Total War: WARHAMMER III

Total War: WARHAMMER III

AI General 3
914 Comments
Khueipiema417 Oct 11 @ 9:21pm 
o7
paperpancake  [author] Oct 11 @ 8:58pm 
Unfortunately, I no longer maintain WH3 mods, including this one, due to IRL stuff. Since WH3 rarely seems to cause any breaking changes to these scripts, I expect that this mod will continue to function as it did before (for better or worse). And perhaps other modders that enjoy scripting will step forward if needed.

I'm sad to have my WH3 modding come to an end, but such is life. Deco will still be able to contact me should anything new break, though my ability to do more than answer questions will be limited.

Thank you to everyone who was a part of my WH experience.
Khueipiema417 Oct 11 @ 8:32pm 
update plzzzzzzzzzzzzzzzzz
Its a probelm on your end it works just fine on my setup.
Gibbanator Sep 29 @ 5:55am 
Aww its not working. No bottom right, next to the button that hides your unit cards. My buddy was touting this mod big time and was looking forward to trying it out. Needs updated
Asccka Sep 26 @ 5:57am 
Can you ask the artillery not to target the lord on the computer? The AI will control the lord to dodge the shells back and forth, making it impossible to hit and wasting ammunition
<;)))< Sep 26 @ 4:12am 
Update pls <3. This Mod is a must to have
Yopsergio Sep 19 @ 1:00pm 
is there a way to set up the ai to always aggresive? or always defensive? like so it does not go back to wait for reinforments
Xostean Sep 18 @ 3:12pm 
appears to be something broken in the script causing the game to crash once the battle lines meet when AI general is controlling an entire army from the start of the fight. It will form up, march to the enemy and once engagement commences will cause everything to lock up as if you pressed pause, Otherwise great mod
DanishDuck Sep 18 @ 8:41am 
If crashing make sure to test without any other mods. Lets help the mod author.
Preowned Sep 15 @ 8:16pm 
Great mod! have used it many times with no issues! Unfortunately I came here to report, and seems I am not only one. Two times on the same map game crashed after clicking AI control, and it was a siege.

Still one of the most useful mod, so thanks again and I hope you find time to dig into it!

If anyone is on the fence use the mod and just dont click the icon in siege battles as it has a chance to crash.
东风61 Sep 15 @ 2:42am 
Update,pls
东风61 Sep 15 @ 2:41am 
The mod crashes on siege battles some times.
Hans Chan Sep 13 @ 8:04pm 
Hi, I noticed the mod crashes on siege battles some times.When the battle starts, enabling the Mod works properly. But often, after 30 minutes of the battle, when you click to enable the Mod again, the game crashes.Hope to update as soon as possible.Thanks!
Retruvian Sep 13 @ 1:28pm 
Hello bro. Thank you so much for the mod. I noticed the mod crashes on siege battles some times. I dont know the circumstances but the crash kills my wish to play again. A look into it would bery much be appreciatet. Best regards
paperpancake  [author] Sep 13 @ 10:33am 
I might not be able to update this month. Typically, this mod continues to work as usual even without an update. I have not tested it myself this month, but @DeltaAce and @lolladin1234 says that it works for them.

@sherade260 An incompatible error occurs in multiplayer if you and your friend have different mods or are using different versions. Be sure that your version, mod list, and load order matches exactly (and that you have no extra files in the data folder). After a patch, you might need to unsubscribe and resubscribe to your mods to ensure you have the latest versions.
SenPie69 Sep 12 @ 10:34pm 
any plan for updates?
ζ 晚棠〃 Sep 8 @ 6:32am 
缓解操作压力,非常棒!
DanishDuck Sep 7 @ 3:38am 
nice still works
DeltaAce Sep 5 @ 8:11am 
Still works with latest patch
Aoi Todo, the strongest Sep 5 @ 7:11am 
need to update this absolute cinema
Taksin777 Sep 3 @ 9:20pm 
update pls.
SwordMaster Sep 3 @ 8:11am 
why does this mod not get affected by other mods that improve AI? is the non player AI and player AI different or what?
东风61 Sep 2 @ 6:17pm 
Updata pls
sherade260 Sep 1 @ 4:16pm 
I keep trying to use the mod with a friend but we keep getting a a incompatible error :steamsad:
Loqures Aug 20 @ 6:47am 
Hello everyone! Questions about the game with WeMod trainers
Please tell me if there is a way to make the battle cheats (godmode , infinity ammo , etc ) work even when I delegate my army to lead the AI ​​through the AI ​​General 3 mod?
Because when I delegate authority - immortality, infinite ammunition somehow stops working
Yuri Ono Aug 14 @ 4:52pm 
Buggy with gyrocopters, they never seem to stay still and shoot.
chaos dwarf Aug 9 @ 4:27pm 
best mod ever
paperpancake  [author] Aug 8 @ 12:31pm 
As a heads-up, it is very likely that I will be unable to maintain any WH3 mods, including AI General 3, starting in maybe a month or so.

