Total War: WARHAMMER III

Total War: WARHAMMER III

DeepWar AI
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Update: Jun 26 @ 7:15pm

- Added tweaks to improve new aggro profiles for every personality.
- Greatly improve chances most factions will defend their last settlement (which is usually their capital) instead of fleeing.
- Improved Wood Elf and High Elf aggression logic. Both should behave more consistently with their lore.

Update: Jun 18 @ 1:53pm

- Should have fixed issue with WoodElves going a bit too ham

Update: Feb 9 @ 10:01am

- Major improvement to how the GDS system handles colonization logic. Now focuses on bordering regions when looking to colonize 99% of the time. This was a problem in Vanilla AI. Empires expand more carefully and won't stray far from friendly territory as a result. AI is more aggressive since less armies will focus on expansion.

Update: Feb 1 @ 7:15am

- Toned down the movement range on what tasks the AI will search for (less traveling for AI as result).

Update: Jan 11 @ 8:15am

- Tightened up AI movement logic vs Player. Trying to stop instances where AI needlessly moves into player attack range.
- Legendary difficulty now includes a +20% anti-player bias, for those who want it.

Update: Jan 10 @ 8:32am

- Reduced Skulltaker AI's chances of rolling a high faction potential by about 12%. Skulltaker's chances of winning Lustria is nerfed to be more equal with Lizards.

Update: Jan 6 @ 12:18am

- Brought back map AI for Karl, Elspeth, Miao, Zhao, and Morathi for thematic reasons

Update: Jan 4 @ 10:09pm

- Removed new Omens of Destruction factions "region map hints"
- Relaxed Ogre Camp Disband rules (since it's now free), and reversed Camp deploy logic: higher meat levels increases chance for camp deployment and vice versa (since camps consume meat more than produce).

Update: Oct 13, 2024 @ 9:01pm

- Found yet another table in SFO AI that needed to be fixed, added it to DeepWar

Update: Oct 12, 2024 @ 7:33am

Typo bugfix