全面战争:战锤3

全面战争:战锤3

AI Construction Priorities Reworked
547 条留言
Lycia Pintella  [作者] 12 月 12 日 下午 8:02 
I've been using Organic AI Overhaul with Ultra Aggressive & Smart AI. It's been a while since I checked to see if I have the issue with my config, but given the description of the root cause that CA gave it has to still be there. Recruitment for some factions with pooled resources is broken, and I don't think a mod can fix that.
Niko 12 月 12 日 下午 7:06 
Thanks for quick answer. If you want to get rid of idling armies you should try one of next mods:
Hecleas AI overhaul
Deep War AI
Stronger and Fairer
I am playing without these mods right now (with SFO tho), and idling armies are everywhere.
Lycia Pintella  [作者] 12 月 12 日 下午 6:10 
No, in fact this mod actually makes that particular issue worse. In order for my mod to overwrite the game's building values (which is also what AI diplomacy uses), I set the values for most buildings in this mod notably higher than in vanilla.

CA added a way to make mods a few months ago that would allow me to solve this, but it would be a lot of work to implement it, and the vanilla game has the issue bad enough that after polling users here, I decided not to spend the time to rewrite the mod. (I haven't played WH3 in about 6 months but I do eventually plan to come back. I might reconsider if CA fixes the idle armies issues and I return.)
Niko 12 月 12 日 下午 4:13 
Just a quick question. Have you managed to prevent AI from over valuing settlements with military buildings? Not that I abuse it (sounds banal and boring), but would be better if it would stop occuring. Thanks in advance:)
Lycia Pintella  [作者] 12 月 11 日 下午 9:15 
Thanks Niki.

@一把伞一个人 - Yes, at least before the current patch they were completely ignoring some military buildings and I got a fix in for them just a while ago.
Niko 12 月 10 日 下午 12:53 
Thanks for the awesome work man. Big respect!
一把伞一个人 12 月 8 日 上午 10:49 
May I ask if this MOD allows the Chaos Warriors faction to prioritize the construction of military buildings?
Lycia Pintella  [作者] 12 月 4 日 上午 11:50 
@DeaDBreaD hit me up on my Discord server (link near the bottom of mod description) or send me a friend invite (Lycia_Pintella) and if you want I can make you a version without the errors. I don't want to publish it but I don't mind helping with a homebrew version for you.
Lycia Pintella  [作者] 12 月 4 日 上午 11:28 
@GenezisO Isn't... that a good thing? If they have the resources to build it, why shouldn't they?
DeaDBreaD 12 月 4 日 上午 7:38 
yeah, alot actually. Ill screenshotted them.

https://imgur.com/a/VlkrSEg
Lycia Pintella  [作者] 12 月 3 日 下午 10:02 
Well, I just thought of a possible issue. Even in the regular version of the mod it makes references to *I think* some t4 minor settlements. Does the RPFM error checker throw any errors for you? I've been away from WH3 long enough I'm starting to forget how my own damned mod works lol.
Lycia Pintella  [作者] 12 月 3 日 下午 9:54 
There's probably only a few updates left in this mod. I'm hesitant to upload a different version in the workshop as there are already two "main versions" of the mod and I don't want to have too many forks to confuse people.

I can confirm there won't be an issue with you deleting the T4 minor settlement compatibility table as long as you aren't using the T4 minor settlement submod.
DeaDBreaD 12 月 2 日 下午 4:53 
I deleted the ghost T4 compatibility entry in rpfm and now the buildings are crossed out. Will that make problems in the long run? If its not much to ask could you upload an alternative version where this entry is already deleted? For people like me who will never use T4 settlement mods? Otherwise i just delete the entry every time you update.
DeaDBreaD 12 月 2 日 下午 4:42 
Maybe this was mentioned before but with your mod the game tells me that i can build T4 buildings in minor settlements, but the settlements go only till T3. I dont use any minor T4 mods. I know its only visual but can i somehow change it in rpfm, so the buildings are crossed out like they should?

