Total War: WARHAMMER III

Total War: WARHAMMER III

AI General 3
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Update: Jun 19, 2022 @ 11:20pm

- Changed the config options to refer to magic_users instead of spellcasters, since they only affect units that use Winds of Magic

- Added support for MCT. It is optional. You can still use text file configuration if you prefer (or no configuration at all).
* If you prefer a language other than English, please see the translation submods discussion.

- Better handling of unit transformations for some special cases that modders are using. If you might use any transformations created by modders, please see the discussion about submods for transforming units.

- Added a short delay to taking control of transformed units to try to fix the bug where sometimes the dragon models wouldn't fully load, making the dragons partially invisible. Please let me know if you still experience the dragon models failing to load correctly.

- Fixed a bug where some cutscenes were interfering with the start_with_units_given_to_AI configuration setting

- Maybe fixed some of the siege battle crashes? I'm looking for feedback from anybody that is using the submod that tests AI General 3 in siege battles.

Update: Jun 3, 2022 @ 1:19pm

- Fixed a script break related to locked-group transformations.

Update: Jun 1, 2022 @ 12:09am

- Added 4 new configuration options, including options to prevent control of spellcasters. (See today's post in the configuration discussion.)

- AI General 3 should now distinguish between transformed units and summoned units. Also, AI General 3 should now control a transformed unit iff it controlled the unit before it transformed. (This should work for all vanilla transformations. Transformations created by modders will still be treated by this mod as if they were summoned units unless they have a small script or a submod. I will try to post an example this week. Edit: I discovered that modded transformations can re-use ability keys, which I wasn't expecting, so my example submod is a little delayed.)

- Changed how AI General gives units to the AI Planner in hopes that it will allow the AI Planner to be more consistent with units.

- Added a work-around for transforming units in locked groups. If you use locked groups, please read the following:
I do not recommend using this mod with locked unit groups, but I'm doing my best to support them. Before today's update, there was a bug in AI General could cause battle scripts to stop working if a unit transformed while it was in a locked unit group. To fix this in today's update, AI General 3 will no longer give unit controllers to newly-created units in locked groups.

What this means for you:
You will be able to give AI General control of locked-group units most of the time. But when AI General switches to using unit controllers (like after victory is declared), any units that transformed while they were part of a locked group will be automatically removed from AI General's control and won't be able to be added again. Those units won't automatically chase routing enemies, so they will need to be controlled manually at that point.


- Fixed a bug that was ignoring start_with_auto_controlled_rallying in your config file.

(This mod is still disabled during siege battles. :( Some of the script changes I made seem to have resulted in fewer siege battle crashes. Unfortunately, not all crashes are fixed for siege battles, so I still don't feel comfortable enabling this mod in siege battles.) You can continue using this submod if you want to test the siege battle crashes yourself.

Update: Apr 27, 2022 @ 2:34am

This patch re-enables minor settlement battles. Only battles with siege equipment should be disabled. Please read more below.

Update: Apr 26, 2022 @ 7:45pm

- I hopefully fixed a bug that was causing transformed units to sometimes go invisible. Edit June 1: Nope. This bug still is there, though I hope it is less frequent than before?

- I disabled this mod in siege battles. AI General 3 often crashed to desktop during siege battles. I spent all of today but have not found a solution. I will keep looking, but I disabled this mod in siege battles as an emergency fix for the crashes in the meantime.

- Are you a masochist that doesn't care that AI General 3 might crash your game during a siege battle? Here is a link to a submod that will enable AI General 3 in siege battles again. It does not fix any of the bugs. It just lets you try siege battles again. You will probably experience the crash for yourself if you use it. I can't recommend that you use it. But maybe you want to fix the problem for me? ¯\_ (ツ)_/¯

Update: Apr 26, 2022 @ 1:08am

Fixed a bug that prevented the AI button from being added to the bottom bar in the final Prologue battle.

Update: Apr 24, 2022 @ 5:42pm

Fixed the instructions for the configuration file. Everywhere that it used to say "HERO" in the comments it should instead say "LORD".

Update: Apr 24, 2022 @ 1:29pm