Total War: WARHAMMER III

Total War: WARHAMMER III

Force AI Agent Embedding
37 Comments
Jinji Kikko Sep 6 @ 12:25am 
GREAT mod 很好的补充了这个游戏AI的逻辑短板
sarumanthecursed Aug 28 @ 3:39pm 
No, I’m saying that they’re not always embedded


And if possible to make a mod that just always embeds the legendary heroes

Not sure if that’s possible
Zach  [author] Aug 28 @ 6:05am 
Legendary heroes do embed with this as they fall under those hero types. Are you saying they are not being embedded?
sarumanthecursed Aug 28 @ 3:15am 
Understand, thank you anyways.

Please try and see if you can get legendary heroes to always embed
Zach  [author] Aug 27 @ 3:33pm 
I understand and hear the desire for caps, I make no promises
It may come in the future
sarumanthecursed Aug 26 @ 8:29pm 
ogre camps get fully loaded with all heroes
sarumanthecursed Jul 6 @ 7:55pm 
Very cool, would be nice if you made a separate mod that just always forced embedded legendary heroes
SpooNNNeedle Apr 27 @ 4:12pm 
+1 to hero caps (4+Lord is not a bad number, and something you can even find in the campaign)
Jolc3r Apr 15 @ 5:42am 
Seconding adding caps, or filling armies with low hero counts first. Since they are picking specific armies I think you can get distance to the target army from the hero so that they go for armies that are closer to them first rather than a super far away one.
MightNight Apr 12 @ 10:58pm 
Is it possible to add a cap to the amount of units that can be embedded into an Army? Say 4 heroes...or perhaps allows us to customize the amount?
Zach  [author] Apr 6 @ 9:18am 
It doesn't 'need' to be updated tho
KidouKenshi22 Apr 6 @ 7:09am 
please update
WitcherHammer Feb 9 @ 2:18pm 
It seems that AI's heroes embeding convoys and caravans from some mods which adds such function: "Cravans/Convoys of the Old world" or smth... Is there a way to change it? Appart from that - nice mod :steamthumbsup:
pinkhyori Feb 8 @ 2:40pm 
hi Zach, is there a way to make the agents *not* force embed into Ogre Camps or Caravans (eg. those from Caravans of the Old World mod)
jude Jan 25 @ 5:03pm 
uh i wish i knew about this mod earlier. every campaign endgame you just end up with a swarm of enemy agents following your armies around trying to wound your heroes (sooo annoying when they succeed) meanwhile their armies have no heroes in them most of the time, which i hate.

THANK YOU!!
Zach  [author] Jan 5 @ 9:28am 
No new game necessary, it is safe to add and remove mid-campaign. There should not be any conflicts with this and other mods.

This turns into questions of:
Do the AI have more than 3 heroes that can be embedded into armies?
Are the heroes embedded into other armies you cannot see?
Are the armies full enough to only be able to accommodate >= 3 heroes?


Keep in mind that if the/a army is recruiting and they plan to sufficiently fill up their army, there may not be room for the heroes to embed due to the planned recruiting units
Phant3on Jan 4 @ 11:08pm 
i try the mod but AI army , most i can see in army is 3 heroes . do i need to start a new game or i have any others mod that cause AI wont take more than 3 agent ?
President Kimball Jan 2 @ 1:49pm 
You're a lifesaver!
Zach  [author] Jan 2 @ 7:55am 
Possibly, its something I can look into but I can't make any promises regarding it. I personally find hero heavy armies to be amusing and challenging, a fresh take from what I was used to prior to this mods creation

Me and my group use another mod of mine that removes immortality from non-legendary heroes and lords for both player and AI. More challenging and helps to alleviate the problem you described
Yung Whizzurd Dec 30, 2024 @ 5:27pm 
The mod works exactly as stated for me but the monkey's paw coils and I end up fighting lots of obnoxious 7 hero armies. Is there a way you can put some kind of cap in to how many heros an army allows? It is especially noticeable in the late game when the heroes become immortal and re-spawn all at once.
Mosketero Dec 15, 2024 @ 11:55am 
:VLOVEIT:
HotPizza87 Nov 4, 2024 @ 1:25pm 
I wouldn't mind agents bumhunting my armies if they bothered to even attempt agent actions but they don't.
NEST-7 Sep 24, 2024 @ 7:31am 
Well done, I'm sick of AI hordes of clerks following my army.:steamfacepalm:
Alan Jul 9, 2024 @ 6:57pm 
Thanks, understood.
Zach  [author] Jul 9, 2024 @ 6:46pm 
While I could "disable" or "hinder" those actions, I feel that is out of scope for this mod. There are items on the workshop that do just that, so if that is a concern or a desire - you can sub to those in addition to this of course
Zach  [author] Jul 9, 2024 @ 6:45pm 
Yes - with the caveat that it is quite unlikely they will remain not embedded for longer than a single turn. The script fires on the AI factions turn start, thus before the AI actually goes to play their turn. This means the AI can recruit agents that won't be embedded till their next turn, however naturally those agents will not be able to move/action till next turn so it works out.

TLDR if you see agents/newly recruited agents not embedded at an AI settlement/etc, they'll get embedded on the AI's next turn (as long as an AI army is free/available for them to embed into)
Alan Jul 9, 2024 @ 6:39pm 
Does "going about their business as usual" include assassinate and wound?
Lovecraft Jul 9, 2024 @ 1:05am 
Excellent mod idea. It always bewildered me when I would see an AI faction with 5+ heroes I've declared war on sending each hero, one at a time, in a line towards my armies. Following them around. Outside of their own armies.

Drove me crazy, waiting a full minute for a single AI faction turn to end!
Zach  [author] Jul 6, 2024 @ 3:40pm 
Update:
Code was, for lack of a better word, optimized by Groove Wizard (Thank you!). It now runs at Ai faction turns instead of all at once on world turn start so there will no longer be a "pause" on world start from this script. More efficient code and yadda
Zach  [author] Jul 6, 2024 @ 5:43am 
That is a good question! "Normal" heros that have agent actions like to spread cults and etc will be embedded.

As for "special" heros like skaven doom engineers for example, I'll have to look into that and see. I think they are not affected as they can't embed into armies anyway
Insomninja Jul 4, 2024 @ 1:58pm 
Thank you for this great mod! Will this prevent AI agents from unique actions like pirate cove, slaanesh cult, nurgle plague, Necrotect colonise, and underempire? Not sure if AI ​​would have done these actions in vanilla though
Zach  [author] Jul 3, 2024 @ 11:46am 
Massive thanks to FiddyTiddy for his help and guidance
Zach  [author] Jul 3, 2024 @ 11:45am 
Update - Improved script logic, and performance by a wee bit. Will now also loop through faction armies as to promote embedding of more agents.
Krakenous Jul 2, 2024 @ 1:32pm 
Fucking hell yeah, needed this mod since the first game 😂. Great work
Zach  [author] Jul 2, 2024 @ 12:30pm 
Howdy! Indeed it does and is MP safe
sny Jul 2, 2024 @ 10:38am 
Hello! I assume this works for SFO and for an ongoing campaign?
Sin Jul 1, 2024 @ 1:13pm 
Oh this is sick +Like n Fave :luv::steamthumbsup: