Total War: WARHAMMER III

Total War: WARHAMMER III

Hecleas AI Overhaul
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Update: Aug 23 @ 6:31am

Update: Aug 22 @ 8:30pm

Update: Aug 22 @ 6:45am

- Less passive AI
- AI no longer hovers on settlements after 100 turns (if this is still the case for you after the update, let me know, I'll adjust my values ​​accordingly)
- More opportunistic AI
- Much more aggressive AI
- AI defends better
- AI attacks what is closest to it first, not its priority enemy as before, which could create inconsistencies.
- To make the AI ​​even more calculating and analytical, I increased its computational load. It will be smarter than before (logically), but turns may be slightly longer because it calculates all the possibilities even more.
- Some new lines added were poorly configured (while we waited to discover the results it gives).

Update: Aug 22 @ 6:20am

Update: Aug 15 @ 6:07pm

Update: Jun 20 @ 8:13am

Update: Dec 12, 2024 @ 9:44am

Update: Dec 5, 2024 @ 2:58am

After listening to your feedback, testing on my side, I decided to return the armed rogue spawn rate to its vanilla value.
However I keep the quality improvement of the rogue armies.
So after experience, I confirm your point of view.
Armed rogues could have been a good idea, but they were poorly implemented by CA.
Let's see if they rework it in the future.

Update: Nov 28, 2024 @ 2:56am

-While waiting for a more general opinion from the community, I have reduced the rogue army spawn chance value by half
-Fixed where the AI ​​retreated when attacked even though it had enough strength to win on auto resolve

Update: Nov 27, 2024 @ 5:31pm

-Fixed a bug where some factions sometimes stopped recruiting.
-Adjustment of value judgment (always to find the perfect value)
-Correction and adjustment of the value judgment of minor colonies where the AI ​​besieged while it had vast superiority.
-Other minor improvements