全面战争:战锤3

全面战争:战锤3

Campaign AI Tweaks
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更新于:8 月 3 日 上午 5:17
作者:Sleepy

Reverted a change that broke Taurox.

Kroq Gar, Kairos, Khalida and Kugath now have a region hint for the easter colonies province. They might be more interested in going there and taking that free land for themselves since in vanilla that place goes an entire campaign without seeing any action.

Ku'gath now has region hints pushing him to get a foothold in gnoblar country and haunted forest before anything else. After that he may choose to go north towards the mountains or invade Cathay. Of course, if someone from the west declares war he will go there instead.

Gelt already had region hints, but they were based on the empire. Since he now lives in cathay, those old hints made no sense. Changed it to southern cathay and appropriate surroundings.

Nkari now pushed to conquer Cothique first, right after the initial province of Chrace. In my experience he almost always dies horribly if he goes north to fight Alarielle too early so now he may have a better chance of survival by simply choosing an easier path, instead of pumping his faction potential. After this he may keep going south to fight Eltharion, go back to entertain Alarielle or even travel to Bretonnia instead.

Daemon Prince now hopefully truly a warbringer. Pushed to conquer the chaos wastes first, then norsca then kislev and empire. Most likely he and Achaeon will fight for supremacy before going down to fight the order.

更新于:8 月 2 日 上午 11:15
作者:Sleepy

Cleaned some data table entries no longer used by the mod to minimize incompatibilities.

Removed adjustment to minor factions added by Mixer. You can better control minor faction potential buffs using Mixer's minor faction potential slider via MCT.
If not using Mixer, this mod works as usual.

Added 2 new submods to remove minor faction potential buffs added by the main mod, and norscal vassal potential buffs.

更新于:7 月 31 日 下午 12:29
作者:Sleepy

Fixed a typo in Be'lakor's hint regions

更新于:7 月 30 日 下午 8:14
作者:Sleepy

Adjusted war declaration logic a bit.

--AI more likely to take action against those owning regions part of their hint system.
--AI hint system basically facilitates action against whomever owns regions part of their region hints, based on campaign turn. Tho still subject to randomness. (Ulthuan prefers to clean up the island first before doing anything else, Empire wants to unite the empire before doing anything else, Dwarfs more interested in taking back their holds than fooling around random places)
--AI hint system is now ignored if the owner of their region hints are of the same subculture.
--Added AI hint system to Be'lakor. He will be encouraged to take action against Ulthuan elves and later on around Alith Anar's position in south east Naggaroth.
--Warmongering and evil cultures in general more likely to initiate wars.
--Order AI more likely to initiate wars against heavily disliked foes.
--Order AI less likely to initiate wars against same subculture.
--Order AI less likely to initiate wars against factions they have neutral opinion of or mildly disliked ones.
--AI less likely to declare war on someone if they and their target shares the same main threat enemy. (enemy of my enemy is my somewhat maybe friend)

Other changes

--Lowered the AI's perception of the strength of enemy armies to 1:1, except for "cowardly" AI, like skaven (in vanilla they still see the enemy as being much weaker than their armies so this is still higher perception).
----It was observed that the AI was acting too reserved at times when it had no reason to. The main mod now has mostly the same values as the submod, but the submod instead brings back vanilla values for their decision to retreat from a fight when attacked.
----Might make another submod that raises this value later if anybody prefers it that way. Keep in mind that there is a fine balance here. If it is raised too much the AI will avoid giving too many free autoresolves or suiciding into enemy walls but might also make them too cautious or "cowardly". If lowered too much you will get free autoresolves all the time with the AI overcommiting a lot but you will get more battles even if detrimental to the AI's overall campaign.

更新于:7 月 29 日 上午 3:23
作者:Sleepy

Beastmen unfucked... again... Require a new campaign if they were inactive before.

Beastmen potential increased a little so they don't die to minor faction settlements or take a billion years sieging one.

AI hopefully a bit more willing to leave some armies behind to protect against possible backdoor invasions by potential threats.

Increased AI priority to fight enemy forces rather than settlements, if there are any armies nearby. Attempt to reduce occasions where they ignore you to hit your poor tier 2 settlement right behind you.

Daniel now starts with a -40 aversion to warriors of chaos and -20 in general vs norsca. This is an attempt to push him into conquering into norsca or challenging archaeon for supremacy. Too many times he just sits idle by his chaos winter resort in the north when he's supposed to be a danger to the world.

更新于:7 月 26 日 下午 11:29
作者:Sleepy

更新于:7 月 26 日 上午 4:54
作者:Sleepy

更新于:7 月 21 日 下午 2:50
作者:Sleepy

更新于:7 月 21 日 上午 11:53
作者:Sleepy

Beastmen are active again

更新于:7 月 21 日 上午 8:56
作者:Sleepy