Total War: WARHAMMER III

Total War: WARHAMMER III

Scaling AI Power (Patch 6.2.2)
80 Comments
Notteger  [author] 20 hours ago 
Thank you all for the feedback. Unfortunately, I'm currently fully occupied with a major work project, so I don't have time to update my mods or even just play the game. Major updates from me will most likely come after the new DLC releases.
JQK1212 9 Sep @ 11:24pm 
need MCT I don't like Experience Growth
Rayki 9 Sep @ 8:29pm 
thanks
Notteger  [author] 9 Sep @ 7:19pm 
@Rayki, It will work without the update.

I will update all my mods when I have enough time to play with the new patch.
Rayki 8 Sep @ 5:37pm 
need update?
awpanda1 27 Aug @ 9:47pm 
is this mod compatible with stronger fairer AI? or does it do the same thing?
Lyvewyrez 26 Aug @ 6:40am 
@Notteger, True mate, they don't receive bonus levels, but something was contributing to their rapid level gain. I noticed you have 30-40% increased character experience gain for the higher levels, would that be a contributing factor why their levels grow rapidly only after 10 turns?

Hard to say if it is just this mod, I'd need to do more testing to be sure.

Anyway, stellar job with the mod, just came back a bit frustrated by how quickly characters in latest playthroughs were levelling so fast comparatively (Imrik on the dragon by turn 10 or so being the big question mark).
Notteger  [author] 25 Aug @ 7:41am 
@Lyvewyrez, Legendary lords don't receive bonus levels from this mod. Bonus levels on recruitment are only for regular heroes and lords.
Lyvewyrez 24 Aug @ 5:05am 
Yeah the bonus levels from turn 1 feel heavy handed. At about turn 7, LL is level 11, I am against other LL's that are 10 levels or so higher. This really artificially changed the difficulty due to certains lords getting much faster access to mounts. Imrik for example was impossible as he was level 26 or so when I was 14. Could not defeat or touch his HP on that dragon.

Also seen LL's at level 50 while I've been struggling at level 27.

Is this a problem? Not sure, outside of mounts and special abilities, I'm not sure how much of an impact it truly has on the difficulty, but the start feels off with how quickly they get access to strong boosts comparatively.
Yeah, I feel like scaling system if possible to implement would be a lot better. I suppose AI has some baseline cheats for that because at basically the start of my campaign whenever I killed the lord (Particularly it was Zhao Ming's faction) they kept getting new lords at rank 12.

Also extended caps can lead to some funny stuff, like I've seen Zhatan with the almost full stack of dwarf warriors. Fighting it definitely was more of a challenge then a bunch of regular goblin labourers and was some good fun.
Notteger  [author] 23 Aug @ 7:22am 
@жак быдло про фрески, Yes, the mod gives 7 bonus levels for AI heroes and lords. I'll probably make turn-based progression in the future. Like +4 bonus for the first 15 turns, +6 from turns 15-30, and so on. This is just an example.
Notteger  [author] 23 Aug @ 7:22am 
@The LoreMaster, I tried playing with SFO on legendary difficulty. I wouldn't say that Beastmen are OP (from my experience), but the balance needs to be adjusted for SFO. Some bonuses stack there, especially if there are other Beastmen mods
Does this provide bonuses for recruit ranks of lords right of the get go? Having to fight a level 12 lord every time while your are like level 1-5 is such a pain in the ass. But I guess that the part of the expirience lmao
The LoreMaster 19 Aug @ 1:19pm 
using this mod with deep ai mod and sfo makes the beastmen completely OP
Notteger  [author] 7 Aug @ 4:45am 
@[W]icky, This mod doesn't provide income bonuses (only small amounts from certain sources), additional recruitment slots, or upkeep discounts. It does give a small bonus to starting experience and experience gain for AI armies.

Again, if you want to slow down AI army upgrades, you can increase the rank requirements for upgrades in the unit upgrade mod. Plus, in the latest update, I think I slightly reduced the bonus experience for units.

