that about half of the AI ​​army setups don't allow heroes in their armies, my mod https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3397844179 allows up to 3 heroes per army (plus does a lot more)
Incata  [author] 2 Jul @ 1:22pm 
@Grim You can enable or disable the new options, maybe you need mods that make more wars happen or cover diplomatic aspects, this mod is only a small part of the AI ​​behavior
Incata  [author] 2 Jul @ 1:20pm 
@bushez If I remember correctly, this is CAI_TMS_TASK_GENERATOR_ATTACK_ENEMY_SETTLEMENTS_LOCAL_TO_OUR_FORCES_THAT_ARE_BESIEGED_BY_OUR_ALLIES, but there may be more that influence. You could also look to expand the zones of control or the range of reinforcements.
sarumanthecursed 1 Jul @ 9:02pm 
please add or make a mod which ensures the Ai embeds its legendary heroes, been using this great mod but Skarr is never embed in skulltakers armies thus never see him in battle
sarumanthecursed 1 Jul @ 1:16pm 
does this stop ai from sieging minor settlements?
Grim 28 Jun @ 3:30pm 
AI is running around the map on march stance like crazy when doesn't have a war with anyone
Grim 28 Jun @ 1:21pm 
Should i keep new AI options added by CA turned off to have full experience?
bushez 23 Jun @ 1:19am 
you can maybe tell me the Task that effect it ? I want to try to play with it
Incata  [author] 22 Jun @ 11:55pm 
@Pace It shouldn't cause any problems, the options are just to adjust the game a little to your liking. @bushez I don't want to make many changes until CA releases all of its AI changes, I think it could be done (because it has worked in the past) and other behavioral changes to make it a little more complex.
Pace 22 Jun @ 12:28am 
Hey there! Can you give any inputs on how the two new AI settings overlap/conflict with AI mods like your's?

I am already using tons of mods that give buffs to the AI, including minor factions specifically. I guess I vaguely notice a difference with the new settings enabled, but not necessarily for the better.
bushez 21 Jun @ 11:27am 
@incata

there is a way to make vassals and military alliance armies help reinforce when I siege a settlement ? because they always just sit outside the attack range and raid all day
vargasguerrero113 21 Jun @ 5:44am 
other example i jst saw in my new campaign is while playing with volkmar, all the fking jurassic park factions look me as an enemy even when i did not even approach them or their allies in any way. my only friend is the fking wood elves or whatever they are supposed to be called, and their appreciation towards me is just 80 points so they reject any approach that can go more than economic traits
Incata  [author] 20 Jun @ 1:04pm 
@vargasguerrero113 As far as I know, as soon as you conquer the cities of the counts you are offered an alliance with Origo (turn 2) I don't quite understand the question.
vargasguerrero113 20 Jun @ 12:43pm 
i do have a question. is it normal that it is almost impossible to make an alliance with this mod? verybody see me as a treat even when i do not attack almost anybody, being repanse origo and martek look at me as an enemy
Incata  [author] 18 Jun @ 12:11am 
@Dragonforce Changed My Life I guess so, but I haven't looked at anything. I'll update them when I can.
Dragonforce Changed My Life 17 Jun @ 9:22am 
Obvious comment: Are these mods still working with whatever AI changes they made?
Incata  [author] 12 Jun @ 3:21am 
@AETERNA I usually play on the maximum difficulty but with modifications to change some parameters, my recommended mods are in my gameplay mods collection
AETERNA 11 Jun @ 11:22pm 
Thanks Incata - Any particular difficulty that runs best in your opinion?
Incata  [author] 9 Jun @ 3:12pm 
@AETERNA It could be said that yes and also the AI ​​now considers the player as a great threat (what is really)
AETERNA 9 Jun @ 5:52am 
Hi Incata, is there anti player bias adjustments in this mod at all?
Incata  [author] 7 Jun @ 1:17pm 
@Platooni In general yes, the tasks of the beastmen are very reduced, in some previous versions I managed to make the beastmen play better but I removed those modifications since at that time I did not know why some AI left their armies in the cities (and also so that they would not copy me). If CA does not fix it in its next AI update I will try to add it back.
Platooni 7 Jun @ 1:28am 
Hello i use your beastmen mod alongside this and saw that beastmen ai wont raise new armies that much (very difficult to grow past 1 army ) . I also use total stats to monitor what the AI is doing and ai adaptive buffs mod for some extra army caps for beasmen . I tried with deepwar and vanilla also and this seems to present even there so i guess its a ca thingy
Incata  [author] 2 Jun @ 11:32pm 
@R2k They're referring to the new AC AI, not my mod, meaning the game without it. As I said, I should improve that aspect since that mod takes distance from other factions into account more.
R2k 2 Jun @ 10:35am 
@Incata under link you provided people complain about same thing. AI basically declares war, leaves their lands unprotected and dies.
Incata  [author] 1 Jun @ 11:31pm 
@R2k that's what my mod is about https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3402623051
@ICB789 That shouldn't happen, you could have some other mod that generates that behavior
ICB789 1 Jun @ 6:18pm 
Strange mod, for some reason all my neighbor factions tend to stack their armies in my territory. Literally like 6-7 armies sitting inside my borders all on top of each other doing nothing for dozens of turns.
R2k 1 Jun @ 2:05pm 
Can you please check how AI decides to declare war?

I noticed sometimes AI makes completely dumb decision to declare war against player/another AI which is too far away from it. For example, I noticed it by playing High elves and Empire where I was attacked by factions that can't even see my land borders and know about my existence only because of diplomacy with factions between us while their natural enemies, their own neighbors that should be at war with, live peacefully until strategic penalty forces them to declare war.

Thank you.
Incata  [author] 1 Jun @ 4:48am 
@IIIIIIIIIIIIIIIIIIIIIIIII Yes
IIIIIIIIIIIIIIIIIIIIIIIII 31 May @ 3:17pm 
So can this mod work with AI Economy, AI Occupation Decision, AI Anti-Cheat, AI Diplomacy, AI Construction Priorities Reworked, AI Recruitment Revolution? Is it compatible?
And sometimes the AIs don't occupy the occupied area and just wait indefinitely in a looting state.