全面战争:战锤3

全面战争:战锤3

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AI Construction Priorities Reworked
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标签: mod
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1.072 MB
2023 年 5 月 11 日 下午 2:06
9 月 13 日 下午 9:32
120 项改动说明 ( 查看 )

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AI Construction Priorities Reworked

描述
In vanilla Warhammer III, the AI makes many suboptimal build decisions which reduces the challenge you face in the campaign. This mod attempts to fix that - for every faction in the game.

The AI will firstly seek out a barracks, as they need basic troops to make any headway. Once that is done, they will seek out growth while T1 to get more build slots and income at T2 to pay for the buildings. ****However, walls are the real ticket here. The AI should wall up most settlements at T3 post haste (T2 for Bretonnia).

****Wall building has been moved to a submod. See the Submods section below.

I've educated the realms' city planners that we should not make a barracks or other structures that only need tier 3 to fully upgrade in a major settlement, as they can reach their full potential in a minor settlement. Similarly, the mod aims to prevent the AI from building high-tier structures in minor settlements.

*Exception: If you add the Tier 4 Minor Settlements Compatibility Submod, the AI will build tier 4 structures in their minor settlements.

I've also written some rules to prevent garbage low tier versions of later-useful higher tier recruitment buildings from being built before a province can get growth, barracks, and income to get some upgrading going on later. Hopefully your allies won't be stuck with basic eagles but will get some White Lions of Chrace instead this time. Landmarks will be prioritized, as well.

Finally, when an AI province hits tier 5, the AI will dismantle growth buildings to make room for useful buildings.

This is an example of AI Kislev's build decisions[imgur.com] through the first ten turns of a campaign.

I am currently looking for examples of build situations the AI should avoid and emphasize. I can't play every faction so you might have seen something I missed!

Compatibility: This mod should be compatible with most mods not trying to do the same thing, however this mod now includes some features from AI Military Construction System, so you shouldn't enable both at the same time. I have also included my other mod, Replace Starting Bretonnian Barracks With Stables, so don't use both mods.

This mod seems to be compatible with all other major AI overhauls. If you find one that isn't compatible, let me know and I might be able to work something out. I run the mod with 710 other mods on my end.

I've received reports that this mod prevents some of the GFX of some settlements from loading in OvN Lost World.

If you want to play on the Realms of Chaos campaign with this mod, please disable the option under MCT to replace Bretonnian barracks with stables on turn one, as that script assumes you are playing Immortal Empires or IEE and tries to touch regions that don't exist on ROC. I'll check next week to see if I can improve the script so it is aware if you are in ROC and leaves those regions alone.

Important Note: With the new way to remove keys from the game, the Alternative version of this mod is no longer needed. You may want to subscribe to the Original Version of the Mod unless you dislike the BRT farm prerequisites being removed.


Submods:
AI Construction Priorities Reworked Wall Building Submod
AI Construction Priorities Reworked T4 Minor Settlements Compatibility Submod
AI Construction Priorities Reworked - Experimental Features

I consider this to be my primary mod and my main contribution to the community. If you see decent results out of it, please consider leaving a thumbs up above the description. It will help other people find this mod later.

If you want to reach me, I much prefer my Discord server[discord.gg] or a friend invite to Lycia_Pintella (also Discord) to Steam invites.

Credits:
Troyw.Warren, for studying the CAI Construction tables with me, helping me understand how they interact, and showing me how to make new synergy levels for building pairs.
Incata, for allowing me to bundle AI Military Construction System's features into this mod.
Meira, for making the mod's Steam Workshop image. You are a life saver.
Drazhir and Pop000100 for helping with reducing the load time impact of the mod.
Drazhir and sleepyHase for providing most of the code I needed to dismantle AI growth in maxed provinces.
The fine people at Da Modding Den, for answering countless modding questions and making probably half of my mods possible.
506 条留言
Lycia Pintella  [作者] 10 月 10 日 下午 10:34 
My question is: Are you guys willing to put up with the mod possibly becoming a bit rockier for a while in order to solve the inflated values in diplomacy? (I do have two nearly identical versions of this mod published, so I could keep one as it is now for a while for people who don't want to deal with new bugs).

2nd question: If there is a load time cost to this, how much load time would you be willing to accept to fix this issue before deciding it's not worth it? I can test the load time impact fairly easily and compare it with responses.
Lycia Pintella  [作者] 10 月 10 日 下午 10:34 
So with a tool CA recently added for modders, if I understand properly, I now have the option of deleting the base game's AI and fully replacing it with this mod. If I do that, I can lower construction values and resolve the issue where this mod makes settlements highly valued in diplomacy.

Possible downsides: Without CA's logic backing up my rule set, some bugs may become more apparent and it may take time to find and fix them all. I am also unsure what the effect will be on load times because I would need to delete a healthy amount of DB keys.
Lycia Pintella  [作者] 10 月 10 日 下午 12:15 
If any SFO users notice any important issues with the mod and SFO, let me know. I have two versions of the mod up and right now they are 99% the same (it was necessary when I had to datacore to change an issue). If I get some good advice I might make the other version follow rules for SFO or something, I'm not sure.
Lycia Pintella  [作者] 10 月 10 日 下午 12:13 
With some recent changes to the game, this mod should be SFO compatible. That being said, certain build priorities may make more sense in SFO than in vanilla, but this mod will build based on the expected benefit from vanilla structures.
Bran 10 月 9 日 上午 3:54 
Is it compatibility with sfo?
Lycia Pintella  [作者] 10 月 2 日 下午 11:01 
@Lord Vyse the community bugfix team. I think they have a channel on Da Modding Den discord.
Lord Vyse 10 月 2 日 下午 7:27 
@Dragon32 who are they?
Dragon32 10 月 2 日 上午 6:19 
@Lord Vyse
The CBFM people are trying to fix that, check out their mod page and Discord channel
Lycia Pintella  [作者] 10 月 1 日 下午 8:24 
@Eregios I don't see a way to accomplish that elegantly.

@Lord Vyse That's beyond my ability. You may want to check some of Incata's work he has like 5-6 AI mods.
Lord Vyse 10 月 1 日 下午 5:33 
I wanna I absolutely love this mod. I use it every time.

Do you think it can make the lizardmen and tomb kings
ai not be dead after ca forget to fix them?