Total War: WARHAMMER III

Total War: WARHAMMER III

AI Construction Priorities Reworked No BRT Farm Prerequisite Change (See Description)
79 Comments
Lycia Pintella  [author] 14 Sep @ 5:32am 
This version of the mod is now identical to the original mod with the exception of Bretonnian farms not needing the farm booster building as a prerequisite in the original mod. I'll leave this version of the mod up in case people don't want building prerequisites changed.
Lycia Pintella  [author] 15 Aug @ 8:15am 
<3 Nighon. Thanks much.
Nighon 15 Aug @ 5:35am 
Lycia, I'm sorry to read that - Take care, your mom will be always with you, and you will carry the torch of her beautiful spirit.
Lycia Pintella  [author] 22 Jul @ 4:54pm 
Guys thank you for being patient with me as there were a few bug reports and requests from the last few months that I basically just never got to.

My mom passed away yesterday, and I would like to come back to modding soon to have some task to distract myself with, but I am not sure when I will be able to focus again. Thanks to everyone for always being so patient with me even over simple requests.

I won't burden you guys with my emotional situation, but I do want to say she was the most amazing person in my life, and she always put the needs of her family above her own, even though she lived in pain and had things a dozen times worse than anyone else because of her health issues. She was thinking and talking about her family with her last words.

There will never be a person as amazing as her in this world, at least not to me.

Thanks for listening. I want people to know she was amazing, even if you will never know the details.
Lycia Pintella  [author] 16 Jun @ 4:27pm 
I believe so but I've never sat down and fully tested it to confirm. I see no other rules in the game files for how the AI should build buildings so this one set should do it.
Yume 10 Jun @ 10:06am 
Does this affect auto construct?
|FA| Snarre(FIN) 30 Apr @ 1:52am 
on all cases this mod improve AI performance owerall because AI get better units out.
|FA| Snarre(FIN) 30 Apr @ 1:51am 
i play wh too , anyway yes there litle bit public order issues whit AI but rebels canot take cities. some factions do better than others .
Lycia Pintella  [author] 23 Apr @ 7:03am 
I'm used to playing on high difficulties, hm. That might be something to consider but wouldn't it only impact like normal difficulty?
|FA| Snarre(FIN) 22 Apr @ 1:04am 
AI have ginda big ammount of public order problems whit this mod.
Lycia Pintella  [author] 26 Mar @ 4:34pm 
Unsubscribe and resubscribe to the mod if it is still crashing and let me know if that doesn't do the trick.
Lycia Pintella  [author] 26 Mar @ 2:56pm 
Crash bug should be fixed. Let me know if any issues remain. I was updating about 70 mods back to back so it was rough going for a bit there.
Lycia Pintella  [author] 19 Mar @ 3:24pm 
@DANKMAN If you are still around, I think I know why you were getting a script break in the ROC campaign. The mod by default assumes you are playing on Immortal Empires, and under MCT on the main menu of the game there is an option to replace Bretonnian barracks with stables on turn one. However, most of the provinces that script touches are not in the ROC map. If you disable that option, I suspect you can play in ROC again with this mod.
Lycia Pintella  [author] 8 Mar @ 1:21pm 
Correct.
KarlFooknTanner 8 Mar @ 9:03am 
So, the tier 4 buildings which are not marked with an X will still be unavailable, it's only the image in the construction panel that is like that?

If that is the case, then false alarm I guess, sorry.
Lycia Pintella  [author] 8 Mar @ 8:23am 
This mod doesn't enable that. It does change the UI slightly due to some steps I took to make the mod work with the tier 4 minor settlement submod. You won't actually be able to upgrade to T4.
KarlFooknTanner 8 Mar @ 7:06am 
@Lycia Pintella,

Hello, I just spent several hours trying to find out which mod causes minor 3 tiered settlements to be able to build 4th tier buildings (no 4th tier settlement upgrade and not able to build 5th tier buildings) and after disabling this particular mod the settlements were back to normal (unable to build 4th tier buildings).

Such a drastic change is not in the description as far as I can tell. Is this intentional?
Lycia Pintella  [author] 19 Feb @ 8:37pm 
If you manually tinker with the mod to remove LUA code, make sure you save your changes in the game's data folder. Otherwise, Steam will just overwrite your edits the next time it syncs your workshop entries to your pc.
Lycia Pintella  [author] 19 Feb @ 8:35pm 
I'm not an expert on LUA like some other modders (which is why it took me over a year and a half to get all the features working when it would have been a few days work for other people) but I believe if you remove the mod, or just remove the LUA from the mod mid game, you will be safe.
WitcherHammer 19 Feb @ 8:05pm 
Honestly I would like to test that, can this mod be safely removed mid-playthrough? When AI will reach T5 we will be probably somewhere in mid-game, don't want to loose campaign if script will break :(
Lycia Pintella  [author] 19 Feb @ 7:21pm 
Similarly, the code that dismantles AI growth buildings when their province hits tier 5 will try to run on both machines, but I don't know if it will be sync break proof, so consider nuking that as well.
WitcherHammer 19 Feb @ 6:59pm 
Thank you Lycia
Lycia Pintella  [author] 19 Feb @ 6:55pm 
MCT is only required if you want to disable the option for Bretonnian barracks to be replaced with stables on turn one. That being said, I don't know how well my code that does that will work with multiplayer so you may need to get RPFM and manually delete the offending LUA code if it causes a sync error.
WitcherHammer 19 Feb @ 6:51pm 
Is MCT mandatory? Want to play coop multiplayer with my friend and don't want to instal MCT (many people write that it causes issues in coop).
EliteGamer11388 19 Feb @ 6:18pm 
That's fine, I was just making sure I could still use them. Thank you.
Lycia Pintella  [author] 19 Feb @ 5:12pm 
The sub mods will work but your mod manager will likely complain that the main mod is missing. I'd rather not release duplicate versions of the submods to fix that, though.
EliteGamer11388 19 Feb @ 3:06pm 
This leaves a question about the sub mods though. How can we sub to the walls and T4 submods, if we use this version and not the main version of the mod?
Lycia Pintella  [author] 19 Feb @ 10:02am 
I don't support the ROC campaign. Let me know if you see any issue with IE.
DANKMAN 18 Feb @ 10:00pm 
Hello, for some reason this mod seems to raise a LUA script break error (the big red X warning) when I tried running it on a new RoC campaign with Valkia. I'm not sure if it's only on campaign start, only on RoC, or only with Valk, sorry.

