Total War: WARHAMMER III

Total War: WARHAMMER III

Hecleas AI Overhaul
1,295 Comments
General Götterspeise Nov 2 @ 11:14am 
I have also had the issue of factions attacking me out of the blue with no war declaration, happened playing as Katarin with Drycha attacking me (SFO).
mylhendir Oct 31 @ 12:49pm 
@zakaryBZ i have had the same issue of having war declared on me, with no declaration as well. i have also had, in tandem with these "undeclared" wars, defensive allies break said alliance (presumably in response to said wars starting on same NPC turn cycle) also without any declaration of it. the first time i didn't even realize it had happened til a few turns after.
ZakaryBZ Oct 30 @ 1:08am 
Tried this mod with the latest patch, and I'm not really a fan of it. It seems like it broke the war declaration logic for AI. I played as Tehenhauin, 30-35 turns, still in the bottom part of Lustria and then Bordello and Rakarth started wars on me without the declaration screen. I'm not sure how, but it's not a "join war" feature either, because I wasn't at war with any of their potential allies at that time, and we still had other factions between us with no direct border. Rakarth's war on the lizardmen faction is more or less logical overall (but he had closer enemies than me to deal).. But Bordello even had good relations with me before the war.
Border crossing also works weirdly. I know the AI in this mod may harass the player by crossing the border without a war declaration, but sometimes it looks like it just ignores the borders and just runs here and there with no reason.
Disabled it midgame, and after that, the AI started behaving a little bit more sensibly.
Pimpin Pippin Oct 28 @ 3:24pm 
@Gorilla
At the top of the Grand Strategy mod steam workshop description it says it includes the AI Overhaul.
So you should probably unsubscribe (remove/delete) the AI Overhaul mod and keep the Grand Strategy mod, if that is what you want.
Gorilla Oct 27 @ 8:12pm 
The avatars of my lords and heroes are invisible. I'm using Grand Strategy and the AI overhaul simultaneously, with the AI first in the load order.

Am I doing something wrong?
Pimpin Pippin Oct 26 @ 2:33am 
Hecleas thank you for improving TWW 3!
If you can please keep this individual mod active and great.
It is really amazing for players who just want a much smarter AI in the vanilla game, without any stat/unit/mechanics changes (like those that come with your awesome Grand Strategy mod).
Thanks again!
Gorilla Oct 25 @ 12:08am 
@I Have No Enemies Brother

SFO changed AI's recruitment system to prevent doom stacks so that it resembles more realistic armies consisting of the "backbone" units, like skink cohorts for Lizardmen for example.

It also has a Factionwide unit cap by default (you can change this in the SFO settings), so high-tier units could be less common among less developed factions.

I actually play with the Army cap too, where each army only has 15 points for "special" (10) and "rare" (5) units. Some higher-tier units will cost 2 special or rare points (in rare occasions 3!) so that individual armies will also appear more realistic, consisting at least partly of lower-tier units.
Etxxu Oct 24 @ 11:28am 
Please, update! There is no war declarations on Diplomacy anymore... You just start the turno at war with new factions
Paulogbfs Oct 23 @ 12:09pm 
Is "NO AI CHEATS" compatible with this?
mylhendir Oct 22 @ 2:25pm 
new to this mod, but i am guessing the no AI cheats thing covers both base game difficulty increases and any mod style AI cheats, ie none of either kind. i have only tested this mod a little bit but so far this seems to be the case.

given the above, i am curious how "under the hood" this mod handles increases in game difficulty in relation to AI behavior. like... is it just one set of AI improvements across the board, or are better AI behaviors sprinkled in as difficulty increases?
Bomjus Oct 20 @ 2:34pm 
extremely small issue, but i believe this mod is causing the wood elves to build only military buildings in their trees. making them extremely poor and since the AI in your mod do not get economic cheats i think this is greatly hampering them. not sure if you are able to fix what types of buildings they prioritize. https://imgur.com/a/GKiQXz4
I Have No Enemies Brother Oct 18 @ 11:53am 
@Hecleas

Your AI mod alone does wonders in both vanilla and SFO. I understand you said you believe SFO might have some sort of underlying problem with the AI by itself. But I am happy to report your AI makes much of that unnoticable to the common player such as myself and makes the AI challenging and human-like.

