Total War: WARHAMMER III

Total War: WARHAMMER III

Organic AI Overhaul
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Actualización: 19 JUN a las 20:21
por MrSoul

Actualización: 15 JUN a las 21:21
por MrSoul

Actualización: 14 SEP 2024 a las 20:52
por MrSoul

6.0 boop.
Seems fine, but will be playtesting more in coming weeks, updating as needed.

Actualización: 14 JUL 2024 a las 16:50
por MrSoul

3.1.10

few more war dec updates:
- Added toggle for vassals (ie, enable to make vassals eligible target for war dec), curb some unwanted behaviour for some, and make it more consistent for users (like me) using fudging vassals

- Modified aggression...modifier for certain cultures to ensure it is applied correctly after the probability roll is made, not before (ie, it was changing the base prob, didnt want that)

Actualización: 14 JUL 2024 a las 14:32
por MrSoul

3.1.9

- Updates to money me, money me now script:
- Changed way it loops through factions/does faction checks, should be no more double dipping etc anymore
- Moved checks to listener phase after some more pre-upload testing, so not processing when shouldnt be

Actualización: 6 JUL 2024 a las 16:36
por MrSoul

3.1.8

Okay, quick but hopefully very useful updates today:

Added a config module option for adding additional income per turn to the AI factions. While testing with Da Mega Mod, where I just had it hard set to 5000, I found this decreased the number of times AI would just flounder with barely any fully recruited armies alongside the, while ago now, mods to the AI budgets. Unlike the version I was testing, this one can be configured, and if you'd like to simply not include it, just set it to 0. It defaults at 2500, as I found that 5000 was pretty lively, so 2500 should hopefully be a safe baseline to just get them going more in general without them ramping as much as I've seen in my campaigns with the mega mod.
Tested it thoroughly and disabled the new script's internal logging. You can manually enable it if you like, but I left the option out as it is a tertiary script like the LOS one.

I edited some of the other config modules while I was in there due to reports of the AI upkeep not changing anything. I hadn't seen it myself, but hopefully, those tweaks will help if it is the conflict I suspect it was.

Okay I'm going back to mopping up last of Belakor before swing Malekith back towards Ulthuan. Have a good weekend everyone.

Actualización: 25 JUN 2024 a las 18:09
por MrSoul

3.1.7
tooltips for vanilla defaults are back and updated off the most recent values in the handicap table.

Did once over for new update, mod is fine. No other changes.

Actualización: 21 JUN 2024 a las 22:06
por MrSoul

3.1.6
Cleaned up some of the text for the MCT UI.

No other changes.

Actualización: 20 JUN 2024 a las 21:25
por MrSoul

3.1.5
Tweaking occ stuff again and making sure uploaded correct version.
Original values I was using seemed bit excessive in long run.
Restored the Og(think when mod first went up) CAI variables as well while testing all this…I was wrong, they do help.

Actualización: 20 JUN 2024 a las 21:16
por MrSoul