全面战争:战锤3

全面战争:战锤3

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Campaign AI Tweaks
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5 月 21 日 下午 4:04
10 月 23 日 下午 10:32
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Campaign AI Tweaks

在 Sleepy 的 1 个合集中
Sleepy's Campaign AI Improvement Pack
12 件物品
描述
I recommend the collection linked above for the most complete experience.

This mod attempts to push the campaign AI towards certain behaviours and touches on faction potential.

Nothing of the following is guaranteed because there is no way I can do that. At the end of the day the AI has to decide, I just give it a higher desire to do certain things.

Compatible with CA's AI threat assessment and Minor Faction Potential, either set to on or off.

Seems to be compatible with SFO after having a quick look at their mod pack. They don't seem to have any AI related changes there.

New Submods

Heroes/Agents Embedded More

More War Declarations from Minor Factions

Features

1 - Minimized the cases where the AI will want to sit at a settlement or their capital with a bunch of armies lazying around and afk. I cannot ever guarantee you will never see this behaviour again, but it's much less frequent.

2 - Increases their desire to occupy after attacking a settlement rather than anything else, if they aren't in immediate need of cash or any other resource.

3 - Chaos dwarfs will almost always prefer to build a tower in province capitals rather than anything else. This is almost guaranteed if they capture it, but when gifted or resettled it's totally random.

4 - Adjusted the AI propensity for war declarations when they hate another faction, when factions hold regions they have interest in and raised frequency of wars coming from warmongering or evil factions in general. Decreased frequency of wars against same cultured order factions.

5 - Pushes the AI to try and be more decisive or less hesitant when executing whatever strategies they have. Wasting less time going back and forth.

6 - Increased chances that the AI, either friendly or neutral, will decide to reinforce the attacker of a besieged settlement of a foe. This is a bit janky because they might "try" to help but will sometimes park their armies just outside reinforcement range, thus being of no help.

7 - Increased allied AI desire to comply with alliance war coordination targets set by the player.

8 - Slightly increased faction potential for minor factions (40 base + up to 100 randomly with a bias towards lower number). If using the new option added by CA to empower minor factions, this increase further (100 base + up to 100 randomly with a bias towards lower number).

---- If you prefer to not have minor faction potential adjusted, use this submod alongside the main mod. ----

8.1 - I don't know exactly which minor factions are affected by this new feature by CA. Maybe it's all of them, maybe it's a select few? Regardless, this mod's smaller increase is always active for everybody, including minor factions added by some popular faction mods.

8.2 - Mixer has its own minor faction potential changes, and can be further customized via a new handy MCT slider. So if you use Mixer, bullet point 8 is not relevant and overriden.

9 - Changed how the AI perceives the strength of hostile armies and settlements. They will no longer see the enemy as being about 30% weaker than their actual strength to promote the AI being less suicidal and more cautious with its hostile engagement decisions. They will also be slightly more likely to retreat if the balance of power between it and the attacker is too unfavorable.

9.1 - If you feel this is causing the AI to retreat too much when attacked, I made this submod to restore vanilla values. This is only relevant when they are being attacked, not when the AI is the one engaging. Load order doesn't matter, just turn it on together with the main mod.

10 - I'm a warriors of chaos simp so I added a flat faction potential bonus to the starting norsca vassal of each WoC faction, except Festus (he doesn't have one). This added potential puts them at higher strentgh than most minor factions, but still lower than all major factions and some of the CA boosted minor factions.

---- If you prefer to not have minor norscan vassals potential adjusted, use this submod alongside the main mod. ----

10.1 - This bonus only applies to the player's starting vassal, no one else's, not even AI. So the WoC AI won't magically have stronger vassals. The reason for this is that it felt frustrating seeing how useless the norsca vassals are most of the time. Hopefully with this they put in a bit more work and become useful other than providing a miserable amount of tribute per turn.

11 - AI will now often torch cults and other such types of hidden parasitic build slots from their settlements, as long as they discover them. Be careful out there, Changeling enjoyers. You can actually lose the campaign now.

12 - The 4 main demons from the game's launch have increased faction potential. Slightly lower than Archaeon's vanilla base potential (210). This should hopefully let them thrive and be a threat more often than not. (Nkari still ass, tho)

12.1 - Also increased Nurgle factions potential to match most other major factions. They had lower potential for some reason even tho I rarely saw them dominating anything to warrant it. Tomb kings potential also increased for the same reason as Nurgle's.

13 - Some AI mods seem to break the beastmen AI. After a lot of messing around I believe I managed to prevent that while keeping the general AI changes intact. Beastmen minor AI may also build herdstones. I suggest a beastmen overhaul mod to go along with this.

14 - Adjustments to AI army compositions. Will prefer to field more frontline infantry in general and less unit salad and ranged spam.


Some of my other mods if you're interested.

Plagues spread more
AI Nurgle Recruitment Workaround
Tomb Kings Quality
Faster TK Tech and extra army
Stronger Impact Damage
Line of Sight - Melee Reactions - Ranged Targeting adjustments
116 条留言
pathetic 10 月 26 日 下午 10:28 
Amazing mod literally removed the ai capital stacks
Sleepy  [作者] 10 月 26 日 上午 11:06 
I don't play multiplayer so I don't know
Princess Uguu 10 月 26 日 上午 10:46 
How well does this work in multiplayer? I've played multiple campaigns with this in multiplayer and usually haven't had an issue but I've been having some desynchs lately and it's difficult to track down mods specifically in multiplayer that cause desynchs, since turning them off/on usually kills a save and it's more time consuming starting multiplayer campaigns with turning off each mod, one at a time. Just curious how likely you think this could cause one or not.
Kim bosong 10 月 19 日 下午 9:09 
after further tests. this mod works fine with VC faction.
Atchoukman 10 月 19 日 下午 2:50 
Thx ^^
Sleepy  [作者] 10 月 18 日 上午 2:56 
@Kim bosong That's not true. Check your other mods.
Kim bosong 10 月 17 日 下午 9:08 
don't know why, Vampire coast faction AI can't recruit second army with this mod on.
10 月 17 日 上午 1:09 
Thank you for answering, I'll just try it out myself and see it's hard to explain I'm not good with English, thank you for the mod:cozycrashfish:
Sleepy  [作者] 10 月 16 日 下午 5:35 
I don't know what you mean by lightweight. I don't have any plans for more submods at this point.
10 月 16 日 下午 4:52 
Also is there a submod so that it doesn't mess with army comps?:cozyprodman: