Total War: WARHAMMER III

Total War: WARHAMMER III

AI General 3
 This topic has been pinned, so it's probably important
paperpancake  [developer] 24 Apr, 2022 @ 3:09pm
Optional Configuration
This mod works without you doing any configuration. But if you wish, some additional options are available if you use MCT (either new MCT or legacy MCT) or a configuration text file.

Advantages of MCT: You can see and update your options from within the game. You now can even update some options during the battle. MCT keeps options for all your mods in one place. It's easier to see what the allowed settings are. And if you don't speak English, someone might make a translation for your preferred language.

Advantages of the text file below: It doesn't require another mod. It's also nice to have as an alternative way to configure this mod in case a future update temporarily breaks MCT or something.

If you want to use the text file for configuration, use the steps below.

  1. On your computer, go to the folder where the game's .exe file is installed (but don't go into the data folder). For example, it might be in C:\Program Files (x86)\Steam\steamapps\common\Total War WARHAMMER III

  2. In that Total War WARHAMMER III folder, create a new folder (if you don't already have it) named mod_config

  3. Start the game like normal. (Don't use the .exe file directly, or you might bypass your mod manager.)

  4. Once you're at the main menu, minimize or exit the game

  5. In the mod_config folder you created, there should now be a new file called aigeneral_config.txt. Open that file.

  6. Edit any settings, following the directions in the file.

  7. Save the file.

  8. Your new settings apply in your next battle, not any current battle. (You can edit these settings any time except when a battle is loading.)
Last edited by paperpancake; 17 Feb, 2023 @ 4:15pm
< >
Showing 1-5 of 5 comments
paperpancake  [developer] 24 Apr, 2022 @ 3:14pm 
The directions in the config file are in English. You can put them into a translator if it helps you read them. You can change the file's comments as much as you like because they don't affect the file's function. However, the variable names and values that aren't commented out will need to be in English so that the script can recognize them.
Last edited by paperpancake; 24 Apr, 2022 @ 3:16pm
paperpancake  [developer] 24 Apr, 2022 @ 3:17pm 
--If you're curious, the default config file that will be created using the steps above will look like this:

-- Anything that starts with a -- is a comment.
-- Comments are just notes to yourself. They don't do anything.
-- You can add, change, or delete comments all you'd like.
-- I put my comments above or on the line they refer to.

----------------------------------------------------------------------------------------------
-- Do you want the button on the buttom bar for adding or removing AI control?
-- Yes? Set this to true. No? Set this to false.
-- You can still use the hotkeys even without the button.

add_button_to_enable_ai = true


----------------------------------------------------------------------------------------------
-- Should some of your units be given to AI General at the start of every battle?
--
-- If no, set the option below to false
--
-- To give all of your units to AI General at the start of every battle, including reinforcements, set this to "ALL"
-- This is like selecting none of your units pressing the reverse AI selection.
--
-- To give all except one lord to AI General at the start of every battle, set this to "ALL_BUT_LORD"
-- This is like selecting your first lord and pressing the reverse AI selection.
--
-- To give only reinforcements and summons to AI General at the start of every battle, set this to "REINFORCEMENTS"
-- This is like selecting all of your units and pressing the reverse AI selection.
-- Note: This mod is not as robust as using the game's built-in check boxes for giving
-- supporting armies to AI General, but this mod does allow you to change unit control during the battle

start_with_units_given_to_AI = false


----------------------------------------------------------------------------------------------
-- If you give everything you currently have to AI General, should this mod assume you want to
-- give reinforcements to AI General as well?
-- Yes? Set this to true. No? Set this to false.

extend_control_if_all_selected = true


-- If you use the hotkey that gives everything except your selected units to AI General, should
-- this mod assume you want to give reinforcements to AI General as well?
-- Yes? Set this to true. No? Set this to false.

extend_control_if_reverse_selected = true


----------------------------------------------------------------------------------------------
-- By default, you have to press a hotkey to turn on auto-control for summoned and rallied units.
-- Change any of the following to true if you want the setting to be on at
-- the beginning of each battle. (You can still use the hotkey to turn it off and on.)
-- NOTE: start_with_auto_controlled_rallying affects ALL units that rally. If you only want
-- AI General to control rallying units that were previously under AI control, leave this off.


start_with_auto_controlled_summons = false
start_with_auto_controlled_rallying = false


----------------------------------------------------------------------------------------------
-- These options allow you to change this mod's primary hotkeys or get rid of them altogether
-- You probably don't need to edit these unless you need them for another mod or you need
-- a lot of camera bookmark hotkeys and wish this mod didn't use so many.
-- Set these to true to use the hotkeys in the mods description ("Save Camera Bookmark 1", 2, 3, 4, 5, and 6)
-- Set any or all of these to false to not use it at all
-- Or you can set these to one of the allowed modding hotkeys (F2 to F4) like "script_shift_F2"

hotkey_for_set_ai_selection = true
hotkey_for_set_reverse_selection = true
hotkey_for_unit_responses = true
hotkey_for_controlled_summons = true
hotkey_for_controlled_rallying = true
hotkey_to_toggle_ai_for_selection = true


