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minor lizardmen faction AI still has issue. can you fix it?
But i found this mod when i got sick of my vassals sitting around all campaign and also knew already about the bugged lizards. but as soon as i uploaded the mod mid campaign it did turn on the ai across the map in the next turn.
and they actually did things. of course it was ai things that lead them to been killed off pathetically by skaven and khorne but i feel that this mod touches the right strings of code that causes a spark of ai neurons to fire every couple of turns for these lizard folk
also it completely fixes all these other factions that have multiple armies camped around a settlement for entire campaigns
much thanks
Tried this out 50 turns in and it was night and day how impactful it was. Thank you!
Thank you for the answer i always encourage to release different takes on ai mods.
@I Have No Enemies Brother all the folders mentioning region.
I don't know which one. It was more of a suggestion to fully fix beastmen.
Where can I find where you added region hints in the mod using RPFM?
Also which beastmen overhaul would you recommend? Incata's, Guv's ... etc?
Thank you for mod btw :)
I k its not easy to create good AI, but the priorities of a corporation making billions are obviously elsewhere. Making truly great games seems to be reserved only for Baldurs Gate creators without needing to milk it to the end of life cycle with 9999999999999 dlc's....
Minor factions are more passive in general, if I increase their desire to warmonger it might screw up the early game balance or make it too difficult. Then people will yell at me about "anti player bias". I'm not sure if there are mods already doing that as it's a very specifc request, so I suppose I could make a submod for that at least.
It's normal for the AI to not send full stacks sometimes. They do not need full stacks for everything and this is vanilla behavior btw. I might consider another submod for this but I also don't want to make a submod every time someone comes with a request.