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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1.063 MB
2023 年 5 月 11 日 下午 2:06
11 月 16 日 上午 5:28
129 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.
547 条留言
Lycia Pintella  [作者] 12 月 12 日 下午 8:02 
I've been using Organic AI Overhaul with Ultra Aggressive & Smart AI. It's been a while since I checked to see if I have the issue with my config, but given the description of the root cause that CA gave it has to still be there. Recruitment for some factions with pooled resources is broken, and I don't think a mod can fix that.
Niko 12 月 12 日 下午 7:06 
Thanks for quick answer. If you want to get rid of idling armies you should try one of next mods:
Hecleas AI overhaul
Deep War AI
Stronger and Fairer
I am playing without these mods right now (with SFO tho), and idling armies are everywhere.
Lycia Pintella  [作者] 12 月 12 日 下午 6:10 
No, in fact this mod actually makes that particular issue worse. In order for my mod to overwrite the game's building values (which is also what AI diplomacy uses), I set the values for most buildings in this mod notably higher than in vanilla.

CA added a way to make mods a few months ago that would allow me to solve this, but it would be a lot of work to implement it, and the vanilla game has the issue bad enough that after polling users here, I decided not to spend the time to rewrite the mod. (I haven't played WH3 in about 6 months but I do eventually plan to come back. I might reconsider if CA fixes the idle armies issues and I return.)
Niko 12 月 12 日 下午 4:13 
Just a quick question. Have you managed to prevent AI from over valuing settlements with military buildings? Not that I abuse it (sounds banal and boring), but would be better if it would stop occuring. Thanks in advance:)
Lycia Pintella  [作者] 12 月 11 日 下午 9:15 
Thanks Niki.

@一把伞一个人 - Yes, at least before the current patch they were completely ignoring some military buildings and I got a fix in for them just a while ago.
Niko 12 月 10 日 下午 12:53 
Thanks for the awesome work man. Big respect!
一把伞一个人 12 月 8 日 上午 10:49 
May I ask if this MOD allows the Chaos Warriors faction to prioritize the construction of military buildings?
Lycia Pintella  [作者] 12 月 4 日 上午 11:50 
@DeaDBreaD hit me up on my Discord server (link near the bottom of mod description) or send me a friend invite (Lycia_Pintella) and if you want I can make you a version without the errors. I don't want to publish it but I don't mind helping with a homebrew version for you.
Lycia Pintella  [作者] 12 月 4 日 上午 11:28 
@GenezisO Isn't... that a good thing? If they have the resources to build it, why shouldn't they?
DeaDBreaD 12 月 4 日 上午 7:38 
yeah, alot actually. Ill screenshotted them.

https://imgur.com/a/VlkrSEg