Total War: WARHAMMER III

Total War: WARHAMMER III

Abominable Intelligence - AI Overhaul
Showing 11-20 of 25 entries
< 1  2  3 >
Update: Oct 4, 2022 @ 8:18pm

Fixes:
Found the source of the Warriors of Chaos building issue.
If you guessed "I'm a retard who dropped the WoC construction policy for the default one without changing the buildings' construction groups", then you win ABSOLUTELY NOTHING!

Update: Oct 3, 2022 @ 8:25am

Budgeting:
Identified potential issue with high military/low construction budget settings.
Increased rate at which funds are freed for construction for low construciton allocation budget profiles.

Update: Oct 3, 2022 @ 6:38am

General tasks:
Due to a recent derth of Ogre camps, weighting for camp deployment reset to default values. Camp testing must start from scratch.

Update: Oct 3, 2022 @ 6:31am

Construction System:
Identified potential problems with Ogre and Cathay construction priorities.
Severely reduced economic building priorities for these factions as a result.


General Priorities:
Cathay budget personalities all changed to aggressive as a second possible fix to their construction issues.

Update: Oct 2, 2022 @ 1:32pm

Threat Detection and Diplomacy:
Slight alterations to several second order diplomatic effects' strengths (friend of a friend, etc)
Perceived strength when attacking/defending walled settlements is now varied based on a personality's strategic component. The same is also generally higher.
Perceived and actual army strength calculation weighting pushed down to foster more aggression. Variations between personalities is more pronounced.

Update: Sep 29, 2022 @ 6:32am

Fixes:
Fixed critical error introduced by using "assist_force" tasks.

Update: Sep 29, 2022 @ 4:41am

Task Management System:
Removed the original Task Management System's values and layout.
Greatly expanded the Task Management System for easier debugging and fine tuning.

TMS changes:
Increased recruiting priorities for high quality and high variety locations. Decreased recruiting priority in bad recruiting regions.
Added more specific behavior personalities for various races and LL's.
War Coordination prioritization now varies by faction, but is still high.
Added more varied defense flags.
Factions that rely on region hints now have task flags for acting on region hints.
Raiding and colonization tasks added.
Various other task flags now vary in strength depending on race and diplomatic traits (passive/defensive/aggressice/extremely_aggressive).

Update: Sep 25, 2022 @ 11:35pm

Diplomacy:
Diplomacy attitude thresholds changed to -200/-75/-25/0/25/75/200.
Attitude drift from hostility/friendliness to liked/disliked factions altered to more closely represent each diplomatic personality type. (Testing required to ensure some semblance of balance)
Added long term value scaling for all non-vassal diplomatic agreements. A side effect of this is that Tomb King AI ought to no longer decide NAP's are useless after 20 turns (and subsequently break them) even if relations are positive.
Reduced proximity and "is Human" threat multipliers slightly.
Reduced maximum general threat multiplier.

Update: Sep 25, 2022 @ 11:01pm

Strategic Evaluation/Diplomacy:
Reduced "is human" strategic evaluation weighting by 50%.
Increased weighting for existing treaties, both between factions, and throughout their larger diplomatic network by 50%.
Reduced evaluation weighting for current diplomatic attitude by 20%.
Increased duration that war losses are tracked by 50%.

Note to self:
Strategic evaluation weighting requires extensive testing.

Update: Sep 25, 2022 @ 9:07pm

Task Management System:
First iteration of AI attack/defend tasks vs Human implemented.