Total War: WARHAMMER III

Total War: WARHAMMER III

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AI Camping Settlements Fix
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930.774 KB
Oct 26 @ 8:18pm
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AI Camping Settlements Fix

Description
Howdy


Made a fix and wanted to share it. Should fix most if not all instances of the AI doing nothing, camping their capitals and cities.

It overwrites/changes very specific ai behaviors for defending their capitals and settlements, along with the amount of turns they are allowed to 'idle' before they *have* to do something.

This can be used with any and all mods, its just db entries and should overwrite anything that might also modify those tables.




This does not alter AI aggression or personalities, it just makes them stop doing 'nothing'. Feel free to pair this with Deep War, Hecleas's AI mods or any other flavor of the week.

This should prevent it from happening on new campaigns as well as fixing ongoing campaigns. Please allow 2-5 turns after this is enabled to show its effects.
82 Comments
NyuuGG Dec 8 @ 2:47pm 
I was playing Arbaal, doing pretty much Khorne thing and razing some settlements when i noticed - several turns later - that the AI did not build back even as the Khorne debuff faded long ago. (It was pre-ToT).
Khazukan Kazakit-ha! Dec 6 @ 12:03pm 
hmm, weird...
Zach  [author] Dec 6 @ 12:15am 
I just ran this enabled by itself and did not crash. I also successfully started a campaign as well
Khazukan Kazakit-ha! Dec 6 @ 12:10am 
game crashes with this mod enabled!
do not use until updated!
Khazukan Kazakit-ha! Dec 3 @ 7:17pm 
just with deepwar ai alone, i have never had any idle ai in my campaigns.
Khazukan Kazakit-ha! Dec 3 @ 7:16pm 
well what's harder then?
an ai that is super aggressive and leaves out too many openings or an ai that is super defensive?
Zach  [author] Dec 3 @ 2:57pm 
Here be the options we have available to us:

A. Wait for CA to "Fix" it, then wait for them to "fix" it again after breaking another part of the game and not addressing the core issue, and then wait even longer for them to do a final 'fix' and deal with what they've broken with that patch.

B. Use this mod, with a grain of salt that it is not perfect and if you ever expected such before setting foot on the workshop AND with anything CA officially puts out - temper your expectations and try and reside in reality that there are too many moving parts for a singular mod author to know all the 'effects' when we are restricted from the actual inner workings of the engine/game

C. Use another AI mod, Hecleas has said he has 'fixed' the issue with his AI modset. People are certainly welcome to give that a try

D. Anyone is able to take a stab at it themselves, either through pulling the tables like I did or even modifying this mod to their own personal tastes
Zach  [author] Dec 3 @ 2:55pm 
Khaz you make me tired, feel free to play with an idle AI that hugs cities till the cows come home

At this point your comments have turned from quizzically dumbfounding to outright unhelpful

A failure on your part to understand what the mod does, even after I have tried explaining it multiple times in multiple forms - at this point I might as well be talking to a brick wall



@RedWalrus - It entirely depends on the AI, if you use an AI mod, and which way the wind is blowing
From my testing the AI is not suicidal nor "overly" aggressive, though my group does use deepwar and we prefer a more aggressive AI overall.
Khazukan Kazakit-ha! Dec 3 @ 1:47pm 
well this mod is pretty bad then i guess, makes the ai just stupid...
Khazukan Kazakit-ha! Dec 3 @ 1:46pm 
your link 404'ed.