全面战争:战锤3

全面战争:战锤3

AI Camping Settlements Fix
78 条留言
Khazukan Kazakit-ha! 12 月 3 日 下午 7:17 
just with deepwar ai alone, i have never had any idle ai in my campaigns.
Khazukan Kazakit-ha! 12 月 3 日 下午 7:16 
well what's harder then?
an ai that is super aggressive and leaves out too many openings or an ai that is super defensive?
Zach  [作者] 12 月 3 日 下午 2:57 
Here be the options we have available to us:

A. Wait for CA to "Fix" it, then wait for them to "fix" it again after breaking another part of the game and not addressing the core issue, and then wait even longer for them to do a final 'fix' and deal with what they've broken with that patch.

B. Use this mod, with a grain of salt that it is not perfect and if you ever expected such before setting foot on the workshop AND with anything CA officially puts out - temper your expectations and try and reside in reality that there are too many moving parts for a singular mod author to know all the 'effects' when we are restricted from the actual inner workings of the engine/game

C. Use another AI mod, Hecleas has said he has 'fixed' the issue with his AI modset. People are certainly welcome to give that a try

D. Anyone is able to take a stab at it themselves, either through pulling the tables like I did or even modifying this mod to their own personal tastes
Zach  [作者] 12 月 3 日 下午 2:55 
Khaz you make me tired, feel free to play with an idle AI that hugs cities till the cows come home

At this point your comments have turned from quizzically dumbfounding to outright unhelpful

A failure on your part to understand what the mod does, even after I have tried explaining it multiple times in multiple forms - at this point I might as well be talking to a brick wall



@RedWalrus - It entirely depends on the AI, if you use an AI mod, and which way the wind is blowing
From my testing the AI is not suicidal nor "overly" aggressive, though my group does use deepwar and we prefer a more aggressive AI overall.
Khazukan Kazakit-ha! 12 月 3 日 下午 1:47 
well this mod is pretty bad then i guess, makes the ai just stupid...
Khazukan Kazakit-ha! 12 月 3 日 下午 1:46 
your link 404'ed.
Nutwit 12 月 1 日 上午 6:48 
@RedWalrus the mod sets the defensive tasks to very low priority. You can download RPFM (the link: https://github.com/Frodo45127/rpfm) , open the mod up and change the priorities as you see fit. Maybe use it with another AI mod while you are at it.
RedWalrus 11 月 29 日 下午 7:43 
So from my own personal experience, this mod makes the AI too aggressive and they kind of send all of their armies after one enemy, leaving them open to attack and then they just die. I'm playing as Tomb Kings right now and I've been able to just walk in and take everyone's settlements after they just die to other AI.
Khazukan Kazakit-ha! 11 月 21 日 下午 10:30 
would you take a look to see if they are driven by the invasion manager?
Zach  [作者] 11 月 21 日 下午 3:11 
@big Bear If the crisis armies are driven by the invasion manager (which I *think* they are) they would likely be unaffected. Naturally you can test and see and share your findings
Big Bear Bardiche 11 月 15 日 上午 11:11 
Has anyone seen if this helps makes the crisis armies attack too?
Khazukan Kazakit-ha! 11 月 13 日 上午 11:59 
yeah, just use deep war ai.
it's so much better to be honest.
that's what i'm thinking about atleast.
Nedbrytar-Yngve 11 月 13 日 上午 3:04 
Hecleas is just wrong, I've played with his mods and if anything it makes the settlement camping even worse.
vargasguerrero113 11 月 12 日 上午 5:15 
dont know why hecl became so furious when its true that in his mod factions camp like crazy. its a good mod but therer are factions since turn 50 camping castle drachendels with 5 armies suffering from attrition and not doing anything about it
Zach  [作者] 11 月 11 日 上午 11:41 
Unsure, but given that some people were reporting that the issue is still present in the hotfix - I would wager so
AI-Man 11 月 11 日 上午 4:56 
is this still needed with the recent hotfix?
Guvenoren 11 月 10 日 上午 4:29 
(I'll be sure to text this mod at a later date with deepwar or hecleas' mod. Could fix bad ai)
Guvenoren 11 月 10 日 上午 4:27 
*grabs popcorn*
Zach  [作者] 11 月 8 日 下午 4:28 
So to summarize:

Can you use this with anything?
Yes

Will it break anything?
No

Can you at any point in time add or remove it without adverse effects?
Yes

Could I spend more time needlessly tweaking away to find a special sauce of values for all this?
Yuh but I ain't gonna

If you want to post your 'curated fix(es)' that correct idling without your other AI tweaks for those who want to be as close to vanilla as possible or use other AI mods - please do so, would be more beneficial than this back and forth which is not productive.
Zach  [作者] 11 月 8 日 下午 4:28 
I entirely understand

What I am trying to convey to you, is that it while you may find what values I use to be displeasing - they do indeed work. I'm not going to throw a warning up saying "dont use this with such and such" unless the results are calamitous - which they are not.

