Total War: WARHAMMER III

Total War: WARHAMMER III

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Hecleas AI Overhaul
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Dec 22, 2022 @ 4:34am
Jun 3 @ 1:21pm
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Hecleas AI Overhaul

In 1 collection by Hecleas
Hecleas Mods WH3
11 items
Description
Please support my AI bug report:
https://community.creative-assembly.com/total-war/total-war-warhammer/bugs/2128?page=1
https://steamcommunity.com/app/1142710/discussions/0/4327475903876964333/
https://www.reddit.com/r/totalwar/comments/1d7euv8/please_support_this_ai_bug_report/

HECLEAS AI OVERHAUL

-Savegame compatible
-Compatible with SFO, Old World, IEE, etc
-Load my mod before these mods (always put my mod first)

This mod brings together all of my mods that modify the AI

Ultra Aggressive & Smart AI : https://steamcommunity.com/sharedfiles/filedetails/?id=2797826270
Better Economic & Military Management AI : https://steamcommunity.com/sharedfiles/filedetails/?id=2837648907
More War & Less Peace : https://steamcommunity.com/sharedfiles/filedetails/?id=2837648802
Intercultural War : https://steamcommunity.com/sharedfiles/filedetails/?id=2837648869
More Occupation AI : https://steamcommunity.com/sharedfiles/filedetails/?id=2837648822
Great Powers Are Hated : https://steamcommunity.com/sharedfiles/filedetails/?id=2837648889
Better Auto Resolve : https://steamcommunity.com/sharedfiles/filedetails/?id=2855396324



This mod combines perfectly with my mod that reworks the battles: https://steamcommunity.com/sharedfiles/filedetails/?id=2996960714&searchtext=

AGGRESSIVENESS

The intelligence, aggressiveness, behavior, tactical movements, decisions of the AI ​​has been completely revised, it will no longer be inactive, will seek to conquer the world, you attack as soon as possible.
He will not do suicidal action, but will do anything to decimate your army and settlements, be careful and strategic, because the AI ​​will not give you gifts this time.
The goal of the mod is to really have the feeling of playing against a human, who analyzes the strategic positions, the power of the enemy against him.
Knowing how to fall back when necessary and persist as soon as possible.
Let them protect its threatened borders and go and confront it as soon as possible.
I specify that the aggressiveness is adapted for the hardcores players. AI is genuinely violent, more so than any other mod.

Details:
-The AI ​​is no longer inactive, each turn it will make sure to play intelligently and be efficient, to move strategically, like a game of chess where each piece moved is important.
-Now you will have the feeling of playing against a human player and not an AI
-The AI ​​now has a better analysis of enemy forces, it will fall back, put pressure or attack at the right time.
-The AI ​​will be much more aggressive and will seek to conquer the whole world.
-Suicidal attacks have been fixed and will never happen again.
-The AI ​​no longer leaves all its armies unnecessarily on a capital from the start to the end of the game, it now distributes its forces where the threat is present and where it wishes to concentrate its attacks.
-AI will read your moves even better
-Suicidal attacks on colonies no longer exist, the value judgment has also been adjusted and the AI ​​will come to attack or besiege you with the necessary forces.
-Many other details have been adjusted

ECONOMY & MILITARY

-The AI ​​will recruit a lot more armies, better quality and as much as possible!
-The AI ​​will invest its money more intelligently its money, it will be mainly distributed between the armies and the constructions of buildings.
-He will invest his money as soon as possible without breaking the bank.
-When he is close to dying, he will invest his money mainly only in the armies to try to resist until the end.
-He will be less passive and will seek to really build an empire
-You should know that even in legendary difficulty, the AI ​​does not even spend the money it has in huge quantities.
-With this mod the AI ​​will spend its money, will therefore be less passive and all this without adding bonuses.

WAR & PEACE

-The AI ​​declared war more often on factions it doesn't like, so now be more careful with your diplomatic relations, because expect a faction that doesn't like you to declare war on you more easily.
There is a greater emphasis for passive, defensive factions, which will make it more active in your campaign.
-The possibility of being able to make a peace treaty have been reduced. You will see much less of a problem like a declaration of war and the turn after a peace treaty.

