全面战争:战锤3

全面战争:战锤3

AI Recruitment & Army Compositions (Updated 12-4-25)
416 条留言
antentacion 12 月 11 日 上午 8:31 
Is this mod working as intended, or could it be a confilct for me?
While using this mod i still face empire armies compromised of 1-3 units of infantry, 6-7 units of missile infantry and frequently 5+ outriders
Lickher_ish 12 月 9 日 下午 7:18 
well @weissrolf whats your verdict lol
Weissrolf 12 月 9 日 下午 12:43 
And another variant combining recruitment mods with the campaign AI mod "AI Army Tasks and Strategy" by Incata.

https://imgur.com/a/ygNwVgB

AI Ostermark recruitment at beginning of round 6, playing as Drycha.
- Start a new campaign for each mod.
- Defeat Skaven army and settlement in Mortheim in round 1 (build the same buildings, techs, diplomacy and skills each time).
- Do nothing but hit End Turn until turn start of turn 6 and screenshot Ostermark armies.
Weissrolf 12 月 8 日 下午 3:00 
https://imgur.com/a/xbT3TmF

Here is a variant without loading a save-game, but starting a new campaign with each "recruitment" mod.

AI Ostermark recruitment at beginning of round 6, playing as Drycha.
- Start a new campaign for each mod.
(Loading a save-game internally seems to starts a new tick 1 for the game-engine, results are different from playing 6 rounds straight with each mod. This also introduces additional/different random elements, like faction potential, see 2nd "Better AI Army Builder" run.)
- Defeat Skaven army and settlement in Mortheim in round 1 (build the same buildings, techs and skills each time).
- Do nothing but hit End Turn until turn start of turn 6 and screenshot Ostermark armies.
Weissrolf 12 月 8 日 上午 10:40 
https://imgur.com/a/8BRhAC6

AI Ostermark recruitment at beginning of round 5, playing as Drycha.
- Start a new campaign without any recruitment mod active.
- Defeat Skaven army and settlement in Mortheim in round 1.
- End turn for auto-save.
- Restart game with different Recruitment mod and load auto-save
(loading a save-game internally seems to starts a new tick 1 for the game-engine, results are different from playing 5 rounds straight with each mod).
- Do nothing but hit End Turn until turn start of turn 5 and screenshot Ostermark armies.
Weissrolf 12 月 6 日 上午 4:18 
I am currently comparing the three recruitment mods I found on the workshop. One thing they all seem to do within the first 5 rounds of a campaign already is to replace (!) tier 1 empire archers with tier 2 crossbowmen even when the stack isn't full (20 units) yet.
Heljumper117  [作者] 12 月 5 日 下午 8:45 
My mod works with Caps Reborn Mod which actually compliments my mod very well, as for SFO, I doubt it since they add new units, all new units would needed to be added to my tables. Really easy to adjust custom unit mods by simply adjusting the cdir_military_generator_unit_qualities_tables for any new units but it must be done on the other end/compatibility submod.
RHYNO 12 月 4 日 下午 6:49 
IS IT COMPATIBLE WITH SFO?
Heljumper117  [作者] 12 月 4 日 上午 10:09 
Currently working on update, should fix some previous issues as I noticed CA changed the name of some units un the unit qualities table which might have been causing some of the weird unit choices previously by the AI
龍Saint 11 月 25 日 下午 12:57 
Turn 6: sees an entire Empire stack with 1 spearman, 4 pistoliers, 13 outriders and 1 reiksguard.

wutdafuq
awpanda1 11 月 17 日 下午 5:25 
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3607796926 this covers a couple mods, not too extensive, still working on it.
Thasher 11 月 15 日 下午 4:04 
Would this conflict with Caps Reborn mod?
Flan 9 月 19 日 下午 5:37 
See less stacks of one unit with this mod compared to other mods for ai recruit :)
Don't know if it's possible but having the AI stacks sell their old bad units and buy the better version sometimes would be cool too.
Howarth 9 月 14 日 下午 4:26 
does this mod work? empire missile cav and landship spam is so lame
Moondise 9 月 10 日 下午 12:08 
I really hope this mod gets updated, the game is unplayable without it. Endless doomstacks and pointless armies are just too annoying.
Heljumper117  [作者] 9 月 5 日 上午 7:56 
Working on a new version to add the new units added witrh latest patch :)
I Have No Enemies Brother 8 月 24 日 上午 11:41 
@Heljumper117

How goes testing the new version of this mod? Would you mind sharing how it would be different from this original version?

Also congratulations on your name sake finally being represented in Hell Divers the video game.

Can't wait to spread democracy with my fellow ODST troopers
I Have No Enemies Brother 8 月 24 日 上午 11:38 
@Rams

It is "Mod configuration tool" mod. It allows you to enable certain options for various mods such as activating table tops caps in campaign selection menu before starting a campaign as well as change some settings while a campaign is occuring
Rams 8 月 22 日 下午 4:49 
@I Have No Enemies Brother Hi, can you explain what MCT is? I'd like to use this mod with SFO.
I Have No Enemies Brother 8 月 10 日 上午 12:40 
I have done more experiements with this mod. Pay attention that you don't have conflicts. I finally got my mod list where there is no conflicts and this mod works perfectly. The armies feel loreful, strong and balanced. Each fight is a fresh experience.

