Total War: WARHAMMER III

Total War: WARHAMMER III

DeepWar AI
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Update: Oct 11, 2024 @ 12:11pm

- Total overhaul of strategic assessments by the AI, now, on average, the AI attacks armies within 15% of their current power. This is to prevent instances where the AI commits suicide by attacking too strong a force, because the AR calcuator isn't very good.

- Found overlooked variables that increase the AI's aggressiveness, so the AI will declare war on good targets very quickly now.

- Did away with a lot of map AI, because so much of it is outdated, so the AI will be more dynamic instead of just sticking to one part of the map for 50 turns. Woodelfs are still forest lovers, but Orion now attacks much more aggressively when in Summertime, and will retreat back to the forests for Winter.

- Found a problem with SFO AI, and made sure to replace tables in DeepWar to fix it. Just make sure DeepWar is above SFO.

- Should have fixed the bug where late game armies would follow each other around the capital.

Update: Sep 24, 2024 @ 8:49am

I've looked at tables to make sure everything is up to date and compatible with SFO. Just place this mod above SFO. SFO has some decent AI changes but there aren't unique personalities between AI races, and SFO does not have as good of budgeting. I haven't tested out SFO's priority system but I know mine works very well.

Update: Nov 30, 2023 @ 7:54am

Minor update:

- Made all factions more aggressive in spending their money
- Refined hostility levels across personalities even more
- Made Norscan vassals 150% more likely to support an ally's ongoing siege
- AI (even) more likely to attack if haven't expanded
- AI will now target rebel factions

Update: Sep 6, 2023 @ 12:54pm

Patch 4.0 incorporated many of the design elements I had in the personality tables, but still did not go far enough to make it as challenging as possible. AI will still pick bad fights way too often and get wrecked.

No changes were made to Agent AI and DeepWar Agents are vastly more challenging compared to Vanilla. This goes for Nurgle and his plagues. Ogre AI code was cleaned up but not removed, and DeepWar Ogres will still have the best camp placements.

No changes were made to construction priorities and DeepWar still has better budgeting between armies/buildings.

A hard cap of new armies needing 16 units before it can attack was introduced, which is fine, but DeepWar also allows pre-existing armies to leave to attack after only 14 units, or only 12 units if very aggro (like Khorne). Armies being more likely to return after losses was made into a small number (under 4) and DeepWar keeps it higher, around 8, with variation for personalities.

Overall DeepWar has more aggression, more care in picking fights, greater variation between personalities, and zero anti-player bias compared to the changes in 4.0, but 4.0 is still much better than 3.0.

Update: Aug 3, 2023 @ 8:43am

- Major improvement to Beastmen budgeting (more money for horde buildings).

Update: Jun 4, 2023 @ 4:23pm

-- Updated Nurgle's plague logic. Nurgle factions now use pox on their own settlements, auge on enemies, and rot when they need nurglings. This is a huge buff for Nurgle AI.

Update: Jun 1, 2023 @ 5:06pm

-- Tweaked Nurgle AI, now more aggressive than Khorne, but as protective as Slaanesh

Update: May 31, 2023 @ 5:57am

-- Made personalities more unique. Chaos overall more aggressive.
--- Khorne and beastmen factions, far more aggro but not suicidal.
--- Slaanesh factions are aggressive but balanced.
--- Tzeentch the most reserved and more protective of their settlements compared to Khorne or Slaanesh
--- Nurgle is most aggressive faction, but also most protective of their settlements: both extremes put together and works well. Nurgle factions more likely to siege, and suffer high losses no problem, but if someone is threatening them they will turtle.

Update: May 21, 2023 @ 6:15am