Total War: WARHAMMER III

Total War: WARHAMMER III

AI General 3
Proximity Activation/Deactivation
So I just had a thought, about possibly adding (if possible that is) proximity activation for AIG3.

You toggle it in MCT or the text file, and set the range, and when an enemy units enters the range, it will activate AI Control, and once the enemy is either destroyed or routed (option can be set as well) and there are no more enemies in the radius, the AI Control will deactivate.

Thought I might throw this idea out there and see if it is possible
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paperpancake  [developer] 8 Apr, 2023 @ 5:40pm 
That's a cool idea to do if the units are also idle. It's possible, yes.

Because the AI Planner isn't currently very sophisticated, I'm not certain that it would in practice behave much different than the attack-move and countercharge mod. Please let me know if I'm incorrect about that, because that would move this idea up on my to-do list. But if CA ever improves the AI Planner or someone writes their own, that would be awesome.

One concern that I have comes back to the scripting limitations. For the same unfortunate reasons that make order locks necessary in the attack-move mod, the script would be unable to automatically release the unit if a player issues a new order. This might lead to some frustrating situations for the player if AI General takes over just as they are about to give their own order.

Perhaps if I make it a hotkey first? So that players have the option to turn it on and off themselves for specific units in a battle? Then the config option you suggest could make it default as "on" for all units at the start of the battle.

I'll think about this some more. Thanks for the suggestion.
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