Total War: WARHAMMER III

Total War: WARHAMMER III

Campaign AI Overhaul - Alliance Blocs
41 Comments
Mora Aug 30 @ 2:10am 
Remains broken in 6.3 beta. Doesn't crash when game starts but crashes when campaign is loading.
Op Jun 21 @ 9:46am 
Broken on 6.2. Crashed when game starts
Madi92 Mar 21 @ 6:20pm 
Hi, interesting mod. Would it work with SFO tho?
A Paper Clip  [author] Mar 14 @ 6:49pm 
#BulleTgt Yes, all the separate mods are soft dependencies. It's totally fine to deactivate the No AI faction potential and equalized base income mod and use Dynamic Faction Strength mod.
BulleTgt Mar 14 @ 12:39pm 
Hi. Are these mods are soft dependencies or mandatory? I'm playing with Dynamic Faction Strength mod which is an advanced version of "No AI faction potential and equalized base income". This mod allows you to change faction potential for all factions instead of removing it alltogether. I'd prefer to stick with customizable version instead of pre-defined one
FrittenFritz Feb 21 @ 3:38pm 
Is there a way to notice that the Mod works? Like what is a distinctive Feature of the Mod that one would notice easily?
A Paper Clip  [author] Feb 10 @ 7:26pm 
@Eypeltower This might be a incompatibility issue with other mods, because it worked on my end, try starting with solely this mod enabled, no other mods at all to see if that will work
Eypeltower Feb 10 @ 1:45am 
Mod crashes the game upon starting.

I used the whole collection of recommended mods and unsubscribed one by one to figure out wich one is the problem - unfortunately, it´s this one
Eypeltower Feb 9 @ 9:35am 
Is this compatible with Hecleas AI overhaul?
Hot Oats Feb 2 @ 9:55am 
We used this mod in our COOP campaign and we had the wildest game. Love how this creates these massive alliances that are almost like world wars, as well as the fact the AI will group up together. Started a game with SFO with it's hecleas AI but it doesn't capture the same idea of alliance blocs. Highly recommend this mod if you want spicy campaigns.
pinkhyori Feb 1 @ 5:58pm 
I'm unsure if there's a conflict somewhere... but it seems that Ursun Revivalists (Boris) is going around forming alliances with the various Norscan factions like Kul, etc.

Is that intended?
A Paper Clip  [author] Jan 2 @ 1:24pm 
@LittleBird Ok try it now, I've increased the priority and distance they follow war coordination. I haven't tested it yet but I think it should be better.
LittleBird Jan 2 @ 8:51am 
My alliance never listen my war coordination!!!!! how to solve
Rustic Clover Dec 28, 2024 @ 7:45pm 
@Shadowslasher
I was also curious about this.
Shadowslasher Dec 26, 2024 @ 4:45am 
how does this compare to Hecleas AI Overhaul?
Aldebaran Dec 24, 2024 @ 3:30am 
Hi. 18 updates (for the moment) in the last 24 hours ?!!!
Is it safe to start a campaign right now ?
masu91 Dec 23, 2024 @ 4:59pm 
Is this mod compatible with Radious and SFO?
Nedbrytar-Yngve Nov 13, 2024 @ 5:13am 
I like the idea but it's a bit hyper passive, the starting dark elves on Ulthuan are still around and I'm 40 turns in and theres still 256 factions around. Pretty much everyone is just sitting in their base hoarding money unless they're doing allied actions.
Aldebaran Oct 31, 2024 @ 4:53pm 
Really a good mod. The AI ​​is more competent than some mods that are 100% AI oriented. The other changes are interesting (alliance blocs, no confederation, base income equalized etc.) and have a real impact on the campaign.

My favorite mod with The Duke's Damned Nations which modifies other gameplay elements (new units, redesigned battle and unit mechanics).

