Total War: WARHAMMER II

Total War: WARHAMMER II

AI General II: Spectator Mode Advanced
Viser 11-20 af 33 forekomster
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Opdatering: 12. maj 2020 kl. 4:29

- Fixed a bug that interferred with tutorial battles and caused them to stop during their pre-battle cinematic. This mod should now do nothing during tutorial battles.
- Minor tweak to conditions for units starting an all-out charge at the end of a battle.
- Minor change that only affects you if you're extending reverse selections in the config file: If the toggle for AI Control of Rallying Units is off, units you excluded from the AI now won't be automatically given to the AI if they break and then rally. Units that were under AI control will remain under AI control when they rally.*

*Before this update, if you had configured it to extend control and you used Shift+F10, all rallying units should be given to the AI, even if the AI didn't originally have control of that unit. This applied to rallying spellcasters and so forth, which could lead to them using spells and abilities when they rallied before you noticed and took control back from the AI. This update allows you more specificity, and I hope it is more intuitive. You can still have the pre-update functionality if you want it by toggling on AI control of Rallying Units with the hotkey or defaulting it to on in the config file.

Opdatering: 17. feb. 2020 kl. 12:22

paperpancake's "Better Big Battles" update for AI General II

  • New feature! Now if you give all of your current units to the AI, the AI will assume that you want it to control everything, including any reinforcements and summoned units that you receive, until you change your AI assignment again. No more having to reassign every new reinforcement to the AI if you just want to sit back and relax. ***If you don't want the AI to make this assumption, you can set extend_control_if_all_selected = false in this mod's config file.

  • Do you wish this mod had a Lord Mode, where you could just control one or two characters and give everything else to the AI? Now it can! Just set extend_control_if_reverse_selected = true in the config file. Then SHIFT + F10 (or whatever you changed that hotkey to) will make the AI control everything except your selection, and it will automatically take control of new reinforcements and summoned units as they become available.

  • Unit cards are no longer grayed out when the AI is chasing the routing enemy at the end of a battle, so you can change your unit selection more easily if you wish.

  • Added some instructions to make units aggressive if there are only a few enemy units left. This should make it less likely for your units to mill about in confusion when the battle is almost won.

  • Fixed a bug that was causing inconsistent results and sometimes game crashes when a hotkey was used to change the AI selection. (Special thanks to @[GWD]Dean for their help with thorough bug reporting and helping with testing.)

  • Fixed a bug where only some of the units that had been assigned to the AI would have their unit card frames flashing.

  • Fixed a bug that might have been causing multiple AI planners to be created, resulting in units getting conflicting orders.

  • The above bug fixes seem to have made it less likely for units under AI control to just stand around doing nothing. Because units are less likely to stand idle for no reason now, and because the auto-refresh feature was sometimes causing units to keep changing their mind in unproductive ways, I've removed the auto-refresh feature from the script (if you still have the variable in your config file, it will be ignored). A one-time AI refresh will still happen whenever the units assigned to the AI changes, including if you or the script assigns new reinforcement units to the AI, since the AI needs to account for these new units.

  • As a pleasant side-effect, one of the above bug fixes *might* have also fixed the bug in this mod where the AI would continue to use hero abilities even after those heroes had been removed from AI control. Let me know if it's fixed for you or if you're still experiencing this issue.

  • Added some instructions that should help a bit with some of the unusual situations that can confuse the AI in a quest battle. Keep in mind that quest battle support is still new and experimental, so there are times that you might have to turn off the AI and just play the battle manually.

Opdatering: 10. feb. 2020 kl. 14:21

Turned off the auto-refresh feature if one of the AI-controlled units had a ladder. The auto-refresh was causing units with ladders to continually switch which wall they targeted.

Opdatering: 6. feb. 2020 kl. 14:37

paperpancake's notes on this update:

  • You can configure each mod. For example, you can choose to have some things turned on by default.
  • Now compatible with quest battles and other battle mods, including Find Idle Units.
  • Periodically refreshes the AI, so your units are less likely to stand around doing nothing. (Later updates made this less necessary, so it was removed to avoid side-effects.)
  • Automatically hides this mod's advisor messages after a short time. (This is configurable.)
  • A few bug fixes.

This update does not fix every issue in AI General II. For example, the AI isn't great at siege battles. If you play multiplayer coop and gift units to another player during battle, your AI still gives them orders. Etc.

The goal for this update is to improve the mod and its compatibility without adding significant new bugs. I did not do a complete overhaul of the mod because I want to make sure these changes work before changing other things, and I want to share what I have so far so you can benefit from the improvements. Also, I'm aware of just how many people are subscribed to this mod, and so I want to be careful not to change features that people like.


* I heard there is experimental support for quest battles now? What if I want to test that out without playing a whole campaign?

- On the main menu, you can go to Battles > Quest Battle. There you can scroll through the characters and their quest battles and play any of them in isolation. Keep in mind that your armies often don't have as powerful of units in that menu as players often take with them to quest battles in the campaign.


* Is Spectator Mode II updated, too?

- No. I'm leaving that mod as it is for now.

Opdatering: 12. dec. 2019 kl. 8:37

- Updated for The Shadow & The Blade patch.

Opdatering: 11. sep. 2019 kl. 16:26

- Updated for Hunter & Beast patch.

Opdatering: 18. apr. 2019 kl. 10:21

- Updated for Prophet & Warlock patch.

Opdatering: 20. mar. 2019 kl. 10:26

Opdatering: 18. mar. 2019 kl. 14:14

Opdatering: 30. jan. 2019 kl. 13:57

- Updated for the Festag patch.