Total War: WARHAMMER III

Total War: WARHAMMER III

Less AI Cheating (campaign)
482 kommentarer
Lippuringo For 9 timer siden 
Hi there, enormous work dude! I have a question, does this mod make AI more passive in mid and end game? For example, would they always dodge possibility of attacking zones with attrition? Or would this mod would make them build more buildings with attrition bonus?
TheWhitesnauzer 7. okt. kl. 4:22 
W this is more fair compared to other anti ai cheating mods :steamthumbsup:
Volcano  [ophavsmand] 2. okt. kl. 2:59 
And how many other mods do you have active?
X69xBBWx69X 2. okt. kl. 0:34 
This is absolutely not working. I saw Cathay spawn 8 full stack armies turn 61.
Volcano  [ophavsmand] 29. sep. kl. 14:07 
Yes it does, it works with all campaigns, even the Prologue. :steamthumbsup:
Faceroller 29. sep. kl. 3:23 
this doesn't work for IE, right?
Volcano  [ophavsmand] 22. sep. kl. 14:10 
You are welcome, happy gaming. :steamsunny:
markensky 22. sep. kl. 7:20 
Thank you. It is not fair for the AI to have three full stacks with one settlement while I can barely have one stack, even on normal difficulty.
Volcano  [ophavsmand] 15. sep. kl. 16:10 
Thanks, glad you like it. Yes, the goal is to make it difficult without the insanity. At some point along the way there was some laziness (IMO) where harder difficultly just means MOAR CHEATING. So with some careful tuning (based on experience on how classic TW games played), you can get some AI cheating bonuses, but not insanity levels of it.
Have fun. :WH3_clasp:
Deadworld 13. sep. kl. 9:30 
I was hoping for something like this. I understand why the hardcore vets of the series turn up the difficulty so much, but for the rest of us, having the AI cheat like crazy even on normal difficulty is extremely frustrating. I am really grateful that you made this mod. It greatly reduces the amount of random nonsense and makes the game MUCH more enjoyable. (Multiple factions declaring war on you within the first 10 turns and they all have double stack armies and don't fight each other...wtf CA? Okay, I'll restart. Oh, now it's only 2 armies, but skaven has multiple multi-stacks and apparently an impromptu unofficial alliance with chaos...)

Anyway, I really appreciate not having to deal with that insanity anymore, unless I choose to.
King of Fools 5. sep. kl. 18:35 
gigachad mod.
I noticed in the past vanilla AI is immune to the normal Control penalties from sacking their settlements, so it's much harder to start a rebellion. And when a rebellion does finally happen, the immense Faction Potential cheats cause the rebellion to always lose their fight no matter how bad the garrison is. Does this mod do anything to fix those things as well?
东风61 2. sep. kl. 5:20 
Updata pls
AI-Man 24. juli kl. 23:16 
i scoured the workshop for a mod that just removes or reduces ai upkeep cheats on higher difficulties but i couldn't find any. Only found this one https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2926591990 but i don't like how it touches a lot of other things like faction potentials, i've always preferred to use this mod over it
Volcano  [ophavsmand] 24. juli kl. 17:19 
No is no version like that. I am sure there are separate small mods that do all sorts of things with AI upkeep cost. You could put that mod below this one in loading order and it should work fine.
AI-Man 24. juli kl. 3:19 
is there a version that reduces ai army upkeep aswell? i can't deal with ai having infinite armies with just one province
Volcano  [ophavsmand] 22. juli kl. 14:05 
There is no AI bonus (discount / cheating) with unit upkeep in this mod, if that is what you mean.
FuhrerBoss1889-1945 22. juli kl. 8:23 
does it remove AI upkeep cheat
Volcano  [ophavsmand] 26. mar. kl. 15:20 
I updated it, no more capital letters in the tables. It was tedious, and CA says they will fix it, but I don't quite trust that a future update will not break it again so the change/fix here doesn't hurt.
Volcano  [ophavsmand] 25. mar. kl. 21:59 
Yes, I am currently waiting on CA to put out a hot fix. Most mods are broken by their update - either roll it back to the previous version temporarily or go without the mod for now. It should be soon, I think.
harddevil3 25. mar. kl. 21:29 
This mod currently blocks the client version 6.1. Please update.
Volcano  [ophavsmand] 19. mar. kl. 19:27 
OK, seems like it would work fine with that. :steamthumbsup:
Pfleger Von Yggdrasill 19. mar. kl. 17:18 
It's immortal empire expanded mod, don't think it's quite related just to be sure
Volcano  [ophavsmand] 19. mar. kl. 12:38 
I have no idea what iee is. Is it the Immortal Empires campaign? If so, yes.
Pfleger Von Yggdrasill 19. mar. kl. 10:51 
Is it compatible with iee?
Volcano  [ophavsmand] 14. mar. kl. 15:14 
That is one of the great mysteries of the universe. I'd say probably put this mod at the top, but then if you see something you don't like or think it isn't working, then move it below.
Khorne 14. mar. kl. 5:38 
Should we load this mod before SFO or after?
Volcano  [ophavsmand] 11. mar. kl. 19:00 
This mod wouldn't allow that specifically, but there was a patch/update in the game that buffed the Ogre factions. They are probably earning some kind of "phantom income" (basically free income that every faction earns, in varying degrees).
FunkenGruven 11. mar. kl. 18:12 
Greasus has only 3 territories, and he's grown to the 2 rank in strength There is absolutely no way his 3 territories could possibly have the economy to support the dozens of armies he has.