Good job.
Incata Jun 10, 2024 @ 8:56am 
@A Paper Clip Hello. Could you explain to me why the recruitment tables in this mod are exactly the same as in the AI ​​Recruitment Unleashed mod, copying the same values, numbers and system? Honestly, it is quite an ugly thing to see and in my opinion a waste of time, because if there is no change there is no purpose in introducing it in your mod.
BeardedBossu Jun 8, 2024 @ 2:32pm 
Is there any patch to fix Marienburg campaign? It is really messy due to politics between Reikland and us.:D
Pootsie Sniffins Jun 8, 2024 @ 5:09am 
not a fan of encouraging "zone of control locking" as like. something you HAVE to do to not get retreated from. maybe just make it so enemies cant retreat 4x their movement range lol
A Paper Clip  [author] Jun 7, 2024 @ 11:26pm 
@Quanariin Thanks for your feedback. I removed every diplomacy vassalization change from the mod now. I was trying to get the AI to vassalize other AI factions because I never see it in the vanilla game, but it's really hard/impossible to tweak the values properly, especially with the player. That's probably why AI never diplomatically vassalize other AI in vanilla game lol.
Quanariin Jun 7, 2024 @ 7:50pm 
yeah this mod is utterly broken for vassalage. after you gain your first few through standard domination methods (so like, turn 10-20 for any warriors of chaos faction) half the factions known to you become vassalable, and vassalising them just reveals more previously uncontacted vassalable factions in a horrendous feedback loop. then once you finally run out and move to your next turn, the remaining ai factions have all updated their willingness to accept vassalage to account for your 15 new vassals, and another half of them decide they would also accept, setting the cycle off again until every faction has bent to your will without you even lifting a finger simply because they would all rather hand their independence over to the leader of the giant gang of vassals than risk invoking their ire.
Pootsie Sniffins Jun 7, 2024 @ 1:20pm 
definitely makes getting vassals way too easy. im on turn 17, and have a list of vassalable nations that is frankly absurd lol. i also have fudging vassals, which does not make it super duper easy to vassalize people on its own. this campaign is miao ying doing the slaanesh corruption mods, so im strength rank 1 at turn 17. i thought i was getting vassals and confederations way too easily prior, but i check my diplo screen this turn and its ALL vassalable lol. not literally all, but a good half of the factions i have contact with are tbh
modmodmod Jun 7, 2024 @ 12:43pm 
I started with Kairos, All factions have accepted the vassal offer. The diplomatic figures seem strange.
When I looked at the pack file, I saw that 'occupation_decision_vassal' was duplicated. Is this related?
A Paper Clip  [author] Jun 7, 2024 @ 6:31am 
@TanPham Thanks for telling me, try it now. I think I found out what was causing the end turn lag.
TanPham Jun 7, 2024 @ 5:25am 
is it only me or this mod cause extremely long end turn time.
SID Jun 3, 2024 @ 2:44pm 
I'm a little confused about how the alliance blocs mechanic works because the value for applying for an alliance or any other treaty is considerably lower than the value of desirability (i.e. a faction might sign a NAP with you (and pay you a buttload of cash for it) despite the fact that if you offered it to them yourself with no surplus payment, they wouldn't accept it. The fixed money amounts also seem a little odd, but that might be a different mod. Generally, it does work at creating very large alliance blocs but everyone being on each others' good side just makes it so any offensive actions are detrimental to the relationship of every other faction, except a small few.
A Paper Clip  [author] May 9, 2024 @ 8:34am 
@chkkd Thanks for telling me, I fixed the issue.
sfsgglv May 9, 2024 @ 8:21am 
some bug ,this mod archaon and Valkia ai cant build a building
Serj Targarien May 6, 2024 @ 2:39am 
I think it works, but it's asking for lot's of trouble if anything in the game that doesn't allow spaces tries to reference it. In general it would always be worth a re-upload of the mod to avoid bugs or parts of the mod suddenly not working.
Coffeecoffee May 5, 2024 @ 12:09pm 
As far as I know pack files aren't allowed to have spaces or they won't work.
撿骨頭 May 5, 2024 @ 7:01am 
1. I hope that the amount of money for joining the war and armistice is closer to the players’ psychological expectations. For example, 8,000 for joining the war and 10,000 for the armistice.
2. Diplomatic penalties. Those factions (including players) that break the agreement will suffer additional prejudice, not just affecting the friendship level.
Shadowwalker Feb 26, 2024 @ 6:31pm 
I have played a few campaigns with this mod so far and 2 things really stand out to me.
1. Ai factions will ally with their mortal enemies in lore just because I am at war with the both of them. Example being Morathi and Mazdamundi teaming up against me when playing as Yuan Bo.
2. In every campaign so far the Chaos Dwarfs have gone absolutely crazy on the campaign map. They always become strength rank 1 and demolish everything around them.
bushez Feb 26, 2024 @ 11:23am 
same as Vollhov this mod fix the AI standing and do nothing ?
I Have No Enemies Brother Feb 25, 2024 @ 9:46pm 
@A Paper Clip

how do you get your camera to have that horizontal view? IS it a DB table manipulation?
Hecleas Feb 23, 2024 @ 5:17pm 
"→ AI factions are now allowed to retreat at a x0.99 battle balance ratio. Previously, certain AI"

Be careful by doing this you will make the AI ​​much too cautious.
This means that he will not dare to venture out if he is not sure of having 100% the upper hand over the surrounding threats.
Hecleas Feb 23, 2024 @ 5:13pm 
Do you have the mod on the caravan or greater garrison?
Hecleas Feb 23, 2024 @ 5:13pm 
The problem you put on your Volhov screen, what faction is it?
Vollhov Feb 23, 2024 @ 4:36am 
Personalities
→ AI factions are no longer passive and will expand and consolidate their territories. The vanilla game had many factions with overly passive personalities such as the High Elves.
→ Unrestricted AI faction region profiles, they will now consider expanding in "non-victory" regions. Beforehand, AI factions only considered attacking certain regions because of a restrictive region profile. Expect to see AI factions expanding in regions never seen before.
This definitely works ?
It won’t happen that the AI ​​recruits a lot of armies and stands near its city like this: https://i.imgur.com/dvaO4z1.jpg