The only issue I notice with SFO is that the AI recruitment logic seems to be poor. Whichever AI mod you use or AI recruitment mod you use the recruitment of AI forces in SFO is much more poor in form and feels like unit spam in comparison to vanilla.

Does SFO hinder AI recruitment logic as well? Have you ever noticed this?
Huitzilopōchtli Oct 15 @ 6:02am 
Does the mod not need an update? I’ve noticed a couple of serious bugs across several campaigns.

I was playing as the Gnoblars from the Gnoblar Hordes – The Unwashed Masses mod. My neighbor was Helman Ghorst — at one point he could have wiped me out easily, but he did nothing. For literally 30 turns, his armies just stood there. He didn’t recruit, didn’t declare war on anyone, until Cathay came and destroyed him.

In my Malekith campaign, Malus dealt with his starting enemy and then just shut down. For the entire campaign, he just stayed in his starting province, stopped recruiting, and literally did nothing.
Dod Oct 14 @ 5:33am 
I love the passion behind the mode but... Hmmm might be...a bit... bloated? too many features. and I'm not sure the player can actually do/modify something with AI behaviors... there are too many behind codes I think?

I noticed with this mode and the new update, Sultan Jaffar from Ovn just stood still do nothing at all.
juanliam Oct 14 @ 12:54am 
Salut aurait tu ce mod ,mais avec l attaque eclair ,car francheemnt ces dur dur.
kral çıplak Oct 12 @ 1:00am 
I also get declared war without any notification. Like half of them doesn't really make sense too.
蘇武ぼくよう Oct 9 @ 10:06am 
I'm using many of your AI mods. How should I arrange the load order in WMM to make them work properly?
King of Fools Oct 8 @ 5:09pm 
The vanilla bug, where AI Hexoatl does not recruit for the whole campaign, is still present with this mod.
YL Oct 5 @ 11:18pm 
Hello @Hecleas. I'm having fun playing wh3 because of the mod you created, but I was wondering if "AI Army Tasks and Strategy" is compatible with the mod.
LOLgic Oct 4 @ 6:58pm 
@Hecleas The settings added around sep 30 - oct 1 dont seem to stick when updated via the mod manager. After reloading they revert. This might be a mod setting manager issue but coupled with the default "allow target player" being default "true" it pulls me into a lot of unexpected wars after I tried to disable the feature. Not super annoyed, as it basically just mean im perma at war with all neihbors and im playing skaven so no tmuch changed, but I would recomend defaulting that setting to "false" to improve perceived conistency.
Feso Oct 4 @ 8:37am 
what difficulty to play on with this mod ? Does it make a big difference ?
Mosketero Oct 3 @ 5:21am 
@Uhtred866 This mod make hundred of things that makes the game more fun. I have used this mods for years and the "not notification" is a bug with the new update. Be sure Hecleas will fix it soon.
Uhtred866 Oct 2 @ 12:53pm 
This mod just makes random faction declare war at you without notification over the end turn. Why is this not clarified in the description?
Smaug Oct 2 @ 7:04am 
Would this fix the base game Lizardmen/Tomb Kings "idle AI" bug?
Odinmask Oct 2 @ 2:42am 
Hello @Hecleas. Does Ai stil get bonus money in Very Hard campaign setting? Or this mod remove every AI money cheat for all setting?
ChizFreak Oct 1 @ 5:26pm 
@Hecleas does this mod also fix the problems with Lizardmen's campaign AI (and Tomb Kings in 6.3.1) that came with 6.3?
flecha Oct 1 @ 1:42pm 
would you recommend using this with Grand Strategy or separated?
Veg Oct 1 @ 12:47am 
I've got the same problem as the person below since the last update - factions declare war on me, but I do not receive any notification. They were not invited by anyone, I double checked it. I ran a couple of short campaigns, turned off all the other mods - the problem is in the last update
dannis Sep 29 @ 12:55pm 
It seems like after the last update, War is being declared a lot more amongst the AI and vs. the player. Other factions declared war on me during the end turn phase, however, I did not receive a notification but saw it in the events list on my turn. It may have been AI declaring war on one of my many vassals? Not sure. It happened twice with 2 different factions.
懒猫 Sep 29 @ 5:26am 
这个模组和更强更公平的AI兼容么
ChizFreak Sep 28 @ 8:34pm 
@Hecleas I see, thanks for the answer. And thanks for the great mod. It makes enemies much smarter on their moves. They are really annoying in a good way, similar to what an enemy player would do.
Hecleas  [author] Sep 28 @ 6:40pm 
Update:
-⚔️ Declare War — Neighborhood Logic, Truces, Cap & Probabilities (new mechanic)
General principle: the AI no longer declares war at random. It targets neighbors first (shared land borders, nearby sea straits, river-linked regions) and applies truce/limit rules to avoid diplomatic chaos.
-Following player feedback, adjustment of cultural multiplier penalties to make it more logical and less punitive.
Fant_A Sep 28 @ 3:43pm 
Compatible with radious?
Hecleas  [author] Sep 28 @ 4:47am 
@ChizFreak Yes, you can disable the AI ​​mod mid-campaign if you want to compare. Afterward, to avoid breaking your campaign, save, run your tests, and pick up where you left off with the mod when you're done.
Because it would be silly to think that vanilla will have broken part of your campaign.
ChizFreak Sep 28 @ 4:34am 
@Vashanesh and @GoldenHammer the description of that mod says it includes this one too so yeah, it includes everything it seems.