-- This new hotkey will temporarily remove the selected units from the AI so that you can give orders
-- After the unit is idle for a few seconds, the unit will be returned to the AI's control

hotkey_to_override_ai = true


--if you use hotkey_to_override_ai for a unit, how many seconds should that unit be idle before AI General takes control again?

seconds_for_initial_override = 5.0
seconds_idle_before_override_ends = 2.0


----------------------------------------------------------------------------------------------
-- When a unit is under AI General's control, should the unit card visually change?
-- unit_card_opacity_for_ai and _for_overrides affects the unit card visibility. Set to 255 if you don't want it darker
-- show_ai_icon_on_unit_card puts a small icon at the bottom of the unit card
-- hide_unit_card_notifications_if_ai_controlled are for things like Zzz when idle or flashing if a unit is wavering

unit_card_opacity_for_ai = 150
unit_card_opacity_for_overrides = 255
show_ai_icon_on_unit_card = true
hide_unit_card_notifications_if_ai_controlled = true


----------------------------------------------------------------------------------------------
-- If you never want to automatically give winds of magic users to AI General, set the following to true.
-- You will still be able to give units to AI General using the button or hotkeys.

prevent_AUTOMATIC_control_of_magic_users = false

-- If you don't want winds of magic users to be given to AI General, even if you
-- accidentally try to use the button or hotkeys on a spellcaster, then set this to true.

never_control_magic_users = false


----------------------------------------------------------------------------------------------
-- Players have reported that this mod might sometimes cause a crash during walled siege battles
-- If you would like to disable this mod completely during walled siege battles, set this to true
-- I have not been able to reproduce or fix the problem.
-- The AI Planner comes with a warning that,
-- “It is not recommended to try and use ai planners during siege battles...”
-- Some players choose to use AI General in siege battles anyway because they find it helpful.
-- Be aware that doing so is experimental.

enable_during_walled_siege_battles = true
Last edited by paperpancake; 12 Dec, 2022 @ 12:08am
paperpancake  [developer] 1 Jun, 2022 @ 12:49am 
I updated the post above to include the new settings. If you already had the config file before this update, this mod should add the following to the bottom of your file after the next time you start the game:

----------------------------------------------------------------------------------------------
-- ******* New for 05/2022 *********
----------------------------------------------------------------------------------------------

-- Some settings for summoned units
hotkey_for_controlled_summons = true
start_with_auto_controlled_summons = false

----------------------------------------------------------------------------------------------
-- If you never want to automatically give spellcasters to AI General, set the following to true.
-- You will still be able to give units to AI General using the button or hotkeys.

prevent_AUTOMATIC_control_of_spellcasters = false

-- If you don't want spellcasters to be given to AI General, even if you
-- accidentally try to use the button or hotkeys on a spellcaster, then set this to true.

never_control_spellcasters = false
paperpancake  [developer] 7 Oct, 2022 @ 9:41pm 
----------------------------------------------------------------------------------------------
-- ******* New for 10/2022 *********
----------------------------------------------------------------------------------------------
-- The old option for show_unit_card_indicator_when_ai_controlled is now ignored.
-- (I recommend you delete it in this file, above, to avoid confusion.)
-- The following options replace it, controling how unit cards change visually.
-- unit_card_opacity_for_ai and _for_overrides affects the unit card visibility. Set to 255 if you don't want it darker
-- show_ai_icon_on_unit_card puts a small icon at the bottom of the unit card
-- hide_unit_card_notifications_if_ai_controlled are for things like Zzz when idle or flashing if a unit is wavering

unit_card_opacity_for_ai = 150
unit_card_opacity_for_overrides = 255
show_ai_icon_on_unit_card = true
hide_unit_card_notifications_if_ai_controlled = true


----------------------------------------------------------------------------------------------
-- This new hotkey will temporarily remove the selected units from AI General so that you can give orders
-- After the unit is idle for a few seconds, the unit will be returned to AI General's control

hotkey_to_override_ai = true
seconds_for_initial_override = 5.0
seconds_idle_before_override_ends = 2.0
paperpancake  [developer] 12 Dec, 2022 @ 12:07am 
----------------------------------------------------------------------------------------------
-- ******* New for 12/2022 *********
----------------------------------------------------------------------------------------------
-- Players have reported that this mod might sometimes cause a crash during walled siege battles
-- If you would like to disable this mod completely during walled siege battles, set this to true
-- I have not been able to reproduce or fix the problem.
-- The AI Planner comes with a warning that,
-- “It is not recommended to try and use ai planners during siege battles...”
-- Some players choose to use AI General in siege battles anyway because they find it helpful.
-- Be aware that doing so is experimental.

enable_during_walled_siege_battles = true
< >
Showing 1-5 of 5 comments
Per page: 1530 50