In any case, parameters will continue to be calibrated based on feedback and my own experience.
[W]icky 6 Aug @ 8:21pm 
This mod together with upgrade units for AI and Player mod you recommended with SFO, I tried for 35 turns as Karaza Karak on Legendary difficulty. Every freaking 2 turns AI brings a full stack of highly upgraded and full level rank 7-9 unit stack. It's a nightmare, unfortunately I'm giving up on this and that mod, this is insane, what started as a challenge ended not fun anymore. Yes AI is smarter thats all good, I think you found the sweet spot of AI behaviour but please tune down the bonus effects you mentioned for AI, this is madness
Notteger  [author] 6 Aug @ 3:16pm 
@Josen, Compatible. But the mod wasn't calibreted specifically for SFO.
Josen 6 Aug @ 12:29pm 
is this mod compatible with sfo
Notteger  [author] 4 Aug @ 11:02am 
@Juniblex, Thank you for your feedback. I will check everything when I have time.
Juniblex 2 Aug @ 11:33am 
Hello there! I just noticed with the Warriors of Chaos factions you can recruit 48+units in chaos regions with tier 4-5 units at turn 1. In turn 5 i have 6 aspiring champions with Dragon ogre shaggots...Its makes easier the campaign than in vanilla. (I tested it in legendary).
Fear 26 Jul @ 11:09am 
just i don't see a lot of black arks near dark elves but they die pretty quickly so maybe it's linked
Notteger  [author] 23 Jul @ 4:11am 
@Fear, I haven't played in the Dark Elf region for a long time. But I don't remember seeing major problems with Black Arks before. What's wrong with them?
Fear 22 Jul @ 6:18pm 
dark elves using black arks better, can you do it ?
Fear 22 Jul @ 6:09pm 
very interested, maybe i will test for my next sfo campaign
Also something i think the warriors of chaos don't use is the souls
Notteger  [author] 22 Jul @ 3:35pm 
By the way, a question for those who play with SFO: don't you think that monsters in SFO are too weak compared to other units and their cost in tabletop caps?
Giga Gero 22 Jul @ 4:24am 
I must say this ai power mod is my favorite and i tried 8
Noble Winter 21 Jul @ 4:24pm 
Ah I see, thank you for the clarification. If you'd like to check yourself the mod I was talking about was called Higher-Unit Capacity for Chaos Dwarfs by Andre. Im unsure how exactly you increase caps on cdwarfs for the player and not the AI as well.
Notteger  [author] 21 Jul @ 2:22pm 
@Noble Winter, It depends on how the unit cap is implemented in the mod you're using. Most likely, the effects will stack for the AI, resulting in something like 10 + the value from my mod.
Noble Winter 21 Jul @ 1:16pm 
To clarify, in vanilla the starting unit capacity within the hellforge for chaos dwarf warriors is 2. If I were to manually change that cap through RPFM or a mod from 2, to lets say 10 total. Would that chaos dwarf warrior cap increase also be bundled with however much this mod increases them by for the AI?
Notteger  [author] 21 Jul @ 12:59pm 
@Noble Winter, I'm not entirely sure what you mean by that. Could you clarify?
Notteger  [author] 21 Jul @ 12:56pm 
@Brother Vitus, This mod was intentionally designed to be simple, minimizing the potential for conflicts with major overhaul mods.

In the context of SFO, some factions might receive bonuses that are either too strong or too weak, as I didn't specifically tune them for SFO. However, I haven't noticed any major issues so far. I'm currently playing through a campaign with this mod and SFO myself, and I'm making some minor parameter adjustments along the way.
Brother Vitus 21 Jul @ 4:49am 
Hi again) Im very curious, so it is not optimized for SFO but works with it, but what exactly does that imply? Does it mean that it wont use units, mechanics, ect. added by SFO or what? And do you plan to optimise it for SFO, considering you yourself play it? Ah and does mod order matter here?
Thx for amazing mod btw<3
Noble Winter 20 Jul @ 4:41pm 
I was wondering if you were to use a unit cap increasing mod for the chaos dwarfs, as in andres higher capacity. Would that also double dip into this mod for the AI? Basically giving them higher caps altogether.
🕀 Kareca 18 Jul @ 2:04pm 
Really fun to see beastmen being what they should be on the campaign map, using Deepwar and Jadawin's Unnatural Selection. Having a lot of fun on a Malus Darkblade campaign. Tomb Kings are also doing well. Festus is doing great, the rest of the Empire has united, Kislev is overwhelmed.
Cattsy 18 Jul @ 7:10am 
this mod with legendary difficulty is crazy the ai have high tier unit with lvl 9 so fast.
Notteger  [author] 18 Jul @ 4:16am 
@I Have No Enemies Brother, Simply delete the rows that are responsible for passive experience gain in the “SAP_Army” table
I Have No Enemies Brother 17 Jul @ 10:41am 
@Notteger

I love this mod and I believe it does everything you reported. I have seen greenskin armies with scrap and dwarfs with runes and other armies with banners. Excellent work and thank you for this.

My only personal issue is I would like to remove the AI armies and garrisons getting experience every turn since I am trying to make battles more fair instead of slightly cheating on AI side. I hate showing up to fights and the AI army is better but not through fighting experience but just by passive leveling.

