Total War: WARHAMMER III

Total War: WARHAMMER III

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AI Coordinated Assault
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16 feb @ 10:07
3 sep @ 10:43
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AI Coordinated Assault

I 3 samlingar av Incata
AI Mods
13 artiklar
Total War Warhamer 3: Gameplay Mods
75 artiklar
Multiplayer
77 artiklar
Beskrivning
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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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
116 kommentarer
Incata  [skapare] 2 okt @ 1:17 
@HotPizza87 Can I modify Helman Ghorst's combat? The answer is yes, and there are several ways to do it. However, if I don't want to modify "let's say" the character's own character, I would have to modify the group to which he belongs, which would surely harm other characters. And if I modify only him by putting him in another group or creating one for him, it could conflict with other mods that modify him. Another option would be to create a mod as an expansion of this one with specific changes to certain units that require it. I'm leaving these ideas and maybe at some point I'll apply some of them. I'll try to take into account the comments on the matter.
Incata  [skapare] 2 okt @ 1:11 
@HotPizza87 I haven’t investigated case by case, but I don’t think it will affect him (I mean he will continue with his vanilla behavior) At first CA configured the mages to enter into battle but this caused their premature death, then it was changed so that they all stayed out of it, but this caused you to see how a mage riding a dragon did not enter combat. Then they modified the high value ones so that they do enter into combat, in my opinion they are still quite weak and easy to kill, that’s why I modified it so that they have a behavior more similar to that of the shock cavalry and do not maintain so much combat.
HotPizza87 1 okt @ 16:53 
Does this affect Helman Ghorst's behaviour? He tends to avoid combat in vanilla which he shouldn't do because a lot of his power comes from his Reliquary Corruption "mortis engine" ability. So he hangs back and behaves very passively. When the player plays as Kugath's faction in particular this makes fighting Helman Ghorst much easier because it allows for blobbing up and spamming Stream of Corruption and taking full advantage of healing the Nurglings all at once.
Incata  [skapare] 3 sep @ 9:59 
@sarumanthecursed The game already has that behavior without the need for this mod; it’s just that now they have more types of units as potential flankers. If an army doesn’t have flankers, it causes the AI to throw all its units without coordination under certain circumstances.
sarumanthecursed 3 sep @ 9:56 
I cant’ be certain, will need more testing


Maybe its the settlement ai clashing with flanking before

Maybe they cant flank in settlements and so are bugging out? Idk
Incata  [skapare] 3 sep @ 9:53 
@sarumanthecursed I usually play with that type of battle disabled, but I find it strange that this mod causes that effect. Even in the previous version there didn’t seem to be much difference in behavior on these maps — there’s literally no room for anything.
sarumanthecursed 3 sep @ 9:33 
This may be responsable for ai blobing on minor settlement maps.
Kappadokier 23 aug @ 19:13 
cool idea, but not polished, so cant recommend.
Biggest problem is AI bugs out on modded and non-modded siege maps (dwaren minor settlement)
Also the mod can make the AI even worse if they split up their forces but despite the name of the mod promising it *not coordinate their main and flank assaults together.
sarumanthecursed 21 aug @ 16:59 
same with astragoth ironhand
sarumanthecursed 21 aug @ 16:57 
Great Taurus and Bale Taurus are still sent ahead of main force in siege battle