That is fantastic you have resolved the issue in your use case, thrilled to the gills for you. However, if this issue still happens (for whatever reason or with whatever modset) this should IN ADDENDUM fix this issue outright.

Is it as curated as your methodical testing, highly unlikely. It works, and does not do so in a way that causes the AI (in my testing) to be suicidal which I consider important.
Hecleas 11 月 8 日 下午 4:15 
Forget it, you don’t understand. Take care.
Zach  [作者] 11 月 8 日 下午 4:09 
Never said your mod requires mine to resolve this issue. Again, I am saying if people experience this issue still with yours or other AI mods (as I have experienced) they are freely able to use this in tandem to correct such behavior.

It is as shrimple as that
Hecleas 11 月 8 日 下午 4:04 
I repeat that my mod already fixes the AI stacking on settlements. Stop saying or thinking that it needs your mod to solve this issue, because it doesn’t — saying that insults the amount of work I’ve put in to find the solution long ago.
And if you still want to argue, I invite you to try a campaign with my mod, then tell me if it still needs your so-called “fix.”

And yes, it bothers me, because you’ve set the value to 1 for all defense tasks — especially for:
• CAI_TMS_TASK_GENERATOR_ACTIVELY_DEFEND_THREATENED_REGIONS
• CAI_TMS_TASK_GENERATOR_ACTIVELY_DEFEND_REGIONS_NEIGHBOURING_ENEMY_MAIN_THREAT
• CAI_TMS_TASK_GENERATOR_DEFEND_REGIONS_NEIGHBOURING_ENEMY
Hecleas 11 月 8 日 下午 4:04 
These are very important tasks, and by setting them all to 1 while giving 90 to all attack tasks, you make the AI completely aggressive, and it stops defending entirely. I don’t like that approach.

Yes, I admit that at one point my mod had the AI stacking on settlements when I thought the issue was already fixed — because I was trying to solve it without having to set all the defense values to 1.
Back then, doing that caused the AI to stop recruiting (yes, setting “defend” values to zero made factions like Tomb Kings and Lizardmen stop recruiting).

I’ve spent hundreds of hours finding the right balance of values to avoid both problems.
Zach  [作者] 11 月 8 日 下午 3:52 
@Khaz It is compatible with Any AI mod, including Hecleas's. The overrides are minute.

Just because two mods touch the same tables does not mean they are wholly incompatible.


@Hecleas If people still experience such instances of idling with your mod, they can use this mod together with yours just fine - including any other AI mod on the workshop or elsewhere.

At any point in time this mod and be added or removed mid-game without causing issues, if by some blue moon of a chance it leads to behavior that some might find unsettling such as the ai *not* sitting pretty at settlements.




Again, Just because two mods touch the same tables does not mean they are wholly incompatible. If this were the case, I don't have the desire or effort to elaborate on this
Khazukan Kazakit-ha! 11 月 8 日 下午 1:51 
well, i guess this mod is not compatible with any AI mod.
Hecleas 11 月 8 日 上午 12:39 
Can you point out that it's not compatible with Hecleas Grand Strategy and Hecleas AI Overhaul?

Because they already have this debugging feature, but more importantly, since you're modifying the values ​​of the defense and attack tasks, it completely disrupts the logical sequence of my task priority order.
It's actually the same for other AI mods.

But personally, I've spent so much time finding the right values ​​for the priority order that I don't want it messed up, and this way, if something's not right, I know it's directly related to my mod.
Thanks, Zach.
Dod 11 月 7 日 下午 6:53 
Lol weird ass Anti-AI peeps in the comment... AI will take over their jobs if they don't have enough confidence, uniqueness, passion in their work. AI rules and Always will be.
Higgum 11 月 7 日 上午 8:01 
Great mod. I'm sticking with 6.3.3 and this mod as there are still reports of AI idling in 6.3.4 - but not with this mod! It immediately unstuck a load of camping armies. Bravo Zach.
Marenna 11 月 6 日 上午 4:29 
CA released a new patch today, but thanks to this mod, I was able to enjoy the game a lot over the past few days. This mod definitely made a difference and I was finally able to enjoy an epic showdown with Vlad for the first time in a long while. Thank you so much!
Nuff Nuff || Shazor 11 月 5 日 上午 8:25 
God you anti AI people are an insufferable cult when you complain about such a nothingburger but anyway thanks for the mod OP its great when modders help the community with a bandaid fix when the developers take longer for that because bureaucracy!
Malus Darkblade 11 月 3 日 上午 10:15 
THANK YOU SO MUCH FOR THIS MOD BRO
F THE HATERS WHO SPITS ON THE MOD WHO SAVED THEIR GAME
BIG UP TO YOU MAN, THANK YOU FOR SAVING MY EXPERIENCE , THE MOD WORKS BRO
Zach  [作者] 11 月 3 日 上午 8:00 
@Khaz The vanilla game does the same, I simply lowered the threshold for it to happen. You are welcome to continue enjoying the AI huddling and idling around their settlements if that's what tickles your fancy