Using RPFM what table would I remove from this mod to remove that feature?
Notteger  [author] 15 Jul @ 10:28am 
Which AI-overhaul mod pairs best with mine mod?

I keep getting this question about Hecleas, DeepWar, and AI Army Tasks & Strategy. My advice is still to test all three and see which one suits your playstyle.

In my experience DeepWar does the best job of fixing Beastmen behavior. Because my mod already helps them recruit more effectively, running it together with DeepWar turns the Beastmen into genuinely challenging opponents on the campaign map.
Notteger  [author] 15 Jul @ 4:07am 
@sarumanthecursed, It wasn’t created specifically for SFO, but it works perfectly fine with it. I’m currently running a campaign using this mod together with the unit-upgrade mod and SFO, and everything is working great.
sarumanthecursed 14 Jul @ 4:20pm 
How does this go with SFO?
Notteger  [author] 14 Jul @ 10:31am 
@Rubyeye, It's better to use my mod in conjunction with one of those listed in the description.
Rubyeye 13 Jul @ 11:20pm 
Would you recommend subscribing to and playing with just this one mod, or using it together with one of the three AI mods mentioned in the description?
Notteger  [author] 13 Jul @ 3:56am 
@Slaanesh, MCT support will be added. I'm currently thinking about the list of options that should be included there. Regarding army caps for Tomb Kings, I'll test this myself. The idea is that the AI playing as them should have roughly the same number of armies as a regular faction under AI control.
Notteger  [author] 13 Jul @ 3:55am 
@CoffeeBeans, I want to emphasize once again that this mod couldn't cause crashes. It's just tables, there's nothing there that could crash=)

The crash likely happened because of the unit upgrade mod for AI. When AI factions performed upgrades, something went wrong, and then during saving, the game tries to access non-existent data, which prevents the save from completing. The solution is to revert to the last working save, disable AI upgrades through MCT, and everything will work.

Anyway, I will continue to work on the stability of the Upgrade Units for AI and Player mod. Thanks for the feedback!
Slaanesh 12 Jul @ 11:21pm 
@Notteger Could you perhaps add MCT options for bonus army caps instead of adjusting it? I for one enjoy the extra challenge so i prefer it unchanged :-)
CoffeeBeans 12 Jul @ 5:25pm 
@Notteger I don't know what to tell you, I guess it's the other mod then? I just reported my experience. I had in total 4 crashes, on the exact same end turn or if I tried to save before hitting the end turn. Removing those two mods, fixed the issue for me. My mod list is 7 mods in total. SFO, Victory conditions, VC-SFO, 2 battle maps mods, better camera mod and better campaign colours or whatever it's name. Some are not 100% up to date, though played with these mods around 20 hours the last two weeks, with no issues prior on starting a new campaign as Chaos dwarfs. Before hand, I also played as chaos dwarfs with the same mods except for these two, with no issues until I "lost" that campaign. Probably weird behavior caused by all the mods combined, I dunno. Again great mod, just have to wait awhile before I fully test it :)
Notteger  [author] 12 Jul @ 3:11pm 
@CoffeeBeans, meanwhile, I'm currently playing with SFO + 85 other mods, including upgrades. I'm on turn 74 and haven't had any crashes...
Notteger  [author] 12 Jul @ 3:04pm 
Thank you all for the comments. I need time to balance the mod. In the next update, I'm considering reducing the AI's bonus army caps by one and some other edits
Notteger  [author] 12 Jul @ 3:02pm 
@CoffeeBeans, this mod cannot cause crashes.

However, the unit upgrade mod can (in extremely rare cases) cause crashes for some players. Compatibility issues with other mods and failures during the upgrade process result in save errors. Again, the upgrade mod was developed for vanilla, not for SFO.

But I did release a fix for this. I recommend manually deleting the upgrade mod from the folder, then resubscribing to it. The mod may not have updated correctly, or there might indeed be some incompatibility.

You can try these steps, then disable upgrades for a couple of turns (it's sufficient to just disable AI upgrades), then continue and see if crashes still occur. I haven't experienced any crashes for a very long time.
CoffeeBeans 12 Jul @ 2:11pm 
This mod or Upgrade Units for AI and Player, causes an crash on turn 8 when you click end turn, playing as chaos dwarfs astrogoth. Playing with SFO+Victory condition overhaul alongside Better camera mod. Disabling this mod and Upgrade Units for AI and Player, fixed the issue for me. Not asking for any individual help on this, just letting you know if you wanna bug test this. On my game I had captured the first province + Sabre mountains if that helps you narrow it down. Cheers , otherwise seems like an awesome mod :)