I'm not certain if this mod causing it, but I've never seen anything like this before I installed.

Thoughts?


P.S. I have a screenshot showing single settlement with a literal hoard of armies. Too many to count, but I'm not sure how to share it here.
Volcano  [ophavsmand] 17. feb. kl. 14:22 
@MightNight
Hmm, possibly there might be something in the difficulty tables that deals with settlement growth rate that I can dial down a tad. I know right now this mod doesn't alter anything like that, if it exists, so it would all be base game's behavior here. I will look into whether this is possible to adjust there.
Volcano  [ophavsmand] 17. feb. kl. 14:19 
@GoldenHammer
It might be compatible with SFO, try putting this mod on top of the loading order and see how it plays (if you like how it feels).
MightNight 15. feb. kl. 11:45 
Hey @Volcano could you by any chance remove the regular Growth bonuses the AI gets for towns? It is crazy how quickly they are going from level 1 to level 5 settlements.
GoldenHammer 30. jan. kl. 5:49 
SFO COMPATIBLE??
minecraft with gadget 2. jan. kl. 12:17 
Reuploaded my submod for TOW compatibility. https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3396066430
Your mod's essential man. AI feels so much more fair without being too weak.
Volcano  [ophavsmand] 29. dec. 2024 kl. 13:05 
I guess the "AI Anti-Cheat Mod" is another mod? If so, perhaps someone else would know to answer the question better than I could, but this mod tries to take a minimal approach to the issue, for what that's worth.
Blakeioh 28. dec. 2024 kl. 13:10 
Does this one or the AI Anti-Cheat mod nerf the AI more?
Volcano  [ophavsmand] 23. dec. 2024 kl. 18:02 
OK thanks for the info for those who play with that campaign mod. :steamthumbsup:
Volcano  [ophavsmand] 22. dec. 2024 kl. 20:20 
Thanks for the compliment. :steamhappy:
Happy gaming! :WH3_clasp:
Louis Cypher 22. dec. 2024 kl. 0:48 
Thank you, this is god's work
Volcano  [ophavsmand] 16. dec. 2024 kl. 14:35 
Other than the description above, and the "Change Notes" tab, unfortunately no. The values changed so much over time, and there just isn't enough time in the day to track all of that. :steamfacepalm:
Baron Porkface 16. dec. 2024 kl. 13:30 
is there documentation of the changes anywhere?
Volcano  [ophavsmand] 12. dec. 2024 kl. 17:23 
Yep, in progress now... :steamsunny:
Nobuhator 12. dec. 2024 kl. 13:24 
Update please.:steamhappy:
Volcano  [ophavsmand] 29. nov. 2024 kl. 14:20 
It sounds like some of the stuff could conflict, but they might work together. I'd say you could try it with this mod at the top of the loading order and see how it plays. If there is something you don't like, then try swapping the two mods in order until it feels best.
JesusChristIsLord 28. nov. 2024 kl. 14:24 
Hey Volcano, does your sexy mod work with this mod "Ai organic mod overhaul" if so can you describe the mod loader in depth, thank you.
Volcano  [ophavsmand] 25. nov. 2024 kl. 11:16 
No worries, yeah I don't think there are many adjustments to the human side, that is one of the few. Have fun! :WH3_clasp:
Panzerknacker 25. nov. 2024 kl. 11:08 
@Volcano
Thank you for clarifying. I was a bit confused to see less upkeep cost on my units. I thought there were only changes to the AI, but now I know. Great mod btw, especially that the AI can't recruit an entire army in 1-2 turns.
Volcano  [ophavsmand] 25. nov. 2024 kl. 10:22 
@Panzerknacker
Reduced from what the upkeep was originally? If so, yes, because this mod strives to narrow the cheating in both directions. The AI still has an advantage, but the top end penalties were felt to be far too extreme in many areas, this being one of them. The user has to be more competitive to keep up with the AI cheating, to avoid the entire map being at war with the player -- that's the idea, anyway. :steamfacepalm:
Panzerknacker 23. nov. 2024 kl. 12:43 
@Volcano
Hi, is it an intended change, that the upkeep cost of player units is reduced on higher difficulties (hard and above)? Or is it some sort of side effect?
Volcano  [ophavsmand] 14. nov. 2024 kl. 14:08 
Thanks, glad you like it. Yeah, what happens without the mod is that the AI grows too fast. Then (apparently) they base all their decisions off strength based comparisons, and since the player has no chance to grow at a similar rate, then in very short amount of time you are at war with everyone on the map. With this mod, the player can grow in strength at a similar rate, and then this can discourage the AI from "piling on".
Have fun! :WH3_clasp: