Total War: WARHAMMER III

Total War: WARHAMMER III

AI Combat and Battle Rules
30 kommentarer
Incata  [ophavsmand] 30. sep. kl. 1:41 
@Crashbox I’ll check it when I can, thanks for the heads-up.
Crashbox 26. sep. kl. 11:55 
Just a head's up - "charge_cool_down_time" is defunct, and seems to have been replaced with "charge_decay_duration". I don't know when this change was made.
Incata  [ophavsmand] 20. sep. kl. 1:24 
@Coolgatty It's intentional; when the AI ​​has to wait for reinforcements, it behaves quite poorly. Players often want to wait for reinforcements to arrive before starting a battle, which artificially lengthens the battles. So I decided to implement this. The only thing I could change is moving the entry point.
Coolgatty 19. sep. kl. 16:09 
-The reinforcement time has increased, but they now have greater freedom in deployment areas. Their deployment time has been reduced, and the number of regiments that can enter

-Reinforcements are now instant and all troops arrive simultaneously. I recommend using Lightning Strike Changed

Can you explain this? Currently i have this and the suggested mod and it makes it so reinforcements are instant and i can place them wherever i want, which is a bit broken. Im not sure this is intended or not
GenezisO 9. juli kl. 9:52 
-The same entity cannot shoot down the same target more than 1 time every 10 seconds.

Wouldn't this heavily impact DPS and overall strength of some missile heavy factions and units like Waywatchers? I clearly remember from my WE playthroughs that I could easily reduce their reload speed to like 3 seconds in late game
Crimson ReapeR 17. juni kl. 5:21 
havent tested with the new 6.2 hopefully works, but it is a great mod, makes AI feel more tactical and human during battles
Incata  [ophavsmand] 29. apr. kl. 5:15 
@Violen Yes, this mod does not make any changes to the units.
Dilemma 22. apr. kl. 9:59 
SFO makes many unit changes including MASS changes. Will this play well with that?
Incata  [ophavsmand] 3. apr. kl. 9:18 
@Vékell the Shape-Shifting now it should feel a little more
Vékell the Shape-Shifting 18. mar. kl. 11:09 
The only bad thing is that the combat between monsters and infantry is not very spectacular; you don't feel the force of the blow.
Incata  [ophavsmand] 17. mar. kl. 16:23 
@Vékell the Shape-Shifting Yes, with all of them
Incata  [ophavsmand] 17. mar. kl. 11:05 
@Scum egg That is the base time on which modifiers are applied, so it has increased by approximately 1 minute depending on upgrades in that aspect and some basic multipliers in the game.
Scum egg 5. mar. kl. 8:21 
Like the mod, but the reinforcement time is about 4 minutes, while it says increased by 15 secodns i nthe description, are these the correct values?
Kman124 20. feb. kl. 17:58 
@Incata Saw the actual mod before your comment. Can't wait to try it out, those videos and that look amazing. This is a major improvement to the AI.
Kman124 15. feb. kl. 6:51 
Awesome changes. AI still tends to send in strong SEMs (like a bloodthirster) or non-skirmishing cav (demigryphs) into the player's army well before the rest of the army arrives, but not sure if there's anything you can do because this happens in vanilla often too.
Weissrolf 12. feb. kl. 16:15 
I think we are overally enjoying this mod!

We had multiple occasions where regiments lost their given command, though, sometime in short succession. One situation where this definitively happens is when one of my regiments is supposed to follow an enemy unit but one of my units gets stuck in combat with a different enemy's regiment. My whole regiment will lose its command then while 1 out of 100 starts a fight on the way to its real target.

We still have to find out whether this is a vanilla or a mod thing, though.
Incata  [ophavsmand] 7. feb. kl. 3:43 
@BardInThePurple :steamhappy: Yes
BardInThePurple 7. feb. kl. 2:17 
Thanks for all your amazing work, does this work with custom units added by mods?
I Have No Enemies Brother 28. jan. kl. 23:47 
@Incata

I noticed that! The fear and terror was a real challenge as playing EMPIRE. But it pairs so well with SFO cause now you have a purpose for heroes like witch hunters to calm your troops in critical areas. Really excellent work.
Incata  [ophavsmand] 28. jan. kl. 23:37 
@Not_My_Spiderman They should actually do more damage, but since units are no longer flying and are harder to knock down, it can feel the opposite, although it is also easier to drag units around. It is one of the trickier parts to adjust and I may revisit it at some point. What I like the most are the leadership adjustments, fear and terror now have a real impact on battles and you have to be careful with those things.
I Have No Enemies Brother 28. jan. kl. 17:02 
@Incata

This battle mod has been awesome. I keep bouncing back and forth in tests between this and Hecleas but I kinda like this more because battles are intense and troops die at a good pace but battles do feel longer. Solid work!

Only thing is cavalry charges kinda feel less powerful. But that could be an incorrect observation from me.
AETERNA 28. jan. kl. 4:18 
Oh, incata, you made this? No wonder its good! haha. I am mostly having issues with their impacts being lackluster - it may be due to them just being ithilmar chariots though. I'll keep testing.
Incata  [ophavsmand] 28. jan. kl. 3:49 
@AETERNA I'm glad you like it. The cars should get stuck less and pass through the troops more easily, but they also require constant attention to function well.
AETERNA 28. jan. kl. 2:57 
Ive fought a few battles on my campaign, i have to say this is actually one of the better battle mods ive tried! Battles feel deadly yet tactical, the morale doesn't feel over the top in any direction. I like that i have to be careful with my hero's. One thing I am finding though is chariots feel quite useless. I'm having fun. :) Good work.
AETERNA 27. jan. kl. 22:33 
Giving this a go - ill report my findings.
Incata  [ophavsmand] 19. jan. kl. 2:53 
@Harbinger Yes. "This implies that some non-existent levels have been added for some statistics. The armor penalty has also been removed (it made no sense to me to reduce this statistic due to fatigue)"
Harbinger 18. jan. kl. 23:58 
Great mod, as for the previous one! Did you also change the fatigue penalty on armour?
anubis 9. jan. kl. 11:20 
Sir, everything is working.