Total War: WARHAMMER III

Total War: WARHAMMER III

Hecleas AI Overhaul
Hecleas  [developer] 27 Nov, 2024 @ 5:52pm
Ideas / Suggestions
Submit your ideas wherever possible:
-Balancing
-Addition
-Etc
Last edited by Hecleas; 27 Nov, 2024 @ 5:56pm
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Showing 1-14 of 14 comments
@Hecleas

Would you be opposed to creating another separate mod for your faction potential changes much like how you have separate mods for intercultural relations and the different aspects of the AI behavior? The reason being I think your tackling of AI faction potential is really satisfying and it is awesome to see the "living, dynamic world" unfold before you while still giving Major factions an edge in importance but minor factions can still do wonders too. I really want to take that portion of this mod and combine it with other AI mods to have some fun with experimentation. I think it would be neat to use that to compare this mod with other AI mods and so find all of our personal preferences with what I believe should be universal setting that CA should have implemented into base game (Your take on faction potential). As well as the auto resolve balancing you implemented between AI vs AI that you described in the FACTION POTENTIAL section of your AI overhaul mod page.

Also last thing ... have you ever thought about taking a try at creating your own AI recruitment mod where you try and modify the types of armies that the AI recruits alongside their compositions? There are a couple out there much like AI recruitment and compositions from the modder Helljumper but I would love to see what you could create if you were ever interested. Thanks for your passion and sharing your incredible skill with us players :D
Mosketero 18 Dec, 2024 @ 2:13pm 
Not_My_Spiderman I use this Hecleas mod and Stronger and Fairer mod, there you can touch multiple things and for sure you will have the hardest game.
https://gtm.steamproxy.vip/workshop/filedetails/?id=2792395073
Karol 27 Dec, 2024 @ 6:59am 
Would it be possible to improve how AI lords allocate skill points? I have noticed that they don't really have any skill points in the red (army) line. Checked many level 30+ AI lords and they mostly have skill points in the yellow line.

Also do you know if you can force AI warriors of chaos to upgrade their units? I see a lot of rank 7+ chaos marrauders in chaos armies, and they don't upgrade them to chaos warriors and so on.
Karol 27 Dec, 2024 @ 11:57am 
AI spams a lot of agents on map and I saw that you increased the agents activity.
I often see 8+ agents from various factions around my armies trying to kill eachother.
Asaide from just unnecessary bloat I believe it inreases the end turn time, so I think it would be great to decrease AI agent activity.
Ar_An 19 Jan @ 12:25am 
Hi, may be you should split autoresolve and behavior tables to different mods. Because AI it is about AI, not about autoresolve.
Hello! I noticed recently that even on normal difficult, some factions who have like 0 or +-10 relation with you declare war and prioritize you the most, in result we have war on 5-10 turn between Empire and whole Bretonnia, but those who actually should have war - don't have it. Maybe some recent updates broke something in the mod...but It really shouldn't be like this.
@Hecleas

There is a modder named Sleepy that has AI mod called "Campaign AI Tweaks" that appears to mostly address the issue of AI gathering their armies at capitals. I have seen this issue with other AI mods so I believe it to be sorely a deep rooted vanilla AI issue and not a specific bug of your mod. Regardless, do you think it would be a good idea to check out what he did? I am sure it is not a 100% solution and in fact he says it still occurs but significantly less but maybe it would help with your work. Thank you for this mod and excited to see it get even better. Btw your mod is still the hardest and most brutal and excited to play and experiment and give feedback when update happens. Wish you well Sir :)
Hecleas  [developer] 15 Aug @ 2:04am 
Originally posted by I Have No Enemies Brother:
@Hecleas

There is a modder named Sleepy that has AI mod called "Campaign AI Tweaks" that appears to mostly address the issue of AI gathering their armies at capitals. I have seen this issue with other AI mods so I believe it to be sorely a deep rooted vanilla AI issue and not a specific bug of your mod. Regardless, do you think it would be a good idea to check out what he did? I am sure it is not a 100% solution and in fact he says it still occurs but significantly less but maybe it would help with your work. Thank you for this mod and excited to see it get even better. Btw your mod is still the hardest and most brutal and excited to play and experiment and give feedback when update happens. Wish you well Sir :)
I know how to fix the problem. I've already fixed it in the past. But the downside is that to fix the problem, I had to make the AI a little less intelligent on the defensive side. With the Creative Assembly update, I stopped playing, and I was told they'd fixed the problem. Which, in the end, is false; I expected nothing less from them. I didn't have time to play or test. Now I have the time, so I'm going to update the mod.
Last edited by Hecleas; 15 Aug @ 2:06am
Karol 23 Aug @ 3:34am 
-The minimum, average and maximum value of a diplomatic gift has been increased. 2500-5000-7500 (to avoid diplomatic abuse).

This is a bit too harsh. In early game it's almost impossible to send gifts.

There are many things a player can abuse, why punish normal players in this case? Also there is no need to increase the value of the medium and big gift since it's only the small gift that can be abused.
Hecleas  [developer] 23 Aug @ 4:07am 
Okay, that's going to be one of the things I'm going to remove.
cybvep 1 Sep @ 4:59pm 
AI Ogres often don't recruit units in camps as garrisons. I know that they can recruit them as I saw it in many other campaigns with different AI mods. Just something that wanted to bring up here.
Hecleas  [developer] 1 Sep @ 6:38pm 
Originally posted by cybvep:
AI Ogres often don't recruit units in camps as garrisons. I know that they can recruit them as I saw it in many other campaigns with different AI mods. Just something that wanted to bring up here.
"Unfortunately, this is normal... and random, it remains a rare phenomenon, but when it happens, the AI ​​is brain-dead and no longer recruits.
This is the side effect to overcome the fact that after 50 turns, the majority of the AI ​​no longer plays and remains stuck in its colonies.
So I had to make a choice.
I prefer that the factions that will be active be 100% active, even if it means sacrificing 0-5% of the factions that will be technically dead.
Rather than the entire passive AI no longer playing.
Sorry for the inconvenience, but I can't do better.
The rest is in the hands of Creative Assembly."
Hey i have a question/suggestion.

I use this mod with friends in multiplayer and we have to play a lot more battles now. We really like it but there are some battles that are absolutely a no brainer to play. For example full stack army with dwarf warriors, Grudge Throwers, Thunderes and LL against a city garrison with only a half stack army with grave guards and Tier 2 cav (playing on an open field not on a settlement map). The auto resolve thinks this is a close defeat..... if you want to conquer some settlements you have to play every match and this can be very burdensome.

We're using the SFO mod. Is it possible that's causing the results to be so strange?

If not can you fine tune it a little bit more? We really like the idea of a rework to the auto resolve but in multiplayer with 4 Players you have to play so many times that you are sometimes longer in the loading screen than fighting/playing on campaign map. And when the fights are so easy, it can be very frustrating over time

We know we can turn it off if we subscribe to everything separately, but maybe there are other solutions for this
@Hecleas
Thank you for updating the mod.

-Cultural relations: applied a ×2 multiplier to all negative actions, affecting both the player and the AI.

I think this change ruins the Warhammer worldview.
I don't think the same value should be applied to Dwarves trespassing on Empire territory as it is to Demons trespassing.
Each race has its own likes and dislikes, so I think it would be better to have differences like in vanilla.
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