Total War: WARHAMMER III

Total War: WARHAMMER III

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DeepWar AI
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21 maj, 2023 @ 6:15
26 jun @ 19:15
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DeepWar AI

I 1 samling av Forlorn
SFO: Enhanced
28 artiklar
Beskrivning
NEWS:
Patch 6.2 brought some changes to the AI, nothing too major but some old code had to be thrown out. New categories were added by CA to fix Nurgle plague mechanics for the AI. No idea if Golgf*g works but I'm not holding my breath. New options to make minor factions more aggressive or not is nice. Faction potentials were updated by CA to reasonable levels across the board. Overall good changes by CA. DeepWar builds on these changes to make the AI even smarter and more lethal.

6/18/25

The most common question I get is "How is DeepWar different from (other AI mod)?" So, I've added some fresh screenshots at the top of the page showing the results of a recent round of AI testing. Hopefully this can help others see the difference between DeepWar and other AI's.

1/7/25

Description
DeepWar AI attempts to be the most comprehensive, best campaign AI on the workshop, directly inserting a Tzeentchian demon into the vanilla AI to fix its base flaws. Unlike other AI overhauls, DeepWar does not break any AI's or factions, and all AI's play intelligently from start to finish. DeepWar makes the AI much smarter by redesigning certain priorities and budgets, improving agent logic, increasing aggression, decreasing passivity, but not destroying the unique personalities of various factions.

Other AI mods take a sledgehammer to the base AI, DeepWar uses a warpfire scalpel to carefully and surgically fix Camapign AI logic. This mod does NOT touch battle AI, look at my SFO:Enhanced collection below the subscribe button for the Battle AI mods I recommend.

DeepWar will greatly increase the difficulty of your game, but not by cheating or with anti-player bias. All bias and AI cheats are removed, except on legendary difficulty which has a +20% anti-player bias, but because the AI is far more aggressive and intelligent with their money, you'll be under more attacks as you increase in strength rank.

COMPATIBILITY
PUT THIS MOD AT OR NEAR THE TOP OF LOAD ORDER

Compatible with anything except other campaign AI mods, however, DeepWar doesn't touch recruitment mechanics so custom recruitment mods work fine (provided of course, the mod actually works). Nowadays, a lot of mods are messing with AI variables, so if you want to ensure DeepWar has priority, make sure DeepWar is at or near the top of your load order.

Is this mod Multiplayer safe? It should be but MP is an arcane science. DeepWar uses no scripts and touches variables unused by 99% of mods, so it is highly unlikely to cause MP issues. For those who try MP, let me know how it goes!

Details
- General
-- Aggression levels increased tremendously, but adjusted depending on personality.
--- All transgressions, such as trespassing penalties, are automatically adjusted (less punishing for friends, and vice versa) because Aggression levels directly impact how transgressions of all kinds are viewed by different personalities.
-- AI recruits bigger armies but not so big their early game is harmed, will recruit full stacks no problem after turn 20.
-- AI will group up more, but not if there are easy targets for single armies.
-- No Anti-player bias (this is for Campaign AI only, Battle AI is separate and not touched by this mod).
-- Skulltaker AI potential brought down to be more in level with the rest of Lustria.
-- Minor Factions less passive, will attack if opportunity presents itself.
-- AI movement logic should respect the player's threat.
-- Empires expand more carefully and won't stray far from friendly territory as a result.
-- All AI more likely to assist sieges against enemies.
-- Weak factions are picked off faster.
-- Belegar AI can actually take Karak Eight Peaks
-- Increased amount of total calculations per round so AI makes better choices.
-- Default AI spends 64% on military, 30% on buildings, 5% on agents, 1% on diplomacy.
--- These percentages vary significantly depending on personality.
--- All personalities now have customized savings pools that store up money for various buildings or expensive units, which is completely unused in vanilla or any other AI mod, and properly used allows AI to spend more on military without hurting their building progression.
-- All AI is much smarter about picking fights they can win, i.e. within 15% of their power range. This makes forever sieges far less likely.

- Agent AI
-- Agent logic improved to look across provinces and not just regions. With more agents in the field, ambushes are tougher.
-- Agents actively scout for ambushes:
[ibb.co]
-- AI will remember ambush spots for longer, up from 10 turns to 20 turns.
--- AI Hordes no longer limited to one agent per 6 hordes

- Nurgle
-- CA maybe fixed?

- Ogres
-- FAR less likely they put down camps too close to each other, or in allied territory
-- More likely put down camps when at high meat levels

Support
If you'd like to support my work, you can tip or donate to me here: PayPal[paypal.me]
Populära diskussioner Visa alla (5)
158
14 okt @ 11:06
Bug Reports
Forlorn
23
25 okt @ 3:38
Mod Testing
Forlorn
6
20 jul @ 10:06
Load Order Confusion
ZOVA
1 173 kommentarer
Blaze 9 timmar sedan 
Khazukan Kazakit-ha! i noticed that in vanilla, you can just ask any faction to break any treaties & alliances and they will most of the time just agree
Khazukan Kazakit-ha! 14 timmar sedan 
did anybody else notice this before too?
seems really weird to me atleast...
Khazukan Kazakit-ha! 15 timmar sedan 
and is it normal that you can make a faction break relations with another faction that are on the same side as they are on without any penalties at all for the player by doing so?
as an example, i can/could literally make vampire count factions break relations with other vampire count factions without any penalties for doing that.
they just agree to it.
everybody agrees to it, why is that so?
is that completely normal or what?
Khazukan Kazakit-ha! 20 timmar sedan 
does this ai mod work for all campaigns in this game?
Veltix 22 timmar sedan 
update itpls
Guvenoren 9 nov @ 13:01 
isn't there a way to set how many turns AI is allowed to siege before they have to commence? Isn't that in line campaign_variables or something?
Khazukan Kazakit-ha! 8 nov @ 13:46 
does any other ai mod fix this issue/behaviour?
Forlorn  [skapare] 4 nov @ 9:47 
Hmaris sadly that happens on vanilla, I wish I knew how to fix.
Hmarxis 4 nov @ 7:40 
I have this weird thing where, Enemy AI will siege thier enemy's capital until it runs out. Allthough theyre massivly overpowered and could easily take it on the same turn.

I have only the mod configuration tool and deepwar ai installed.
Sleepy 4 nov @ 6:17 
this is 100% broken, don't use