Since WH3 rarely seems to cause any breaking changes to these scripts, my absence likely won't be an issue. AI General 3 will likely continue to be usable. (The beta chasing channel will be a beta forever, I suppose. :WH3_bear:) Decomposed will likely continue mark it as updated if things seem to be functioning as usual, though Deco might need to upload to a separate page for Steam to play along. And perhaps other modders that enjoy scripting will step forward if needed. :WH3_clasp:
hey Aug 8 @ 9:56am 
great great really great Mod. I can't play the game without this mod.
paperpancake  [author] Aug 6 @ 1:16pm 
@2662084418 Thank you! I added it to the list of submitted translations . (I copied the name as it appears to me, but I think you might be helpfully utilizing Steam localization. If you'd like me to list your mod differently, you can give me the characters to copy-paste instead.)
paperpancake  [author] Aug 5 @ 11:14pm 
@2662084418 Translations of the text are welcome. If you post a link, I'll add it to the list of submitted and example translations .
2662084418 Aug 5 @ 10:59pm 
@paperpancake I have created a new Chinese translation version. May I release it ?
Flying Fox Jul 29 @ 2:57am 
great stuff!

A bit odd that the option for rampaging sits in between the hotkey option in MCT. I reckon it should be under Battle Startup Options or Miscellaneous.
paperpancake  [author] Jul 28 @ 4:28pm 
Updated. Copied from the change notes :

- If you have turned on auto control for rallying units, it will by default no longer affect units that recover from rampaging. There is a new config setting, treat_end_rampage_like_rally, which is set to false by default.

- There is a new config setting, prevent_AUTOMATIC_control_of. It is reminiscent of the old prevent_AUTOMATIC_control_of_magic_users (which will still be respected), but this config setting can optionally be used to prevent automatic control of units with abilities. You can set this to "--", "single_entities_with_abilities", "any_with_abilities", or "magic_users_only".

(As usual, the config settings are supported whether you are using MCT or the text file.)
paperpancake  [author] Jul 28 @ 4:26pm 
@Flying Fox Attack-move and Countercharge actually can do something kind of like that. If you've locked in a location before the unit flees, then the unit will still return to that locked position when it rallies (and will attack-move to it, and then counter-charge from it). But it doesn't allow the rally point to be different from the locked position, and those positions are typically different for each unit, so perhaps that mod isn't quite what you were remembering.
Flying Fox Jul 28 @ 1:55am 
I think either option would be great. I would say, do the one that's easiest to implement. If there isn't much difference in that regard, I would go for an option to exclude all units with active abilities. Shouldn't really be limited to single entities at that point.

I might have imagined a mod that allowed rallying units to gather, as I assume that's not something the Attack Move and Countercharge mod does. Or maybe it was some experimental mod at some point in one of the previous games, as I only vaguely remember trying something like it very briefly.
AETERNA Jul 28 @ 1:54am 
Haha, got ya.
paperpancake  [author] Jul 27 @ 5:03pm 
(Anyone else who is interested in such an option is also invited to give feedback.)
paperpancake  [author] Jul 27 @ 4:58pm 
@Flying Fox Hmm... would you rather have that option prevent control of all single-entities that have active abilities (including characters, dragons, etc)? Or all units that have active abilities (including all of the above plus doomfire warlocks, terradon riders, etc)? Or is your wish specifically for lords and heroes?

I don't think that regroup option ever existed for this mod. Are you perhaps thinking of my Attack Move and Countercharge mod?

@AETERNA My comment should have said "tried", not "retired." :steamfacepalm: Thanks, autocorrect. :WH3_miao_serious:
AETERNA Jul 27 @ 4:32pm 
@paperpancake fair enough!
Flying Fox Jul 27 @ 3:01pm 
Oh, by the way, wasn't there once the option to have rallying units regroup at a specific spot on the map with this mod? Perhaps in the WH2 version? Or am I misremembering that?
Flying Fox Jul 27 @ 2:58pm 
Thanks, I appreciate it.

Perhaps also an option to prevent automatic control of lords and heroes, like there is for magic users? Just a thought. That would keep the rallying and end of rampage AI controlled for regular units, but it is generally nice to keep your characters under control.

Really love the mod, by the way. I've used it since it's first iteration.
paperpancake  [author] Jul 27 @ 2:51pm 
@Flying Fox Based on your comments, I think I'll add a new config option to separate it. I remember I was also bothered by it when playing as Khorne.

@AETERNA Alas, I couldn't find a way to do that when I retired it a few years ago.
Flying Fox Jul 27 @ 2:43pm 
Oh, I see.
Personally, I don't find it desirable in a lot of situations. I was noticing it on a Khorne campaign, where several legendary heroes and characters can rampage. They start using abilities when the rampage ends.
Is it indeed linked to auto-controlled rallying, or is there an option for it in the MCT that I'm missing?
paperpancake  [author] Jul 27 @ 2:25pm 
@Flying Fox That is a feature that was intentionally added in June 2023. Is it not desired behavior?
Flying Fox Jul 27 @ 2:10pm 
I think there may be some unintended effect with auto-controlled rallying. When a unit rampages, and the rampage ends, it becomes AI controlled.
AETERNA Jul 27 @ 4:04am 
Like for example, im high elves, im allied with Empire and theyre supporting me in a siege, and then for some reason the AI sits in the corner doing nothing, I want to control them. If its not possible, fair enough.
paperpancake  [author] Jul 27 @ 12:58am 
@AETERNA Not with this mod. Reinforcements, yes. Allies, no.
(Or are you talking about how in coop campaigns you can give control of units to other players? That doesn't require this mod.)