Total War: WARHAMMER II

Total War: WARHAMMER II

AI General II: Spectator Mode Advanced
paperpancake  [developer] Feb 26, 2020 @ 1:17pm
Do you have a bug report?
Even if you don't have details, I want to hear if you run into a bug so I can be aware of it. However, bugs are hard to fix unless I can reproduce them. The more details you can provide, the faster I'll be able to find and fix the bug. Some things I'd love for you to include in your report:

  1. Windows or Mac? (I use Windows, so it's hard for me to test Mac-specific issues.)

  2. Are you using the current released version of the game or did you opt in to a beta? (If you're not sure, you can check your version in the top right of the game's main menu.)

  3. Does this bug happen during a 1-player custom battle vs AI? That will be easiest for me to test. If not, please tell me whether you've had this bug in campaign, multiplayer, quest battles, siege battles, etc.

  4. Has this bug happened more than once? If so, how many times did it happen? Does it happen 100% of the time, or is it something that only happens every once in a while?

  5. Are you using the default settings for this mod or did you configure values? It should work regardless, but knowing what config values you are using will help me narrow it down.

  6. Was AI General II the only mod enabled? If so, that's helpful information. If not:
    • Does this bug still happen if you leave all your other mods on and just turn this mod off and and try again?
    • Could you tell me what other mods you were using?
    • And did you add any of those other mods recently?

  7. Was your army the attacking army or the defending army?

  8. Were there any specific units involved in the bug?

  9. What were you doing in the last 10 seconds before the crash? Was this at the beginning or end of the battle?

Thank you so much for taking the time to report the bug and provide the details. I know that good bug reports are not easy to write, and I appreciate you giving the information to make this mod better.
Last edited by paperpancake; Jul 18, 2021 @ 10:46pm
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Showing 1-15 of 20 comments
pre-battle cutscenes for tutorials do not sure subtitles and the camera will not move from its original framing. Attempting to skip cutscene shows a black screen that never resolves.

I eliminated all other mods except this one and the bug still persisted. Enabling all other mods except thing one also do not reproduce the bug. The bug is 100% reproducible and was reproduced for both the high elves and the lizard men.

Reproduction steps: Start a new vortex campaign. Ensure that faction tutorial is engaged. Move through the tutorial to the first battle sequence. Battle will load. Cinematic will start, but the camera will never update past the first framing, and any subtitles (such as for the lizardmen) will not show.

Side notes: I was using the default settings for this mod
Last edited by BeardyMcBeardFace; May 4, 2020 @ 9:20pm
paperpancake  [developer] May 9, 2020 @ 2:07pm 
@BeardyMcBeardFace Thank you for reporting the bug with tutorial battles and for the effort you put into verifying that this mod was causing it. I've found the bug and sent the fix to Decomposed, who manages the Steam uploads for this mod. Decomposed will hopefully upload it soon, but it may take a few days if they are busy.

You can continue using this mod for other battles in the meantime, since the bug should only affect tutorial or intro battles.

Your bug report will make this mod better for new players, and we appreciate that. :)
paperpancake  [developer] May 12, 2020 @ 9:22am 
The fix is now live. Thanks again!
Invoker Jan 4, 2021 @ 8:34am 
When using the mod the character you have selected (ai controlled or not) spams their voice dialogue. This bug occurs in a battlefield not on the strategic map. And it can get really annoying hearing croq gar growl over and over for an hour. Other than that the ai is pretty good. Cavalry tends to be a bit too aggressive imo sometimes. Thank you for the mod though it is a must have.
paperpancake  [developer] Jan 4, 2021 @ 5:25pm 
@Repoed Currently, the best we can offer for that is that you can turn unit responses off when you'd like, so that you don't hear Kroq Gar growling at all. (This means you won't hear voice lines from any units, though.) Shift+F11 is the default shortcut to toggle unit responses on or off with this mod, or whatever you set as the "Save Camera Bookmark 3" keyboard shortcut.
Babett Oct 29, 2021 @ 10:46pm 
I'm not a native English speaker so if I'm not saying clear, I apologize first.
This mod seems to have caused severe performance issues(FPS drop) for me. The configuration of my computer is 2080Ti + i9-9900K. In a battle with 20vs20, the frame rates always drop from 70-90 to 20-30 within a few minute after I give troops to AI. I only gave 6-8 melee units to AI. I didn't zoom in the battle, but the FPS changed a lot. I thought it was the problem of the game itself, until yesterday I disabled the mod. After I disabled the mod, the FPS had little change in a battle with 20vs20.
And last but no least, even if I take back the control from AI, the FPS is not any better.
paperpancake  [developer] Oct 30, 2021 @ 6:38pm 
@Babett I'm sorry that you're experience that performance issue. I haven't been able to reproduce that issue yet. My processor and graphics card are much less impressive (960M + i7-6700HQ), though, so I'm surely not testing with the same settings that you have. Does the performance issue happen for you even if you use AI General II alone, with no other mods?
paperpancake  [developer] Oct 30, 2021 @ 6:41pm 
@Babett Also, does this happen for you with every race and every map? Or can you see any pattern for when the performance issue occurs? That might help me reproduce the issue.
markusdarrell Nov 7, 2021 @ 1:12am 
Hey so i followed the trouble shoot guide to a t and it still will not work.
Axem Black Dec 7, 2021 @ 8:28pm 
I can't get this mod to function anymore (reinstalled game today) - can't assign units to AI, nothing happens when I hit Shift + F9 / Shift + F10.

