Total War: WARHAMMER III

Total War: WARHAMMER III

AI General 3
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Update: Oct 22, 2022 @ 7:02am

- Fixed a bug in how the new "Override the AI" hotkey was checking for idle units that was resulting in some units not being given to the AI. The config option seconds_idle_before_override_ends will now be respected. The bug was a brain fart where I mixed up a less-than sign < with an greater-than sign > in a timestamp check. So while the old bug could even affect people using default values, you were more likely to experience the old bug if you configured seconds_idle_before_override_ends to be even shorter. Now you should be able to shorten that without a problem.

Update: Oct 21, 2022 @ 2:21pm

- Negligible update to make this mod current for 2.2.0.

Update: Oct 7, 2022 @ 8:59pm

- New hotkey piggyback: Save Camera Bookmark 7 will now temporarily remove the selected units from AI General so that you can give orders. After the unit is idle for a few seconds, the unit will be returned to AI General's control. This hotkey isn't bound to anything by default, so if you want to use it, you will need to bind it in your controls settings (or you can configure it to not piggyback on Save Camera Bookmark 7 if you need that bookmark.)

- Added a small icon at the bottom of unit cards for AI controlled units.

- Added four new configuration options to control unit card indicators (these replace the one config option that handled this previously).

- Added three new configuration options to control the AI override hotkey.

(You can see the new configuration options in my most recent post of this Steam discussion.)

Update: Sep 25, 2022 @ 7:51pm

- Fixes a bug that prevented AI General from taking control of reinforcing units if your army was reinforcing a non-player, computer-controlled ally.

- You can now assign your reinforcements to the AI if you have *all* of your current units selected when you turn on the AI using the button. (Previously, you could only do this with hotkeys. The hotkeys will still work as before. Now if you select all of your currently-deployed units and then turn on the AI using the button, it will act the same as if you selected all of your units and pressed Shift+F9.)

Update: Sep 14, 2022 @ 3:42pm

- This update only affects you if you use the start_with_auto_controlled_rallying config option (either with MCT or in the config text file). Previously this option didn't do anything useful. Now it should work as advertised.

Update: Sep 8, 2022 @ 4:15pm

- You can now use AI General 3 in multiplayer, but it's not as polished as single-player, and I don't plan to support it as fully as single-player. For details or to report issues with multiplayer, see the multiplayer discussion.

- AI General 3 will now remember whether your units had fire-at-will or skirmish mode turned on before you gave those units to the AI. AI General will still change settings for units under its control, but it should now restore your settings if you take back manual control of a unit or once victory is declared.

- Your mod manager should no longer mark AI General 3 as out-of-date for 2.1.1.

Update: Aug 23, 2022 @ 11:47pm

- Negligible update for WH3 2.0 (including Immortal Empires).

Update: Jul 10, 2022 @ 4:08pm

- Re-enabled AI General in siege battles. (You no longer need a submod for siege battles.) AI General is still not very smart in siege battles, but it at least appears to be working now. :)

Update: Jun 30, 2022 @ 11:50pm

- "Updated" for 1.3.0. (No changes were made. None appear necessary, based on a diff of some of the scripts, as well as some brief playtesting. This "update" should just tell the launcher that AI General III is not out-of-date.)

Update: Jun 21, 2022 @ 4:37am

- Updated the thumbnail to prepare for public release