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They can’t build provinces properly, they build tier 3-5 in tier 1-3 settlements.
So when they make armies the AI won’t travel around to build proper armies. General stupidity all round.
Maybe the table top cap will help.
But like other things, I suspect CA fears making the game too hard.
Huh? How does TT Caps help? It prevents the AI from recruiting too many higher tier units; it does not stop the AI from recruiting too many crap units.
By the way, I have been using that mod since WH2.
As I told the guy above, I've been using TT Caps since WH2. And it doesn't address the problem when the AI sends 10 Skavenslaves in a stack on turn 150 with a massive army and plenty of cash in coffers.
I have confeded other Dwarf LL's with the new mechanic sometimes. and STUNNINGLY for the first time EVER, I didn't have to sell off every bad building and rebuild every town, as they had actually BUILT THE CORRECT BUILDINGS!!!!!!!!!!!!!
i know!! I was a shocked as anyone. But it happened. And the armies I inherited, had thunderbarges and other high level units from the latest dwarf DLC, which I do not own. So that was nice.
This seems to be the case in every campaign i play now, I play Belegar, VH/VH.
Eventually I confed the other dwarf LL's around turn 100+, and they seem to all have pretty tricked out armies, including RoR's, and grudge units.
Maybe not every race knows how to do this yet. Could it be race by race?
Could this be why some people are having trouble with fighting against strong dwarfs right now?
I'm a Dwarf, and I'm having trouble with Dwarfs...
So if I mod the game to force the AI to not recruit tier 0 units, will it construct other recruitment buildings? Or will the AI actually not recruit units at all?
This is the mod that you want 100 percent. It will allow the ai to build a unique building in every capital to lets them recruit all unit without all the military builiding. So you will see them build more variety and doom stack army.
But it´s also about global recruitment. They would probably fill their limit there, and then recruit what´s available in their province, while they´re also not good in building the right buildings, which is why they need the buffs from VH difficulty to have more global recruitment slots - and i´m unsure if they also get faster recruitment.
Probably the mod mentioned above can help, if it makes them build better provinces - as for now they wouldn´t rebuild them, or delete buildings which they don´t need. So they may end up with three buildings of the same type in one province, to enable basic infantry guys, because they captured them from different factions.
But i´m rather looking forward to the next DLC instead of having things like this addressed, because it´s the best way to make this game going, but this is a problem in all TW games. One can solve it in various ways though, but CA chooses none of them.
Of course, this does exclude people who'd like some strategy in their strategy game, but those people get downvoted by the coma-patients on reddit and reddit is the only place CA gauges popularity on so who cares.
https://steamcommunity.com/sharedfiles/filedetails/?id=2905096541
Since 5.0 most mods I used to fix the braindead nature of this game are no longer supported and cause hard crashes, so don't ever say mods fix anything.
The AI, like others said, build their economies terribly. It's quite telling that if I take a province off of a late-game AI, sometimes the same recruitment buildings are in multiple settlements. Which provides no benefit at all unless it's TK raising their unit cap in this manner. So, they don't know how to build within a province to make stuff synergize.
The AI also appears to not use Global Recruitment well, if at all. Resulting in stacks that in theory should have been able to get good units from Global but only stuck to local recruitment. And that means they over-rely on the local units which may be limited to lower tiers.
The AI also varies by faction. Like someone wrote, Dwarfs are doing marginally better at city building lately. While Chorfs, on the other hand, have no clue how their own economy works. Skaven, which the OP mentioned, is also notoriously bad at understanding their own econ: with enough stored food, they should be able to get major settlements up to a high tier immediately, from time to time, though this doesn't seem to happen. Same with LM who I don't think know how their own geomantic nexus stuff works.
I don't think CA makes it this way intentionally, though. I think it's the result of the game becoming too complex for how much time they want to spend on things. With more effort, it should be possible to custom design AI factions more so they know how their own econ works. But that would take effort that probably isn't so profitable.
Hence, the result was that their effort across the three games was put into more and more units, more new factions, and not enough into ensuring the new content could be used by the AI competently. And it started even before TW:WH3... AI Skaven has for ages not understood its own food system (nor how to use its roster and put together decent stacks). But it's worsened as of late; not really sure Chorfs understand their economy at all (it's a bit more complex econ than usual), Ogre Kingdoms make camps in spots that are useless, and Kislev doesn't do so well either.