Total War: WARHAMMER III

Total War: WARHAMMER III

Force AI Agent Embedding
54 kommentarer
Lickher_ish 29. nov. kl. 2:54 
been using this and it works nicely. kind awkward tho when a theres 6 heroes in a enemy army lol
HotPizza87 27. nov. kl. 21:30 
I mentioned immortal heroes as well. Having heroes on campaign map outside armies which are rank 20+ is a waste.
HotPizza87 27. nov. kl. 21:29 
Requesting force embedding Legendary/Immortal heroes only submod. I'm fine with AI doing agent actions - more recently due to apparent CA changes AI has been doing agent actions - but seeing Lord Kroak or Isabella outside an army should never happen unless they get wounded.
Zach  [ophavsmand] 25. nov. kl. 9:37 
You can use this in tandem with a mod like NNobs to help level AI lords/heros. I used a tweaked version of it in my groups campaign
SEZER 25. nov. kl. 6:56 
it works but with a downside: its easier to win battles when they have 5-10 underleveled agents in one army
Zach  [ophavsmand] 15. nov. kl. 8:32 
Improved army capacity checks and such
Zach  [ophavsmand] 14. nov. kl. 10:14 
I have experienced that before as well but it was due to another mod and I fixed it in that affected mod. I would have to know what mods you're using as well as some context viewer info from your save its happening in to even start with that
Lickher_ish 14. nov. kl. 7:52 
Would you look into bringing back begone colonel from wh2. Sometimes ever so often I’ll see an unclickable and unkillable hero on the campaign map even with console command.
Zach  [ophavsmand] 13. nov. kl. 20:52 
Yeah I understand :cozyroe2:
Lickher_ish 13. nov. kl. 20:50 
good to know thank you zach. <3 I hope you understand why i ask
Zach  [ophavsmand] 13. nov. kl. 19:16 
Its not a heavy script, my MP group uses it with several other mods as well.
Lickher_ish 13. nov. kl. 19:13 
i understand it boosts turn performance. I'm just asking about how heavy the script is cause too many heavy script mods will just cause the game to die randomly mid turn.
sleepy 13. nov. kl. 18:56 
this mod boosts performance dramatically for me
Lickher_ish 13. nov. kl. 18:27 
how script heavy is this? running a fairly larger collection but trying to minimize heavy scripts to keep my game stable
sleepy 6. nov. kl. 21:40 
beauty. pure beauty
Zach  [ophavsmand] 11. okt. kl. 9:19 
@saurmanthecursed - they will embed if they can, if no armies have capacity for them to embed then they wont till an army opens up

@wuhu - There is nothing in the script that "permanently" embeds them per say, its more so that they will simply be embedded again on the AI's next turn if for whatever reason it kicks them out of the army

@Askir - glad you like it
Askir28 11. okt. kl. 6:35 
Great Mod, thank you!
wuhu__hulongfu 10. okt. kl. 23:25 
is AI still possible to move the embedded agent out of the army?or the embedding is permanent?Thank you!
Jinji Kikko 6. sep. kl. 0:25 
GREAT mod 很好的补充了这个游戏AI的逻辑短板
sarumanthecursed 28. aug. kl. 15:39 
No, I’m saying that they’re not always embedded


And if possible to make a mod that just always embeds the legendary heroes

Not sure if that’s possible
Zach  [ophavsmand] 28. aug. kl. 6:05 
Legendary heroes do embed with this as they fall under those hero types. Are you saying they are not being embedded?
sarumanthecursed 28. aug. kl. 3:15 
Understand, thank you anyways.

Please try and see if you can get legendary heroes to always embed
Zach  [ophavsmand] 27. aug. kl. 15:33 
I understand and hear the desire for caps, I make no promises
It may come in the future
sarumanthecursed 26. aug. kl. 20:29 
ogre camps get fully loaded with all heroes
sarumanthecursed 6. juli kl. 19:55 
Very cool, would be nice if you made a separate mod that just always forced embedded legendary heroes
SpooNNNeedle 27. apr. kl. 16:12 
+1 to hero caps (4+Lord is not a bad number, and something you can even find in the campaign)
Jolc3r 15. apr. kl. 5:42 
Seconding adding caps, or filling armies with low hero counts first. Since they are picking specific armies I think you can get distance to the target army from the hero so that they go for armies that are closer to them first rather than a super far away one.
MightNight 12. apr. kl. 22:58 
Is it possible to add a cap to the amount of units that can be embedded into an Army? Say 4 heroes...or perhaps allows us to customize the amount?
Zach  [ophavsmand] 6. apr. kl. 9:18 
It doesn't 'need' to be updated tho
KidouKenshi22 6. apr. kl. 7:09 
please update
WitcherHammer 9. feb. kl. 14:18 
It seems that AI's heroes embeding convoys and caravans from some mods which adds such function: "Cravans/Convoys of the Old world" or smth... Is there a way to change it? Appart from that - nice mod :steamthumbsup:
pinkhyori 8. feb. kl. 14:40 
hi Zach, is there a way to make the agents *not* force embed into Ogre Camps or Caravans (eg. those from Caravans of the Old World mod)
Zach  [ophavsmand] 5. jan. kl. 9:28 
No new game necessary, it is safe to add and remove mid-campaign. There should not be any conflicts with this and other mods.

This turns into questions of:
Do the AI have more than 3 heroes that can be embedded into armies?
Are the heroes embedded into other armies you cannot see?
Are the armies full enough to only be able to accommodate >= 3 heroes?


Keep in mind that if the/a army is recruiting and they plan to sufficiently fill up their army, there may not be room for the heroes to embed due to the planned recruiting units
Phant3on 4. jan. kl. 23:08 
i try the mod but AI army , most i can see in army is 3 heroes . do i need to start a new game or i have any others mod that cause AI wont take more than 3 agent ?
President Kimball 2. jan. kl. 13:49 
You're a lifesaver!
Zach  [ophavsmand] 2. jan. kl. 7:55 
Possibly, its something I can look into but I can't make any promises regarding it. I personally find hero heavy armies to be amusing and challenging, a fresh take from what I was used to prior to this mods creation

Me and my group use another mod of mine that removes immortality from non-legendary heroes and lords for both player and AI. More challenging and helps to alleviate the problem you described
Yung Whizzurd 30. dec. 2024 kl. 17:27 
The mod works exactly as stated for me but the monkey's paw coils and I end up fighting lots of obnoxious 7 hero armies. Is there a way you can put some kind of cap in to how many heros an army allows? It is especially noticeable in the late game when the heroes become immortal and re-spawn all at once.
Mosketero 15. dec. 2024 kl. 11:55 
:VLOVEIT:
HotPizza87 4. nov. 2024 kl. 13:25 
I wouldn't mind agents bumhunting my armies if they bothered to even attempt agent actions but they don't.
MetaMasterpiece 24. sep. 2024 kl. 7:31 
Well done, I'm sick of AI hordes of clerks following my army.:steamfacepalm:
Alan 9. juli 2024 kl. 18:57 
Thanks, understood.
Zach  [ophavsmand] 9. juli 2024 kl. 18:46 
While I could "disable" or "hinder" those actions, I feel that is out of scope for this mod. There are items on the workshop that do just that, so if that is a concern or a desire - you can sub to those in addition to this of course
Zach  [ophavsmand] 9. juli 2024 kl. 18:45 
Yes - with the caveat that it is quite unlikely they will remain not embedded for longer than a single turn. The script fires on the AI factions turn start, thus before the AI actually goes to play their turn. This means the AI can recruit agents that won't be embedded till their next turn, however naturally those agents will not be able to move/action till next turn so it works out.

TLDR if you see agents/newly recruited agents not embedded at an AI settlement/etc, they'll get embedded on the AI's next turn (as long as an AI army is free/available for them to embed into)
Alan 9. juli 2024 kl. 18:39 
Does "going about their business as usual" include assassinate and wound?
Lovecraft 9. juli 2024 kl. 1:05 
Excellent mod idea. It always bewildered me when I would see an AI faction with 5+ heroes I've declared war on sending each hero, one at a time, in a line towards my armies. Following them around. Outside of their own armies.

Drove me crazy, waiting a full minute for a single AI faction turn to end!
Zach  [ophavsmand] 6. juli 2024 kl. 15:40 
Update:
Code was, for lack of a better word, optimized by Groove Wizard (Thank you!). It now runs at Ai faction turns instead of all at once on world turn start so there will no longer be a "pause" on world start from this script. More efficient code and yadda
Zach  [ophavsmand] 6. juli 2024 kl. 5:43 
That is a good question! "Normal" heros that have agent actions like to spread cults and etc will be embedded.

As for "special" heros like skaven doom engineers for example, I'll have to look into that and see. I think they are not affected as they can't embed into armies anyway
Insomninja 4. juli 2024 kl. 13:58 
Thank you for this great mod! Will this prevent AI agents from unique actions like pirate cove, slaanesh cult, nurgle plague, Necrotect colonise, and underempire? Not sure if AI ​​would have done these actions in vanilla though
Zach  [ophavsmand] 3. juli 2024 kl. 11:46 
Massive thanks to FiddyTiddy for his help and guidance
Zach  [ophavsmand] 3. juli 2024 kl. 11:45 
Update - Improved script logic, and performance by a wee bit. Will now also loop through faction armies as to promote embedding of more agents.