If you use SFO with this then there is a compatibility patch for both with link in comments section of this mod. But you also need to toggle on Table Top Caps in MCT settings and for some reason the mod only works with SFO if you turn on that option. But when you do then you will see dynamic and balanced armies that are challenging and feels loreful. Combine this with a unit caps mod and you are in for a treat.

Thank you @Heljumper117 for this masterpiece of a mod.
Moondise 8 月 10 日 上午 12:09 
Dark Elves continue to spam Shades in their armies
I Have No Enemies Brother 8 月 8 日 上午 1:43 
@Heljumper117

I noticed that High Elf rangers are listed as Hel_infantry_fanatic but the High Elf army templates DO NOT have that tag present in any of the templates.
MadRevenant 8 月 5 日 下午 10:38 
does this work fine with multiplayer campaign?
I Have No Enemies Brother 8 月 5 日 上午 11:43 
@Heljumper117

If it is not too much trouble to ask would you please put up images of armies created with this mod of different factions at different stages of campaigns such as early armies, mid game armies and late game armies? So that it is easier to compare what is supposed to happen as to opposed to what the player is seeing in their game :)
I Have No Enemies Brother 7 月 13 日 下午 11:51 
@Heljumper117

Would you mine telling us a little about this experimental version so we can get a glimpse in our mind of what it might do? :D
Heljumper117  [作者] 7 月 12 日 下午 12:51 
Currently an update isn't necessary, I am working on testing a version that edits the progression system that CA added not too long ago.
Heljumper117  [作者] 7 月 10 日 下午 8:12 
I'll check things over this weekend :)
PhazezGova 6 月 23 日 下午 1:28 
I love the mod, is an update coming or is an update even necessary?
叁柏 6 月 21 日 上午 8:40 
PLZ UPDATE!!!
Jojo Uchu 6 月 20 日 下午 11:44 
Can also confirm this mod does not seem to be working correctly, at least some of the time. I keep running to Grimgor fielding mass amounts of Arachnarok Spiders. Currently staring at an army of nine Arachnaroks (four of them being Flinger variants) plus Grimgor himself with my own hobgoblin stack... Not a chance. :steamsalty:
Malaneth 6 月 16 日 上午 1:20 
Sorry but this doesn't work. Playing as Archaon, faced 6 full Empire stacks that consisted of something like 3 archers (max chevrons), 2 handgunners,4 different artillery pieces, 6 different cavalry units, 4 heroes.
Solo Extremo 6 月 3 日 上午 5:57 
every army is full art/ranged/monster xd
Arielle legit has 8 art and 10 dragons
wrought82 5 月 5 日 上午 8:51 
looks like you are tweaking ai army options rather than creating new ones? any idea where to find the ratios between those options and how ai handles recruiting?
wrought82 5 月 4 日 下午 10:57 
Alternatively chat gpt tells me adjusting the numbers is possible albeit manual, so if you ARE looking to do something completely different from what im suggesting mind if i make my own version? with credits ofc...
wrought82 5 月 4 日 下午 10:23 
Added a discussion with a longer draft and feature...but i dont know if its at all the kind of thing you are trying to do. some of the ideas seem to run counter to what you are aiming for :)
would it be possible to make AI follow that kind of logic though?
Heljumper117  [作者] 5 月 4 日 上午 11:13 
"10%-20% for most armies with exceptions (e.g. High Elves/Wood Elves should have more)"
Norr 5 月 3 日 下午 7:56 
BROOO pls make enemy archers be 20-40% TT
Warvaka 5 月 3 日 上午 6:29 
Hello. Please tell me, for races and units that are not taken into account in either the main mod or the submod - will their recruitment into AI armies continue or will they simply stop recruiting armies due to the new AI logic? For example, Great Harmony or Walk with Dragon
Norr 4 月 30 日 上午 2:35 
why would ranged infantry be 10%? shouldnt it be closer to 40%? how are they gonna kill without missiles?
Heljumper117  [作者] 4 月 28 日 下午 5:12 
Awesome!
Aelfric 4 月 28 日 上午 7:05 
I created compatibility mod that relies on this great mod that gives AI ability to recruit units added by other mods. AI Army Compositions Compatibility Patch
S1LANCE 4 月 16 日 下午 5:04 
Great news!!
Heljumper117  [作者] 4 月 16 日 下午 4:36 
Friday when I'm done with work
S1LANCE 4 月 15 日 下午 12:29 
When we can expect update of mod?
cbloom 4 月 12 日 下午 12:56 
Trying to work out why some factions spawn nothing but zombies or clan rat slaves
Heljumper117  [作者] 4 月 12 日 上午 10:36 
They prefer things with a higher score
cbloom 4 月 12 日 上午 5:45 
Looking at the unit quality progression table, does the ai prefer units with a lower overall score from the model or higher? Cant find any documentation on it.
蛇皮怪 4 月 9 日 下午 8:52 
can work with radious?
Heljumper117  [作者] 4 月 8 日 下午 5:52 
I'll work on an update this weekend
Heljumper117  [作者] 4 月 8 日 下午 5:51 
yes