https://imgur.com/a/UX8RLGp
GenezisO 12 月 2 日 上午 10:13 
I am not sure where exactly to post this but I enabled all Incata's mods including this one and now Chorfs just casually build T5 main settlement on turn 15. Playing on Very Hard but still.
https://imgur.com/a/UqV0F9f
Lycia Pintella  [作者] 11 月 27 日 下午 1:31 
If I remember correctly, that is caused by the part of this mod that makes it able to work with T4 minor settlement mods and my related submod. I don't think I'm willing to give that up, and I don't know enough about the core cause of the problem to make a submod.

Side note: I haven't played WH3 in about 6 months. I've been on a Pharaoh Dynasties kick lately.
Zorag 11 月 27 日 上午 6:52 
Sorry, I didn't phrase this correctly.
I was talking only about OvN Lost World not updating skins for some settlements, not about OvN faction mods.
Lycia Pintella  [作者] 11 月 25 日 上午 10:09 
The OvN team already wrote rules that govern their factions in the respective mods. They know more about what should be prioritized there than I do.
Zorag 11 月 23 日 下午 11:20 
Is compatibility with OvN Lost World something you will look into or it's not considered?
Weissrolf 11 月 20 日 上午 5:03 
About overvaluing settlements: it's not only about gold. Trading settlements can easily push an AI enemy not only to make peace, but also enter a full alliance (or at least defensive one) within the same deal.
hansen 11 月 16 日 上午 1:42 
Thanks
Lycia Pintella  [作者] 11 月 16 日 上午 1:26 
It works, but it is balanced for vanilla, so if they changed how valuable a building is, this mod's priority might not match up. Otherwise, it should be fine. =)
hansen 11 月 16 日 上午 12:17 
Hi Lycia! Does your mod work with SFO?
cbloom 11 月 15 日 上午 9:17 
Awesome, thanks!
Lycia Pintella  [作者] 11 月 14 日 下午 9:47 
It's working. I am just doing test runs to try to get the farm built within the first three buildings so the province will grow.
Lycia Pintella  [作者] 11 月 14 日 下午 7:36 
I'll do a test run now just to see if I got it right. Let me know anything you notice in case I miss something, though.
Lycia Pintella  [作者] 11 月 14 日 下午 7:14 
I tweaked their work to try to fit in with how I made this mod (I'm rusty, might have made a mistake). It's uploaded. Let me know if there are still problems.
cbloom 11 月 14 日 下午 5:29 
Does not appear to work. There is this discussion where a fix is presented https://github.com/chadvandy/cbfm_wh3/issues/2443 . In the discord link someone has put together a mod.
Lycia Pintella  [作者] 11 月 13 日 下午 8:02 
Attempted fix is in for AI not making chaos military structures. Let me know if you see chaos factions making the different recruitment structures.
Lycia Pintella  [作者] 11 月 11 日 下午 9:19 
If It's a database / pack file issue I should be able to get something working. If it's an error somewhere in code I likely can't. We'll find out soon.
Lycia Pintella  [作者] 11 月 11 日 下午 9:12 
Thanks for the info. I should be able to try to fix this in the next one to three days, depending on my sleep schedule lol. Appreciate you all doing the testing to help save some time on the fix.
cbloom 11 月 11 日 下午 3:03 
I ran vanilla for 15 turns with and without your mod and the WoC do not build any military buildings. They build the three main eco buildings and then leave any further slots blank with no building, neither do they upgrade any military buildings given to them via conquest or confederation.
Lycia Pintella  [作者] 11 月 11 日 上午 3:12 
I'm still a day or two out from being able to look into this. If someone can run a test with (preferably only) this mod and the console mod (to reveal fog of war - command is fff) in the meantime and let me know if it still happens that is great, but I will do it if nobody else gets to it in the next couple of days.
cbloom 11 月 10 日 上午 10:57 
Try community bug fix mod, chaos started building some military buildings in my recent play through with this mod enabled and I also use Hecleas AI.
Karol 11 月 10 日 上午 2:19 
@cbloom no, but it might be caused by Hecleas AI mod that i'm using. Didn't test it tho.
cbloom 11 月 6 日 下午 6:50 
Spotted the same problem as Karol, although disabling this mod did not correct the issue. Are you using old world mod Karol?
Lycia Pintella  [作者] 11 月 4 日 下午 9:27 
I can check into that but it will be about a week or so. Sorry for the delay.
Karol 11 月 2 日 上午 12:50 
Is it just me or Warriors of Chaos don't build any military buildlings? All WoC factions have t5 settlements with only 3 infrastructure buildings and 4 empty slots.
Lycia Pintella  [作者] 10 月 15 日 上午 7:18 
Thanks for the feedback. =)
Abhartach 10 月 14 日 下午 1:01 
I personally think the AI overvaluing settlements isn't too much of a concern; it's up to the player whether to abuse it or not, and I've found that in many cases, the AI simply doesn't have enough money to pay the full price even if one DOES try to exploit it.
fgh 10 月 14 日 上午 7:40 
Hey Lycia! regarding your questions i would like to give you my point of view about it. Are there any other advantages for you or the mod when you use this new tool from CA? inflated values in diplomacy can be easily avoided by using one of the many diplomacy mods in the workshop.i have tested some by myself and you were not able abuse these inflated values anymore by giving it to the AI. so i think your newest version of the mod is working very well. i have only seen kislevite, dark and high elven factions building tier 5 buildings in smaller settlements sometimes. everything else works fine
Lycia Pintella  [作者] 10 月 10 日 下午 10:34 
My question is: Are you guys willing to put up with the mod possibly becoming a bit rockier for a while in order to solve the inflated values in diplomacy? (I do have two nearly identical versions of this mod published, so I could keep one as it is now for a while for people who don't want to deal with new bugs).