I was running just this mod alone and the warning still pops up. Same deal trying with the datacored version under the same parameters. I've been using that version for years now and never had the warning pop up, even when running it with other mods, so dunno what's happening here lol.
OwL_PaRTy 17 Feb @ 1:35am 
Ah nice nice. Cheerios :)
Lycia Pintella  [author] 16 Feb @ 9:44am 
This mod is unaware of those structures. However, when someone makes a new structure as part of a mod they generally write their own priority to cover the building.
OwL_PaRTy 15 Feb @ 11:47pm 
Ah I see. What about mod-added landmarks and resources?
Lycia Pintella  [author] 14 Feb @ 10:43am 
Landmarks (unless I think it is a bad one) have BBQ levels of priority, and the priority on resources is generally high, but stuff like diamonds etc are higher than other resources as best I can remember.
OwL_PaRTy 14 Feb @ 1:38am 
How are priorities written for resources and landmarks? Because the variety obviously does very different things
Lycia Pintella  [author] 31 Jan @ 1:22pm 
<3
flecha 31 Jan @ 10:12am 
sweet!
Lycia Pintella  [author] 28 Jan @ 3:15am 
Growth deconstruction is live in the main mod. If you see anything being dismantled that shouldn't be when the AI hits tier 5 in a province, please let me know. If the AI destroys growth and then rebuilds it, please give me a shout and I will fix it.
Lycia Pintella  [author] 14 Jan @ 3:57am 
*** EXPERIMENTAL FEATURES SUBMOD ONLY (for now). Added experimental code to dismantle growth when an AI province his max level. Does not remove pastures as they may have faction wide bonuses.***
Lycia Pintella  [author] 5 Jan @ 12:12am 
@EzUNreal if you are still around I got another report about Lost World breaking when used with this mod. If you want to add me on Discord (lycia_pintella) I am willing to supply a different version of this mod that may fix the issue. Let me know - once I hear back from you it'll probably take me a little time to get it ready.
Lycia Pintella  [author] 27 Nov, 2024 @ 8:42pm 
Vampire counts have rediscovered how to upgrade their barracks. The only way I could fix this was to remove it from the mod, as the building has a very unique structure in the db tables and any attempt to reference it with this mod was breaking it. That being said, vanilla seems to handle it satisfactorily.
EzUNreal 30 Sep, 2024 @ 12:18am 
Not sure why but this mod seems break Ovn Lost World a bit. The settlements in Araby desrt like Zandri, Tomb of terror etc. don't have the new skins
xiaoyu2 4 Sep, 2024 @ 1:05pm 
I did a test between the game body and the sfo with all mods turned off, and the ai ignored the dinosaur building sequence
xiaoyu2 4 Sep, 2024 @ 12:38pm 
Lizard people don't build dinosaur sequences. It's the Triceratops building sequence
Lycia Pintella  [author] 31 Aug, 2024 @ 1:05am 
Sorry for some confusing messages (now deleted). I thought I was replying to something else. Having basically the same mod in two workshop entries confused me to death.
Lycia Pintella  [author] 30 Aug, 2024 @ 4:30pm 
Hey bradhunter. You need to install the mod configuration tool (link on the right hand side of this page). It will create a button at the top left of your title screen. Click it and scroll down to AI Construction Priorities Reworked and you will have a checkbox.

You have to do it from the title screen. MCT works mid-campaign but you can't change this option mid-campaign.

Lemme know if you have any trouble.
bradhunter 29 Aug, 2024 @ 10:31am 
Maybe I'm a dumbass, but how do I turn the Bretonnian starting stable barracks OFF?
Lycia Pintella  [author] 23 Aug, 2024 @ 10:49pm 
I'll run a test campaign tonight to see if it is something I can help with. I appreciate the report either way!
Phier 23 Aug, 2024 @ 8:42pm 
Understood, all I know is it was working before the current update.
Lycia Pintella  [author] 23 Aug, 2024 @ 1:02pm 
Side note: it was never my intention to try to support total overhauls as I don't play them. This version of the mod is only out there to prevent a crash incompatibility. However, if it's happening in vanilla I will tackle it.
Lycia Pintella  [author] 23 Aug, 2024 @ 1:01pm 
Does anyone have any notes about Empire growth buildings in vanilla or blank slots there? If it only happens in SFO I probably can't do much, but if it happens in both that means something is up with my mod.