Total War: WARHAMMER III

Total War: WARHAMMER III

Hecleas AI Overhaul
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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

Update: Nov 22, 2024 @ 6:35pm

-To try to make things smoother, I reduced the AI's opportunism from 65% of its strength to 60%
To make things more dynamic without the AI ​​becoming suicidal in terms of movement.

-I also tried a new adjustment to always ensure that the AI ​​positions itself better, even less suicidal placement and movement, I try to have the best result

-Increased the priority that the AI ​​attacks forces near a recently lost region (to force the AI ​​to recover its territories and prevent it from following straight ahead like a bus)

Update: Nov 18, 2024 @ 4:11pm

Update: Nov 6, 2024 @ 5:55pm

New improvement of the AI, no precise details, just more detailed adjustments for even more intelligent behavior of the AI

Update: Oct 31, 2024 @ 4:24pm

Update: Oct 31, 2024 @ 1:59pm

I took the liberty of adding new elements that I personally use in my campaigns and I saw fit to share them with you in this mod and to expand the capabilities of the mod:
-Rebels have more units and armies
-The rebels have better quality units
-There is much more luck than army rogue pop
-The rebels and army rogue will be much more threatening and present on the map.
-Confederations will now be usable mainly for factions in a last_stand situation (this is valid for both the player and the AI)
-the AI ​​will prioritize nearby threats rather than distant ones.
-It will be easier to make a peace treaty with factions much further away from you.
-I made sure to force the AI ​​to always be active.
-The AI ​​never ignored passive or rebel factions
-the AI ​​will be more conducive to imposing ultimatums on you.
-Maximum increase in WAAGH quality.
-An adjustment has been made to the management of the AI ​​economy, the impact is minimal.
-Rebel armies will be quicker to make arbitrary attacks
-The maximum number of a rebel group has been increased
-Activation: When adding a horde to an existing group the number of hordes to split from the group (excluding the new horde) to use in forming a new horde group.
-Value increase: Maximum acceptable distance from a horde to consider membership - multiply on the median bordering inter-region distance.
-Reduced the minimum number of siege engines required for rebels to make an attack.
-The minimum, average and maximum value of a diplomatic gift has been increased. 2500-5000-7500 (to avoid diplomatic abuse)
Important details on faction potential; I took the trouble to rework it in my own way rather than leaving it at vanilla values ​​which absolutely gives an advantage to the scenario being always the same, because it will always be the same factions which will be favored, the auto resolutions are favored for these factions, even if they largely lack sufficient military power.
So I took the trouble to balance it, while ensuring that the major factions remained a priority.
Because the great strong point of my mod is that the AI ​​is active on absolutely the entire map, the AI ​​is dynamic and alive!
I find it exciting to see each campaign unfold in a different way, with different scenarios in each campaign, something that doesn't exist on vanilla.

So now with my AI + a legitimate potential for each + rebels and rogue army. Your campaign will be perfectly alive and dynamic.
On that note, have fun like never before!

Update: Oct 26, 2024 @ 6:44pm

Fixed the bug which caused the AI ​​in a “last_stand” situation to not recruit even though it has the income.