INTERCULTURAL WAR

With this mod, an intercultural penalty has been applied. Factions of the same culture will ally more easily with other factions of the same culture, since they will not like the other factions.
It will therefore be more difficult to cooperate with another culture. Everyone will defend their own culture or want to destroy a different one from ours.
Because on a vanilla campaign, it is very easy to be liked by everyone, to finish the campaign with lots of allies, hostile factions are destroyed by other factions and where factions accept the culture of others without worry.
The same cultures can gradually gain in attitude towards each other.
Different cultures can gradually lose attitude towards each other.
The best culture will win, the allies of your culture will be precious, protect them, because you will only have them against the total war that reigns.
It's up to you to lead your culture to victory

MORE OCCUPATION

This mod smartly changes colony capture decisions.
You too are frustrated to see a faction looting, razing, etc. colonies when, on the contrary, it needs to grow, it already has an astronomical amount of money and looting no longer has any point.
With this mod the AI ​​will mainly choose colony capture.

GREAT POWER

You are tired of seeing the big factions so powerful that everyone accepts your treaties, they kneel before you and beg you to spare them, it increases the boredom of destroying everyone in your path from the moment you you have become too powerful.
The more you or an AI faction grows their empire, the more “Great Power” they will gain.
This mod is there to accentuate the malus imposed on the great power, without adding or modifying the initial values.
Thanks to this, even when you are at your most powerful, the factions will resist

AUTO RESOLVE

The auto resolve system has been corrected and re-adjusted to have more logic.
You will no longer see illogical and unfair predictions.
This fix will force you to play battles and win against the AI ​​more often.

-Correction of the bonus granted to the player on settlement bonuses (on vanilla it was too high)
-Slight reduction of the bonuses granted by level of the general (this will avoid having an army of 20 units against 1 hero lvl 50 and where we are losing)
-Correction of the bonus granted by campaign level for global auto resolve, this time it is more legitimate
-Balancing of various bonuses higher for the player than for the AI, they are now legal



This will make your campaign the most eventful, the most complicated, the most aggressive, the most bouncy.
The goal is just to improve it, make it more lively and adapt it to hardcore players who are tired of the ease and inactivity of a normal campaign.
Your feedback is welcome, as are your ideas, if there is a small bug or something else.

Good luck, you will need it...

[paypal.me]

https://discord.gg/xmYF6TRmeF
510 Comments
Hecleas  [author] Jun 3 @ 1:24pm 
Update:
-Based on your feedback, I was told that the AI ​​was too easy in the late game, because it spreads itself too thin.
So I made sure that she could move in groups of several armies if possible.
Hecleas  [author] Jun 3 @ 12:58pm 
Hello everyone, after several hours of testing wanting to correct the AI.
I noticed a lot of hardcoder problems on the AI ​​present since the last patches.
Unfortunately there is nothing I can do to correct them.
Worse still, some tables no longer have any real use because their functionality seems buggy in hardcoding.
So a correction must be made on the Creativity Assembly side.

Your feedback on this topic that I made could perhaps help things move forward.
Let's hope so.
I thank you in advance.

https://community.creative-assembly.com/total-war/total-war-warhammer/bugs/2128?page=1
Hecleas  [author] Jun 1 @ 3:58pm 
Updated test to correct the apparently hardcoder bug made by Creativity Assembly on the latest updates which sometimes causes attacks or suicidal positioning while the Database values ​​indicate non-suicidal values.

Sorry if I don't respond, but know that I read all your messages, I greatly appreciate all your compliments, but also all your feedback which can allow me to make corrections like this update.
YGgongging May 29 @ 1:42pm 
multiplayer compatible?
huey30 May 29 @ 11:32am 
Ive been using this mod and i was thinking about adding "campaign configuration mod" so that i can add buffs to certain races and i was wondering if there might be compatibility issues if i do this. Or if there are certain buffs that you might recommend i avoid applying. I was thinking about doing this to buff evil factions when i play order or vise versa.
4Life May 28 @ 3:31pm 
I have couple of mods adding new factions, but it seems incompatible. AI behaviour is back to vanilla, even if this mod is loaded first
padrepinella May 27 @ 5:19am 
yeah AI is very obsessed with ruins, and i don't really understand why Vlad is sitting on a ruined Talabheim forever while he is at war with Nuln or why Dricha is swimming in the ocean while at war with Festus and Azhag
Stoneforge May 26 @ 12:38pm 
It seems the 50% reduced movement speed for player and ai mod does some strange things to the logic of certain lords. In the Karl Franz Campaign the Empire Secessionists just moved their army outside Altdorf on the Middenland side of the river and just stood there while I conquered the entire province. They only came running back when I was already attacking Eilhart.
wesker May 26 @ 11:50am 
Im getting some challenging games, thanks for continued support :steamthumbsup:
Gricken May 24 @ 5:50pm 
Has anyone tried using this mod with loreful powers? Will they break each other if you try to put em together?