@Pimpin I do not alter anything beyond idling threshold and capital defense, if the game treats recruiting as 'inactivity' that may affect them though I don't believe that is the case. In my testing I have not experienced the ai "stop recruiting", they very much so still field and attack with full armies. The AI isn't always compelled to recruit till it has a full army depending on too many factors to list that exist within the base game and are likely modified by popular "AI Mods"
Pimpin Pippin 11 月 3 日 上午 6:30 
Thanks for the mod!
Just to mention that with this mod i believe the AI may sometimes be using armies that are not fully recruited (like 10/20 units) despite having enough money (i use a mod that gives AI triple background money).
Hecleas also mentioned (on his Grand Strategy mod comments) that he thinks this fix mod may cause the AI to stop recruiting.
Thank you very much for investigating & working on this great mod!
NomadicOsiris 11 月 2 日 下午 5:31 
Zach, this is sick! Massive thanks and kudos
Zach  [作者] 11 月 2 日 下午 4:31 
Toxicity is unnecessary, as is complaining about a purely visual component of a mod listing on steam workshop

I will gladly hear any feedback about what the mod does and its efficacy in doing so, if it is 'empty' feedback about anything else such as the picture chosen - it will be disregarded :spacepony:
Cyric 11 月 2 日 下午 4:10 
Imagine whining about the image chosen for a mod while also using the mod like a stupid whiny little ♥♥♥♥♥. Absolutely couldn't be me, how embarrassing
Comestibles 11 月 2 日 下午 3:48 
you don't have to be an artist. like I said, you could've just typed the words 'ai' and used that as a thumbnail :)
Zach  [作者] 11 月 2 日 下午 3:03 
@comestibles The art in no way effects the mod itself

Focusing on the picture of the mod instead of what the mod does is a waste of time and effort as I will continue using generated images for my mods for the foreseeable future

I am a modder, not an artist
If you want human artwork, google it
Comestibles 11 月 2 日 下午 2:57 
@nertanef just saying, the thumbnail could've literally just been the word "ai" in comic sans font on a white background and it would be 100x better :steammocking:
Zach  [作者] 11 月 2 日 下午 2:35 
vvv also @Khaz "This does not alter AI aggression or personalities, it just makes them stop doing 'nothing'. Feel free to pair this with Deep War, Hecleas's AI mods or any other flavor of the week."

And as I've stated earlier in comments, this was still happening with deep war. You can use this mod in conjunction with any other mod
Nertanef 11 月 2 日 下午 2:23 
ya'll whining about an AI thumbnail. The modder created a mod that benefits him. He posted said mod for ya'll to use or not. Posting in the comment section about a mod you find USEFUL and whining about imagery doesn't provide anything useful other than your own pedastooling your own pedantic behavior. If you don't like AI images, don't use the mod. It's a modder, not a damn photographer. Christ. Ya'll don't deserve modders.
Moochi (Wjll) 11 月 2 日 下午 12:21 
Just for those who are wondering if it works: it does. I added this mod to my 100+ turn ♥♥♥♥♥♥♥ campaign where I found ~50+ armies idling around around the world. 5 turns after, and suddenly I had dozens of armies moving for the first time in 50 turns, conquering and expanding like locusts. Its crazy to see. I'm realising that I've been gaslighting myself into thinking that the AI was using its armies decently well, but this mod showed me that they weren't using half of their power.
Comestibles 11 月 2 日 上午 11:44 
when I see an AI generated thumbnail I just automatically assume the mod author put zero effort into their mod, the only reason I'm here is because reddit said this mod fixes the issue. I would've scrolled past it otherwise :steammocking:
Bobu 11 月 2 日 上午 10:46 
vvv A ♥♥♥♥♥♥♥ idiot vvv
Ghetto Grape 11 月 2 日 上午 10:35 
You had to use AI to generate a picture? Disgusting.
Zach  [作者] 11 月 2 日 上午 6:26 
@Storm This issue has been ongoing for a *long while*, but it dawned on me a about a week ago to actually try and see what the ai was "trying" to do when it was camping settlements. It looked like they were all trying to defend and garrison their capitals, so that gave me a direction to work with. I've tried many things before to rectify this issue, thankfully finally found a working fix that doesn't make them all suicidal from increasing aggression

@Pimpin Pippin I can certainly adjust those idle timers, but I don't know what exactly falls under "idling" (like recruiting for example, since its not "moving"). I'll have to play around with the values and see. Also its 2 turns to "act" and 4 turns for "act with high priority" incase they didn't after 2

@Crumb Again, the AI does act defensively - I simply told them to stop camping capitals. EVERYTHING ELSE defensive has been unchanged
Crumb 11 月 2 日 上午 4:59 
@tmxladyddla c'mon man, modders do a phenomenal job but please don't compare their work to that of a CA developer. It's a decent mod, sure, but it stops the AI from acting defensively by forcing them to do "something else". Next you'll be complaining that the AI leaves their capitals wide open.
tmxladyddla 11 月 2 日 上午 4:09 
Modders can
CA can't