2nd question: If there is a load time cost to this, how much load time would you be willing to accept to fix this issue before deciding it's not worth it? I can test the load time impact fairly easily and compare it with responses.
Lycia Pintella  [作者] 10 月 10 日 下午 10:34 
So with a tool CA recently added for modders, if I understand properly, I now have the option of deleting the base game's AI and fully replacing it with this mod. If I do that, I can lower construction values and resolve the issue where this mod makes settlements highly valued in diplomacy.

Possible downsides: Without CA's logic backing up my rule set, some bugs may become more apparent and it may take time to find and fix them all. I am also unsure what the effect will be on load times because I would need to delete a healthy amount of DB keys.
Lycia Pintella  [作者] 10 月 10 日 下午 12:15 
If any SFO users notice any important issues with the mod and SFO, let me know. I have two versions of the mod up and right now they are 99% the same (it was necessary when I had to datacore to change an issue). If I get some good advice I might make the other version follow rules for SFO or something, I'm not sure.
Lycia Pintella  [作者] 10 月 10 日 下午 12:13 
With some recent changes to the game, this mod should be SFO compatible. That being said, certain build priorities may make more sense in SFO than in vanilla, but this mod will build based on the expected benefit from vanilla structures.
Bran 10 月 9 日 上午 3:54 
Is it compatibility with sfo?
Lycia Pintella  [作者] 10 月 2 日 下午 11:01 
@Lord Vyse the community bugfix team. I think they have a channel on Da Modding Den discord.
Lord Vyse 10 月 2 日 下午 7:27 
@Dragon32 who are they?
Dragon32 10 月 2 日 上午 6:19 
@Lord Vyse
The CBFM people are trying to fix that, check out their mod page and Discord channel
Lycia Pintella  [作者] 10 月 1 日 下午 8:24 
@Eregios I don't see a way to accomplish that elegantly.

@Lord Vyse That's beyond my ability. You may want to check some of Incata's work he has like 5-6 AI mods.