@Hecleas: can I deactivate or uninstall/unsubscribe from this mod mid-campaign with no issues? I wanted to see more of the vanilla experience for comparison.
Vashanesh Sep 28 @ 12:35am 
yep, same question
GoldenHammer Sep 27 @ 10:18am 
Does the Hecleas Grand Strategy mod contain Hecleas AI Overhaul and Battle Overhaul???
Hecleas  [author] Sep 26 @ 4:32pm 
Check out my new mod: Hecleas Grand Strategy https://steamcommunity.com/sharedfiles/filedetails/?id=3575054982
-Battle AI
-Battle gameplay
-Siege gameplay
-Campaign AI (Hecleas AI Overhaul included)
-Campaign gameplay
-Faction balance
-Etc.
Nextler Sep 26 @ 11:02am 
SFO : said that they do not edite ai and ur saying their script cause ai to be passive . Whats going XD I trust u . So i hope they fixed it .
ppl ask u a lot , sorry.
Eregios Sep 26 @ 8:01am 
Something is weird with Noctilus.

He razed citys from Caledor over and over again but didnt settled there. I took his main city and after that he captured one of thos citys.
Yes he lvled up pretty fast that way but it was still weird, he simply didnt cared about expanding.

Just wanted to give you this feedback. Because he behaved strange
Hecleas  [author] Sep 24 @ 3:46am 
To be honest, it doesn't matter, it's up to you. Some people tell me it's better with more war, while others say it can be a bit too disruptive.
It's up to you.
Nextler Sep 24 @ 3:01am 
should i leave it on or off ?
Nextler Sep 23 @ 6:49am 
how it works with "AI Strength &Threat Assement" on or off?
does this make SFO better?

Sorry if its a repeated question, Ty.
Morte Sep 21 @ 12:08pm 
So I do leave campaign diffulcuty at normal with this mod or increase it VH/VH like I usually do? And do I toggle "AI Strength &Threat Assement" on or off?
Hecleas  [author] Sep 21 @ 4:34am 
@anian We've collaborated in the past. I tried to find the problem in his mod, but I couldn't find it, and even he couldn't find it. We discussed it, and I reported the problem to him.
Afterward, it's not my mod.
I then preferred to devote my energy elsewhere.
anian Sep 21 @ 4:26am 
I meant, that you could perhaps collaborate with sfo to find what might be the culprit.
Or maybe its something more arbitrary, the bigger garrisons confuse the ai
Hecleas  [author] Sep 21 @ 3:30am 
@Bone05 Perfect!
Hecleas  [author] Sep 21 @ 3:30am 
@anian You didn't understand what I said below :/
It's not a question of compatibility or anything else.
In itself, my AI mod, and even the others, are naturally compatible with SFO since it doesn't modify the tables related to the AI's behavior.
However, as I said, another element of the SFO database or one of its scripts can interfere with the hardcoded behavior of the AI.
And that alters the AI's behavior.
The best way to compare is to activate my mod, run it several times, then activate my mod + SFO and run it a few times, you'll see the difference.
You can test it with vanilla AI and other AI mods.
You'll see that each time there's a problem on the SFO side.
Unfortunately, that's a fact. I don't know why or how; we can only assume.
anian Sep 21 @ 3:04am 
Since you are saying that vanilla ai does not work for sfo, any chance for a special mod version, compatible with sfo?