Total War: WARHAMMER III

Total War: WARHAMMER III

Hecleas Grand Strategy
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更新:10月28日 @ 2時04分
更新者:Hecleas

Bug fix where some MCT modules were not working

更新:10月27日 @ 0時13分
更新者:Hecleas

⚔️ New Mechanic — AI Tactical Planner Overhaul

A brand-new system added to the mod, fully reworking how the AI plans and reacts in battle.
The Script AI Planner now behaves more like a human commander:
Dynamically reacts to enemy movement and morale.
Re-evaluates tactical orders every few seconds.
Smarter patrols, formations, and reinforcements.
Cohesive defenses and faster pursuit decisions.

➡️ Result: a new layer of battlefield intelligence — faster, sharper, and far more believable.

更新:10月26日 @ 22時56分
更新者:Hecleas

🧩 Recent Additions & Compatibility

✅ MCT Integration & Multiplayer Support added for:
🏰 Region Culture Change → automatic downgrade when culture changes (fair expansion)
📉 Expansion Penalty → dynamic anti-snowball system (income ↓, construction ↑ with empire size)

✅ Simple MCT toggles added for:
⚔️ Auto End Battle
🏗️ Disable Building System (in settlements battles)

All modules now include MCT options and are safe for multiplayer campaigns.

Dynamic Movement Speed – Full Climate Edition
Armies now move according to composition, culture, and now climate.
Movement ranges vary from −50 % to +50 %, recalculated dynamically each turn.

New climate system:
Every race gains or loses mobility depending on terrain.
🏔️ Dwarfs and Chaos Dwarfs thrive in mountains, slow in jungles.
🌴 Lizardmen and Nurgle move faster in swamps and jungles.
🌵 Slaanesh excels in deserts and wastelands.
🌾 Bretonnia rides fastest on grasslands, slowed in swamps.
❄️ Norsca and Kislev gain big speed boosts on frozen ground.

Combined with cultural and composition bonuses, every march feels unique — lore-friendly, strategic, and immersive.
Fully automatic, multiplayer-safe, and MCT-toggleable.
➡️ Climate now shapes your campaigns.

更新:10月25日 @ 22時08分
更新者:Hecleas

⚔️ Lords & Heroes — Stat Balance
Lords & Heroes are no longer invincible tanks — they’ve lost some health and take more damage overall.
Battles feel fairer, duels more tactical, and both AI and player fight on equal terms.
Everything is fully customizable via MCT — make them tougher or squishier to fit your campaign style.

🏰 AI Expansion Penalty
The Expansion Penalty mechanic now applies to the AI for the first time.
No more endless snowballing — the AI now faces the same empire management pressure as the player.
➡️ Result: slower, more strategic campaigns with natural rise-and-fall pacing.

⚙️ AI Unit Caps & Supply Adjustments
Default AI parameters for Unit Caps and Supply have been reworked for better army composition and recruitment logic.
The AI now fields more balanced forces and maintains them more realistically over time.
➡️ Result: smarter armies, improved campaign flow, and a more believable AI economy.

更新:10月25日 @ 16時44分
更新者:Hecleas

🧠 AI Economy Rebalance
Reworked AI upkeep modifiers — the vanilla bonuses were designed for a passive, underperforming AI.
With smarter, more aggressive behavior and better economic logic, those old cheats are no longer needed.
Upkeep bonuses have been reduced to match the AI’s new efficiency, ensuring fairness without crippling challenge.
➡️ The AI now thrives through intelligence, not hidden advantages.

🏹 Ranged Realism & Projectiles
Rebalanced ranged combat for a more authentic feel.
Missile damage reduced for all ranged units — archers, guns, artillery, and towers.
Armor, shields, and cover now truly matter.
No more instant wipes — volleys support infantry instead of deleting them.
➡️ Tactical, grounded, and cinematic ranged warfare.

⚔️ AI Expansion & Diplomacy
Base expansion penalties made less punishing to encourage steadier growth and territorial wars.
AI factions are now more likely to declare war when strategically or economically motivated — less hesitation, more dynamic campaigns.
➡️ A smarter, bolder AI that expands naturally instead of turtling.

更新:10月25日 @ 16時44分
更新者:Hecleas

更新:10月3日 @ 22時06分
更新者:Hecleas

Fixed texture issue on dead bodies in battle

更新:10月1日 @ 20時33分
更新者:Hecleas

更新:10月1日 @ 8時20分
更新者:Hecleas

-⚔️ Neighbours-First Declare War (new mechanic)
When: Every AI faction turn.
Issue:
In vanilla, the AI often declares wars randomly across the map, ignores immediate neighbours, or worse — since recent patches, the vanilla war-declaration system barely works at all, leading to almost no new wars. Campaigns stagnate and feel lifeless.
Effect (detailed):
STANDING_THRESH (-50 default) → diplomatic attitude threshold: below this, war becomes possible.

ATTITUDE_FLOOR (-200 default) → hard lower bound: if relations drop this low, war chance hits the floor value.

WAR_CHANCE_AT_THRESH (1%) → probability of war exactly when the threshold is reached.

WAR_CHANCE_FLOOR (25%) → maximum war chance when attitude is at or below the floor.

RNG_MAX (100) → random roll scaling. Larger values = finer probability variation.

MAX_TESTS_PER_TURN (10) → maximum number of potential targets tested per AI faction per turn.

MAX_ACTIVE_WARS (2) → cap on simultaneous wars. Prevents AI overstretch and keeps wars meaningful.

GRACE_AFTER_PEACE_TURNS (10) → cooldown after a peace treaty; blocks instant re-declaration.

INVITE_ALLIES_ATTACKER (ON) → attacker calls in their allies.

INVITE_ALLIES_DEFENDER (ON) → defender calls theirs too, creating proper coalition wars.

TARGET_HUMANS (ON) → toggle whether humans are valid targets under these rules.

ENABLE_DEBUG (OFF) → prints AI decisions and rolls to the log for testing.

Priority system:
ENABLE_GLOBAL_BACKUP (ON) → when no land neighbours are valid, AI may target any met faction.

PRIORITY_MODE ("adjacent_first" default) →
adjacent_first: always tests land neighbours first, then fallback.
weighted: mixes neighbours + global candidates, using weights.

ADJ_WEIGHT (5) → weight for adjacent factions in weighted mode.

BACKUP_WEIGHT (1) → weight for global fallback factions in weighted mode.


⚠️ Limitations & Notes:
This script cannot trigger the vanilla war-declaration popup during AI turns.
👉 You must check the Diplomacy → War Declarations panel each turn to see who declared war.


The vanilla war-declaration system is currently broken and rarely triggers at all. This script effectively restores functional AI wars to the campaign.


Purpose:
To create coherent AI diplomacy where:
Land-adjacent factions are the main targets,
Global backup prevents late-game “peace-lock”,
Wars stay limited and strategic,
Truces are respected,
Alliances matter more,
Campaign wars escalate in a natural way.


➡️ Result:
More believable campaigns, regional conflicts that make sense, and a fix for CA’s broken DoW logic — finally restoring life to the campaign map.



-Completely removed the recruitment capacity bonus granted to potential factions.



-Improved the Battle AI section (thanks to Cerb)



-Improved the anti-snowball section (Order vs. Chaos vs. Destruction) (thanks to Cerb)

更新:9月30日 @ 20時59分
更新者:Hecleas

Fix for some factions having too much recruiting capacity.