全面战争:战锤3

全面战争:战锤3

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AI Construction Priorities Reworked No BRT Farm Prerequisite Change (See Description)
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1.063 MB
2024 年 8 月 14 日 下午 4:48
11 月 16 日 上午 5:28
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AI Construction Priorities Reworked No BRT Farm Prerequisite Change (See Description)

描述
This mod is 99% identical to the original mod I posted, however it does not remove a prerequisite to make Bretonnian farms easier for the AI to build. It is useful if you don't want the mod to change any building requirements.

Original mod description below:

In vanilla Warhammer III, the AI makes many sub-optimal 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!

Important Note: With the new way to remove keys from the game, this Version of the 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.[/b]

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.

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.
91 条留言
Lycia Pintella  [作者] 12 月 11 日 下午 9:14 
Yeah. If anyone notices a problem, please let me know, but as far as I know, it's doing fine.
HealthierShark 12 月 10 日 下午 1:13 
Hi there is the mod working after the 7.0 release?
Lycia Pintella  [作者] 11 月 17 日 下午 6:17 
Oh, yeah it can happen on different campaign maps because the script depends on the vanilla regions existing and having a barracks to dismantle. It does, however, work on Immortal Empires Expanded if you want to use that option with another map. But you can also disable the feature in MCT.
Lickher_ish 11 月 17 日 下午 6:09 
old**
Lickher_ish 11 月 17 日 下午 6:09 
oh lol i was playing in the world haha
Lycia Pintella  [作者] 11 月 17 日 下午 6:00 
That should only happen in Realms of Chaos. Use the Mod Configuration Tool to disable replacing barracks with stables when you play that campaign. If I ever play WH3 again I will add a check to the script to not run on Realms.
Lickher_ish 11 月 17 日 下午 5:22 
script breaks for trying to replace the thing with bretonnia for a stables
Lycia Pintella  [作者] 11 月 15 日 下午 8:11 
Feel free to add me on discord for game chat: Lycia_Pintella
Lycia Pintella  [作者] 11 月 15 日 下午 4:13 
I haven't really had LUA crashes that weren't explained otherwise. Even with all the mods I run. (I run the developer console in game which makes a giant X appear on your screen when you get a script break).
Lickher_ish 11 月 15 日 上午 9:53 
super random question but i'm trying to make a large stable mod collection for people to use and Just out of curiosity, is there a basic understanding or consensus that there is a certain limit to the amount of lua/scripts the game can handle? I’m not saying a heavily modded wh3 with a lot of lia/scripts will cause script breaks. But instead straining the game engine leading to infrequent game crashes over the end turn? maybe causing an memory problem or engine problem