全面战争:战锤3

全面战争:战锤3

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AI Coordinated Assault
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2 月 16 日 上午 10:07
9 月 3 日 上午 10:43
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AI Coordinated Assault

在 Incata 的 3 个合集中
AI Mods
13 件物品
Total War Warhamer 3: Gameplay Mods
75 件物品
Multiplayer
77 件物品
描述
General description


This mod attempts to correct some inappropriate behaviors the AI displays in battle, such as sending its fastest and most powerful units directly into combat without waiting for the rest of its army.


Changes


17 types of units have been added to the list of flankers; in general, any fast unit in the game will now be used by the AI as a flanking troop. This will help solve the issue of generals committing suicide.

I’ve also tweaked the behavior of wizards in battle. I understand why CA made wizards on monstrous mounts engage in combat (it’s a bit sad to see them just standing there on their dragon watching the battle), but this often leads to their premature death. I’ve adjusted them so their combat style is not as direct anymore; now their fighting is less static and it’s considerably harder to take them down.


Comments and Frequently Asked Questions


Many of the comments and questions I receive are more related to the usual behavior of the game than to the modifications of this mod. I’m not going to explain how AI combat works because it’s far too extensive, but it’s important to understand that the AI has certain parameters, and these act depending on many factors. When someone says ‘this doesn’t work in this situation,’ it’s precisely because in that situation the AI decides to act that way. For example, the AI won’t throw its flying general to certain death, but if it’s taking heavy ranged fire, it might send them in directly—that’s a logical behavior. In a siege, for instance, it will send everything forward immediately because the settlement towers start firing almost right away.

Likewise, factors such as whether it is the attacker or the defender, who has more artillery, who has more ranged units, whether reinforcements are expected or not, if it’s an ambush or a siege battle, and many more, all condition its behavior. As I mentioned earlier, what this mod changes are basic guidelines, not the deep behavior of the AI.


Miscellaneous


I’ve read many comments and tested a lot more things since I released this mod, and I’ve implemented some changes. First, I want to say that no matter what I do, there will always be people who would prefer it to work differently. It could be polished much further, but that would require deep changes to the game, making it incompatible with many things (not to mention the heavy workload it would mean). So I’ve left the configuration at a middle point that should solve most of these situations, though not all. On the other hand, it should no longer cause problems on certain maps.ment is more noticeable than in others


It should be compatible with any other mod that adds units or modifies existing ones, I don't know of any other mod that modifies this table.


If you encounter any issues, feel free to leave a comment.


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Finally I created a paypal account in case anyone wants to thank me for my work in this way
Donate Paypal Incata[www.paypal.com]

Subscribing and adding to favorites is fine, but if you want other people to see the mods you like, after trying the mods if you like this press 👍. I see mods with 3000 downloads and only 80 reviews, that makes me☹️. People who are dedicated to modifications will appreciate it. Thank you.

Remember to take a look at the mods in my game collection, I use them all, but even if I only use a few the game will improve a lot, and it's completely modular.

-Collection of gameplay mods
-Visual collection and utilities
-All my mods total war tww3
-All my mods total war tww2
127 条留言
Guvenoren 11 月 30 日 上午 7:09 
Interesting. In my experience, the AI doesn't attack well enough. What they often do is idle while you can practically free fire at them from a distance. The AI is very bad at determining when they are at an actual disadvantage.

I am not really gonna ask about siege AI, since they are so broken I don't even think CA will ever fix them
Incata  [作者] 11 月 14 日 下午 1:29 
@Corellon.Elven2 I don't know, I guess so
Corellon.Elven2 11 月 11 日 下午 2:19 
Will this work with SFO ?
Incata  [作者] 11 月 4 日 上午 3:47 
@Khazukan Kazakit-ha! I haven't tested all the interactions, but in general this behavior should be the same as in vanilla; this mod only prevents the AI ​​from launching its units when it doesn't have a reason to do so.
Khazukan Kazakit-ha! 11 月 1 日 下午 1:40 
would they react differently even to spellcasters casting something against them like life leech or doombolt/darkbolt?
Or whatever it is called from the darkelves lore of dark magic or something like that lol.
sorry for bothering you so much,:KneelingBow:i am purely just very interested in this.
Incata  [作者] 11 月 1 日 下午 1:08 
@Khazukan Kazakit-ha! If there were ranged troops, they would react differently; it's best if you try it yourself, there are many possible scenarios in battles.
Khazukan Kazakit-ha! 11 月 1 日 上午 11:24 
but wouldn't they just get shot down from the sky?
and thanks!
Incata  [作者] 10 月 31 日 下午 5:25 
@Khazukan Kazakit-ha! No problem, videos deleted :steamthumbsup:
Khazukan Kazakit-ha! 10 月 31 日 下午 2:02 
the videos aren't that great, for me atleast...
Khazukan Kazakit-ha! 10 月 31 日 下午 2:01 
wouldn't the bloodthirsters just get shot down from the sky while standing in front of the enemy army whilst waiting for their own army to arrive?