Total War: WARHAMMER III

Total War: WARHAMMER III

99 ratings
AI Skill Selection Tweaks
   
Award
Favorite
Favorited
Unfavorite
overhaul
Tags: mod
File Size
Posted
Updated
291.129 KB
Dec 29, 2022 @ 12:03pm
Mar 28 @ 2:31am
27 Change Notes ( view )

Subscribe to download
AI Skill Selection Tweaks

Description
Hundreds of tweaks and changes that improve how the AI picks skills for lords and heroes. This should lead to a bit more challenge when fighting against high level characters. And hopefully to more fun battles as well!

Take a look at the images to get an idea of what the mod does. By now some are a bit outdated but still useful.
The characters in the images were leveled and afterwards confederated with console commands. There’s a good amount or randomness involved in skill selection. For those reasons you may get somewhat different results each campaign.
And don't expect miracles!

In short, the major changes in the mod are:
  • Yellow/Personal/Miscellaneous skills: The AI will avoid skills like minor increases in spell resist, charge bonus, leadership, leadership aura size.
  • Red/Army skills: The AI will invest more points into this line. It will get one to three skills in the first block and at least one in the second block.
  • Blue/Campaign skills: The AI will get fewer skills here because quite a few of them are weak or outdated.
  • Magic: The AI will focus more on spells that it’s decent at using. Lords will pick slightly fewer spells than heroes because they have many other useful skills.
  • The AI will progress through the skill lines faster because of additional skill utilization hints and skill synergies and get the central and final skill earlier.

Installation and compatibility:
Can be installed and uninstalled at any time. Obviously most effective when used on a new campaign.
Compatible with mods that give additional skill points or add a couple new skills.
Not recommended to be used with SFO or other overhauls that add and change a lot of skills.
41 Comments
Coffeecoffee  [author] Mar 11 @ 11:33am 
No, why would it need one?
sarumanthecursed Mar 11 @ 8:53am 
Does this need an update?
Coffeecoffee  [author] Dec 28, 2024 @ 2:55am 
If the spells are random then there will be countless combinations, so I can't say for sure. But it should work ok for the most part.
sarumanthecursed Dec 27, 2024 @ 7:11am 
How does this work with wonderous wizard levels mod?

It randomizes the spells available to wizards
Coffeecoffee  [author] Dec 18, 2024 @ 1:05am 
Mod updated for game version 6.0 Omens of Destruction!
Coffeecoffee  [author] Dec 13, 2024 @ 11:47am 
Updating the mod for the new patch will take a couple of days.
It will continue working as usual until then.
sarumanthecursed Oct 30, 2024 @ 4:22pm 
such an incredible mod, i have never seen the ai use soo many spells before!!!! thank you!
MMMMMMONSTERKILL Sep 16, 2024 @ 1:05pm 
Archaon is such a powerful melee combatant that spending an extra few skill points to get the Daemonic status (20% more physical resistance) is generally a good deal. Even if he doesn't have a lot of Chaos Knights the physical resistance alone makes it worth taking (all four skill points in his unique line are prerequisite for Daemonic).
Coffeecoffee  [author] Sep 16, 2024 @ 12:16pm 
Right, the only two skills in his unique line that aren't prioritized are Knights of the Herald and Distinguished Champions. Knights of the Herald is meh because AI Archaeon rarely has that many Chaos Chaos Knights. I might flag Distinguished Champions though.
MMMMMMONSTERKILL Sep 16, 2024 @ 11:31am 
The top line (Grand Marshal of Chaos to Ascension to Daemonhood)