Total War: WARHAMMER III

Total War: WARHAMMER III

AI Camping Settlements Fix
58 Comments
Malus Darkblade 10 hours ago 
THANK YOU SO MUCH FOR THIS MOD BRO
F THE HATERS WHO SPITS ON THE MOD WHO SAVED THEIR GAME
BIG UP TO YOU MAN, THANK YOU FOR SAVING MY EXPERIENCE , THE MOD WORKS BRO
Khazukan Kazakit-ha! 12 hours ago 
that's why i'm asking so much too.:steamhappy:
Khazukan Kazakit-ha! 12 hours ago 
i mean how would i know that the vanilla game has that too?
i'm just a stupid mod enjoyer, nothing special here lol.
Zach  [author] 12 hours ago 
@Khaz The vanilla game does the same, I simply lowered the threshold for it to happen. You are welcome to continue enjoying the AI huddling and idling around their settlements if that's what tickles your fancy

@Pimpin I do not alter anything beyond idling threshold and capital defense, if the game treats recruiting as 'inactivity' that may affect them though I don't believe that is the case. In my testing I have not experienced the ai "stop recruiting", they very much so still field and attack with full armies. The AI isn't always compelled to recruit till it has a full army depending on too many factors to list that exist within the base game and are likely modified by popular "AI Mods"
Pimpin Pippin 13 hours ago 
Thanks for the mod!
Just to mention that with this mod i believe the AI may sometimes be using armies that are not fully recruited (like 10/20 units) despite having enough money (i use a mod that gives AI triple background money).
Hecleas also mentioned (on his Grand Strategy mod comments) that he thinks this fix mod may cause the AI to stop recruiting.
Thank you very much for investigating & working on this great mod!
Khazukan Kazakit-ha! 15 hours ago 
i'm just torn apart about this mod, that's all.
forcing the ai to do something feels kinda wrong, for me atleast, but the mod's still worth a try nonetheless, i guess?
NomadicOsiris 2 Nov @ 5:31pm 
Zach, this is sick! Massive thanks and kudos
Zach  [author] 2 Nov @ 4:31pm 
Toxicity is unnecessary, as is complaining about a purely visual component of a mod listing on steam workshop

I will gladly hear any feedback about what the mod does and its efficacy in doing so, if it is 'empty' feedback about anything else such as the picture chosen - it will be disregarded :spacepony:
Cyric 2 Nov @ 4:10pm 
Imagine whining about the image chosen for a mod while also using the mod like a stupid whiny little bitch. Absolutely couldn't be me, how embarrassing
Comestibles 2 Nov @ 3:48pm 
you don't have to be an artist. like I said, you could've just typed the words 'ai' and used that as a thumbnail :)
Zach  [author] 2 Nov @ 3:03pm 
@comestibles The art in no way effects the mod itself

Focusing on the picture of the mod instead of what the mod does is a waste of time and effort as I will continue using generated images for my mods for the foreseeable future

I am a modder, not an artist
If you want human artwork, google it
Comestibles 2 Nov @ 2:57pm 
@nertanef just saying, the thumbnail could've literally just been the word "ai" in comic sans font on a white background and it would be 100x better :steammocking:
Khazukan Kazakit-ha! 2 Nov @ 2:48pm 
I'm getting lost in the sauce.
Zach  [author] 2 Nov @ 2:35pm 
vvv also @Khaz "This does not alter AI aggression or personalities, it just makes them stop doing 'nothing'. Feel free to pair this with Deep War, Hecleas's AI mods or any other flavor of the week."

And as I've stated earlier in comments, this was still happening with deep war. You can use this mod in conjunction with any other mod
Nertanef 2 Nov @ 2:23pm 
ya'll whining about an AI thumbnail. The modder created a mod that benefits him. He posted said mod for ya'll to use or not. Posting in the comment section about a mod you find USEFUL and whining about imagery doesn't provide anything useful other than your own pedastooling your own pedantic behavior. If you don't like AI images, don't use the mod. It's a modder, not a damn photographer. Christ. Ya'll don't deserve modders.
Khazukan Kazakit-ha! 2 Nov @ 1:43pm 
And why should you not just use the deep war ai mod instead of this mod here?
Khazukan Kazakit-ha! 2 Nov @ 1:42pm 
ai thumbnails are dubious, i will agree to that.
Moochi (Wjll) 2 Nov @ 12:21pm 
Just for those who are wondering if it works: it does. I added this mod to my 100+ turn golgfag campaign where I found ~50+ armies idling around around the world. 5 turns after, and suddenly I had dozens of armies moving for the first time in 50 turns, conquering and expanding like locusts. Its crazy to see. I'm realising that I've been gaslighting myself into thinking that the AI was using its armies decently well, but this mod showed me that they weren't using half of their power.
Comestibles 2 Nov @ 11:44am 
when I see an AI generated thumbnail I just automatically assume the mod author put zero effort into their mod, the only reason I'm here is because reddit said this mod fixes the issue. I would've scrolled past it otherwise :steammocking:
Bobu 2 Nov @ 10:46am 
vvv A fucking idiot vvv
Ghetto Grape 2 Nov @ 10:35am 
You had to use AI to generate a picture? Disgusting.
Zach  [author] 2 Nov @ 6:26am 
@Storm This issue has been ongoing for a *long while*, but it dawned on me a about a week ago to actually try and see what the ai was "trying" to do when it was camping settlements. It looked like they were all trying to defend and garrison their capitals, so that gave me a direction to work with. I've tried many things before to rectify this issue, thankfully finally found a working fix that doesn't make them all suicidal from increasing aggression

