Total War: WARHAMMER III

Total War: WARHAMMER III

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AI General 3
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battle
Tags: mod
File Size
Posted
Updated
1.987 MB
Apr 24, 2022 @ 1:29pm
Mar 25 @ 4:32pm
37 Change Notes ( view )

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AI General 3

Description
Now with configuration options for different end-of-battle chasing!

Delegate control of some or all of your units to an AI General during battle. You can select which units AI General should control.

Tested in single-player. What about Multiplayer?
AI General 3 is not as polished in multiplayer as it is single player, and not all players can use it at once. For details or to report multiplayer issues multiplayer, see the multiplayer discussion.

Is AI General 3 smart?
AI General III is not smart, but it can command many units at once. This might be helpful for controlling basic units while you micro high-value units. Or it might be helpful if you don’t sweat the battle's outcome and want to have a relaxed experience while you enjoy the spectacle.

Do not expect AI General to perform better than the game's AI on normal difficulty unless you help it. Even on normal difficulty, there are situations where this mod performs worse than the enemy AI.

AI General uses the game's AI Planner (with a few exceptions). I don't think the AI Planner is the same as the enemy AI (except for in some quest battles?). It comes with a warning that “It is not recommended to try and use ai planners during siege battles...” It's not very aware of complicated situations like quest battles. Some players choose to use AI General in these situations anyway because they find it helpful. Be aware that doing so is experimental.

Hotkeys
During battle, this mod reacts to the hotkeys for "Save Camera Bookmark 1" through 7. You can set these to whatever key combination you'd like in the game settings.

Save Camera Bookmark 1 (Shift+F9) - Set AI Selection. Cancels any previous AI control, then gives any currently selected units to the AI. If all units are given to the AI, your reinforcements will be given to the AI, too.

Save Camera Bookmark 2 (Shift+F10) - Set AI selection (reversed). Cancels any previous AI control, then gives everything in your army to the AI *except* the current selection. This also gives reinforcements and summoned units to the AI.

Save Camera Bookmark 3 (Shift+F11) - Turn Audio On/Off for Unit Responses.

Save Camera Bookmark 4 (Shift+F12) - Turn On/Off giving summoned units to the AI.

Save Camera Bookmark 5 (no default) - Turn On/Off giving to the AI all units that recover from routing or rampaging.

Save Camera Bookmark 6 (no default) - Keep your current AI selection (if any) and only turn on/off AI control for the currently selected units. If your selection has some units under AI control and some under your control, it will cancel AI control for all the units selected.

Save Camera Bookmark 7 (no default) - Override the AI temporarily. AI General will resume command when the units are idle again.

How will I know that AI General 3 is enabled?
During battle, there is a new AI button on the bottom right, next to the button that hides your unit cards. If you select some units, the button should become enabled. The button does the same thing as the hotkey for Save Camera Bookmark 6 (see above).

If this mod is not working, try these troubleshooting steps.

Optional Configuration
You can use MCT or a text file, as explained here.
If you want to use or submit a translation of config settings, see the submitted and example translations.



Compatibility

This should be compatible with most well-made mods, including new units, overhauls, etc. The exceptions:

  • Other mods that issue orders during battle require a function to avoid conflicting instructions.
  • If the mod creates a new transformation ability, it helps to have something like these short and easy transformation submod examples. (If you don't have a script like this, it's not a big deal. AI General will just treat the transformation as though it was a summoned unit instead.)

Known Issues and Important Notes
  1. Some report occasional crashes during siege battles. It is safer not to use this in siege battles.

  2. This mod only controls units. You are in charge of any army abilities or building fortifications.

  3. This mod sometimes does stupid things. For example, AI General 3 often keeps lords out of melee (especially magic users). I recommend you maintain manual control over high-value characters.
    For weird transformation behavior, consider also using these mods for the Changeling and the Jade Dragon

  4. AI General messes with fire-at-will and skirmish commands for units it currently controls. This can cause bad use of move-while-firing units including missile cavalry.

  5. Some users report some ranged units stutter-step into melee. They say that turning on guard mode helps reduce this behavior.

  6. Idk how much the AI Planner considers terrain, but it is terrible on some maps, especially with artillery.

  7. AI General often ignores enemy units that are taking severe damage from daemonic instability or undead crumbling. When this happens, you can either:
    • Let the unit crumble. It will probably die on its own eventually, or
    • Take back control of some of your units and finish it off yourself.

  8. In Survival Battles, the AI does not understand what to do between waves. Take manual control of your army to capture the objective and wait for the next wave.

  9. During minor settlement battles, the AI might not let you release control of individual units once they start passing through a chokepoint. If this happens, either:
    • Just let the unit do its thing, or
    • Take back control of *all* your units by pressing Save Camera Bookmark 1 (Shift+F9) with no units selected. Fight the battle manually.

  10. AI General 3 does not have a UI indicator for the Rout and Rally hotkey (Sv Camera Bkmark 5). If you usually use that hotkey, you might want to turn it on with configuration instead.

  11. Unit abilities are not currently used after victory is declared.

Acknowledgements
Hambango created the initial versions of AI General 1 and 2, which paved the way for this mod. Decomposed was the steward of AI General 1 and 2 on Steam for years before I got involved.

The modding community is great, including Da Modding Den[discord.gg], RPFM[github.com], and many others.

I appreciate those at CA who work on and communicate about AI[www.totalwar.com], QoL features, and moddability. Your work matters to me.

A big thank you to those that gifted me these games and dlc.
Popular Discussions View All (12)
16
May 19 @ 11:08am
Walled Siege Battle Crash?
paperpancake
6
Jun 22, 2024 @ 4:16pm
For paperpancake concerning Orion CTD
Naustghoul
6
Dec 13, 2024 @ 2:35am
Why use AI planner?
Cairn Trenor
839 Comments
Silpo Jun 18 @ 8:15am 
this is the best mod ever. You should do it for the other total wars aswell. they would be super awesome with this mod
The game is unplayable without this mod. THANK YOU for making this game playable for people like me who struggle with micro!
MikeAlistar Jun 18 @ 2:04am 
pls up 6.2🙏
KennyKen11B Jun 17 @ 8:47pm 
hopefully this gets a rework since the game has progressed so much more making this more and more of a hindrance to use than anything. definitely needs rework on ranged unit to stay out of melee until all ammo is dispensed. gyro-copters going into melee with 80% of ammo left is nasty work. of course its not meant to act like the games ai but its also not suppose to be CA trap as well for certain units. :steamthumbsdown:
Virus Jun 15 @ 4:46am 
Very nice mod, thx! Per my tests
- Works really well on melee infantry
- Works okayish on melee cavalry (they sometimes run around enemies, afraid to charge?)
- Doesn't seem to work on flying cav
- Works poorly on ranged units, they always end up in melee somehow, or just have line of sight problems

Overall, I like outsourcing strong melee units to it. Slayers and flagellants worked awesome.
Datboi Jun 9 @ 9:32am 
@paperpancake i got it to work. Idk what caused it though. What worked for me was completely reinstalling windows so my pc was completely fresh and new. That somehow got this mod to work
paperpancake  [author] Jun 9 @ 4:19am 
@TToKKang Translations are welcome. :) I added a link to your translation to this mod's list of translation submods

@Datboi Odd. I don't think those troubleshooting steps have failed before. Does the button appear for you, or is there no button for this mod at all? (In battles, it should be on the bottom right, next to the button that hides your unit cards.)

@kakita tatsumaru This mod doesn't provide a way to prevent spellcasting, apart from allowing you to keep manual control over spellcasters. This mod has a couple of configuration options that can help with that.
TToKKang Jun 8 @ 11:18pm 
Hello! I translated this mod into Korean and uploaded it! If you don't like what I uploaded, I will delete it!
Datboi Jun 1 @ 4:32pm 
@paperpancake I did go through troubleshooting, and nothing seems to work. Spectator mode in WH2 works perfectly fine but for some reason in WH3 it doesn't work. Idk why
kakita tatsumaru May 31 @ 9:14am 
Is there a way to make AI controlled units unable to cast spells?