Total War: WARHAMMER II

Total War: WARHAMMER II

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Dynamic AI Strategy
   
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Tags: mod, Campaign
File Size
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1.064 MB
Aug 24 @ 2:59am
Oct 12 @ 1:21am
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Dynamic AI Strategy

In 1 collection by mr.napop
Immersion, realism and logic
396 items
Description
An extension to Dynamic Factions and similar in concept to Versatile Battle AI, this mod unifies all AI strategic choices and task managements, so the AI no longer acts based on presupposed role-playing attitudes (Aggresives getting into any fight, etc.), and instead acts rationally and based on the unfolding situational conditions:

- AI will only engage fights it thinks it will win and retreat if it's bound to lose (recommended with Limited Autoresolve for forced manual fighting of close battles).

- All tasks are evenly prioritized to remove any biases, allowing any faction to behave differently based on the situation, not on its character.

This creates the feeling of playing against competitive human-like players, which rationally and actively try to survive, grow and win the game, and overall seem to make the AI more engaging and intelligent, promoting emergent gameplay.

All feedback is greatly appreciated.
12 Comments
mr.napop  [author] Nov 4 @ 10:57pm 
There are no stupid questions, only stupid AI.

No, Versatile Battle AI does.
BEEN Nov 4 @ 8:05am 
Dumb question- does this affect battle AI?
Kashmir Oct 19 @ 4:22pm 
Thank you very much for your response
mr.napop  [author] Oct 19 @ 12:18am 
Hey the battle ones shouldnt except Versatile Battle AI , Deadlier Engagement Dynamics ,

The campaign ones should except Dynamic Economy and Dynamic Recruitment .

The misc ones like the cameras, blood, garrisons and such should be compatible.
Kashmir Oct 18 @ 1:15pm 
@mr.napop do your mods work with SFO?
mr.napop  [author] Sep 20 @ 3:05am 
Hey bro it normalizes hostility/friendliness towards enemies/friends only, not race aversions. Geopolitics neutralizes aversions.
VModBAddict Sep 19 @ 10:36pm 
Does this affect diplomatic relations / hostility (i.e. race-based aversion) in any way?
Nicoy Sep 19 @ 4:04am 
interesting :microraptor:
mr.napop  [author] Sep 14 @ 7:26am 
The intention is to mimic human-player incentives as playing a multiplayer campaign against human players would be, regardless of the races intelligence, not to mimic the faction race role-playing character. That's the point of the mod. If you like the role-playing behavior just go with vanilla or the other AI mods. Anyhow, enjoy!
Stefan Fuchs Sep 14 @ 6:17am 
I do understand your intention, but how intelligent can an ogre be . Of courese, orcs are cunning and gobbos cleva, but beastmen ? Instince drivin animals. Again, if I want foes as intelligent and logical as some humans, I would play Pharao Dyxnasties, Rome, Attila or something similar. No need for hordes of intelligent orcs or super clever undead / skeletons. But, each to it's own, of course.