@Pimpin Pippin I can certainly adjust those idle timers, but I don't know what exactly falls under "idling" (like recruiting for example, since its not "moving"). I'll have to play around with the values and see. Also its 2 turns to "act" and 4 turns for "act with high priority" incase they didn't after 2

@Crumb Again, the AI does act defensively - I simply told them to stop camping capitals. EVERYTHING ELSE defensive has been unchanged
Crumb 2 Nov @ 4:59am 
@tmxladyddla c'mon man, modders do a phenomenal job but please don't compare their work to that of a CA developer. It's a decent mod, sure, but it stops the AI from acting defensively by forcing them to do "something else". Next you'll be complaining that the AI leaves their capitals wide open.
tmxladyddla 2 Nov @ 4:09am 
Modders can
CA can't
Pimpin Pippin 2 Nov @ 2:30am 
Thanks for the mod!
Please tell me would it be better to make the 2~4 turns until AI is forced to act even faster - perhaps just 2 turns?
4 turns feels like a looong time for the AI to just let its entire kingdom get conquered and go into bankruptcy.
Storm 2 Nov @ 1:51am 
This mod is fantastic and does exactly what it says it does. How long did it take to make if you don't mind me asking?
Viletide 1 Nov @ 3:44pm 
Had a drazhoath campaign at turn 60 where I noticed a lot of armies sitting around doing nothing. Installed this mod and they all started doing shit after 2 turns. Unbelievable how CA can't fix this problem but one modder can. Good job.
Khazukan Kazakit-ha! 1 Nov @ 1:34pm 
hm, okay i guess, thanks for the quick help!:steamthumbsup:
Zach  [author] 1 Nov @ 1:01pm 
Act as in do *something*, and that *something* is entirely up to the AI.

It is simply compelling the AI to do anything instead of allowing them to idle endlessly
Khazukan Kazakit-ha! 1 Nov @ 12:31pm 
Or am i getting something completely wrong here?
Please, help me out here!
Khazukan Kazakit-ha! 1 Nov @ 12:30pm 
@Zach
What do you mean with "act"?
Could the AI just move a little bit out of their own territory and then just quickly go back to camping in their own territory if you force the AI to act out and do atleast something?
Even if that something would be something (lol) that would be suicidal for the whole faction?
Khazukan Kazakit-ha! 1 Nov @ 12:26pm 
Yeah please do that and fill me in on the details when you are done with that, i would want to know what you find out aswell!
Guvenoren 1 Nov @ 12:20pm 
Ill check the files later and compare. Ty
Zach  [author] 1 Nov @ 12:14pm 
Again, I do not modify AI aggression or personalities. Simply telling them to not camp their capital, and to act within 2-4 turns if they are idling.

The AI should and will still defend their territory and such
Khazukan Kazakit-ha! 1 Nov @ 11:47am 
Yeah right!
I thought that i was overthinking this way to much but thanks for the reassurence man!
Guvenoren 1 Nov @ 8:37am 
I agree with Khazukan, wouldn't this techincally stop them from actually being defensive when they should?
Khazukan Kazakit-ha! 31 Oct @ 2:29pm 
would ai playing on the defence not be ruined by this mod by making them do something aggressive instead of defending their provinces/settlements?
Vollhov 30 Oct @ 10:52am 
Хороший мод, странно что там мало подписчиков. Реально ИИ стал ходить, даже СА этого сделать не смогли.
Sr fred 30 Oct @ 8:20am 
sure
Zach  [author] 30 Oct @ 8:18am 
Can you send/show me what else you're running alongside it?
Sr fred 30 Oct @ 8:17am 
If that what this mods do then i could geniullly say its not working as proper then.
Im using other mods but urs is on top priority
Zach  [author] 30 Oct @ 8:10am 
Are you using other mods? This mod also fixes AI inactivity due to them having no army upkeep, so that makes me think something else might be going on in your campaign
Sr fred 30 Oct @ 8:07am 
Mod works with some factions but empire, beastmen and vampires still dont move in 10 turns straight
v☢lk☢v 30 Oct @ 5:35am 
In my modded version there is a lot of war going on but to be sure i will test this mod as well.
Thanks for fixing the game! CA should hire you.
wesker 29 Oct @ 4:05am 
Dont worry CA is still trying to fix it ! oh damn Zach already did it lol CA on a hamster wheel stuck in a brainfart :steamfacepalm:
2Scribble 28 Oct @ 5:17pm 
That's the the thing, guys, this forces the AI to move (a welcome improvement - makes the map feel more alive if nothing else) but CA still has to fix the AI's complete lack of intelligence xD
Zach  [author] 28 Oct @ 10:46am 
@Rustic I don't make any changes to "AI Intelligence", just solely telling them to stop camping their capital and do something after 2-4 turns of inactivity

Thus anything the AI does at that point is vanilla or whatever AI mod you might be running
Nertanef 28 Oct @ 9:59am 
@Rustic

She found a razed settlement and was like "I WILL TAKE THIS" and that's what happened
Rustic "Kalessin" Citrus 27 Oct @ 11:22pm 
Reporting in after a 15 turn campaign with Drazhoath, armies seem to wander around a bit! So i would say it works!

My only detraction... is that the AI is dumb as a sack of rocks... I caught Khalida all the way down in my starting province, and she was not at war with anyone period? Im assuming that's the new expected behaviour norm :WH3_greasus_rofl:
Hecleas 27 Oct @ 6:02pm 
No, it's fine, it's now fixed with my mod and I confirm it 100%. But I admit that I racked my brains to find the right values. Because values ​​that were too high on certain tasks made the AI ​​inactive on its recruitment (like the TK and lizardmen) on previous patches.