Using current version, no betas. Tried rolling back to 1.11.1, but didn't work there either.

Happening in campaign (tested so far)

Happens 100% of the time

Default Settings

This is the only mod I have subscribed

My army was attacking

All units tested across multiple factions

Not crashing, just not working.



Hope I can keep using this mod :/
It was working as recently as June when I last played
Last edited by Axem Black; Dec 7, 2021 @ 8:38pm
i know it states that its not ideal to use during siege battles but in the past ive been able to get by just fine with sending units to the walls, and after a few have made it to the top and start fighting, or have cleanly made it all up, setting them to AI will have them continue just fine. lately thats not been the case

ive even just started the siege from the get go with it enabled (especially if there is an ally army that i cant control attacking as well) and it has handled just fine at times. even watched it place units across the deployment zone from where they began like a normal AI. cant figure out how to always trigger that

lately idk why i cant seem to get that effect, and instead watch as they have already breached the walls, enable them to AI, and it decides to get all the infantry to abandon the attack and all run to this one specific spot on the wall, usually the very last location thats clime-able. and i do mean ALL.anything that can climb it reroutes to that spot. anything else that cant climb (horses, monsters, etc) continues to fight alone

at times i thought it was because not all gates were down, as ive seen it divert a few units to tear down another gate before continuing, but ive watched so many siege battles where even after they have made it over they get sent away im close to using the no walls mod lol as im not good at multitasking so many units and love this mod.

it "seems" to be related to if there are still units that havent breached the wall, or perhaps not all got up fully, that it does it. need to do more tests to figure it out, but i know its been fine in the past

ill also see if the lack of range type units does anything to it as well, as to avoid friendly fire ive sometimes had the archer units not be part of the AI selection to avoid FF while they climb
MaXenzie Feb 6, 2022 @ 10:02am 
Hi, the mod's completely non-functional for me in gameplay. I'm running on Windows, on the latest version of the game, with an up-to-date mod. I haven't touched my keybinds, save camera bookmark is SHIFT+F9, the default. The only mods I'm using are Vandy's, and this mod. The mod appears in the Vandy settings, so it's definitely enabled.

When I begin a custom battle, SHIFT+F9 and SHIFT+F10 do absolutely nothing, and there is no indication that the mod is working.

Here are relevant screenshots:
Mod Manager
https://i.imgur.com/wOq2JzN.jpeg

In Game Version
https://i.imgur.com/Ti3zIda.jpeg

Vandy Configuration settings
https://i.imgur.com/Ya2Gy81.jpeg

Controls
https://i.imgur.com/zk0KNBh.jpeg

Mod subsequently not working (Pre-Battle)
https://i.imgur.com/4X3vWf9.jpeg

Mod subsequently not working (Mid-Battle)
https://i.imgur.com/pA7bCFF.jpeg
update to my last post (took me a while before i can get back to testing it again)

noticed that if i have two armies (mine) coming in for a siege attack, but on the campaign screen before i select "Fight Battle", if the second army is set to "AI Control" enabled, then once on the battlefield, hitting F10 for all units AI control immediately moves them into position and correctly has them use wall ladders in different locations (though sometimes it does have them share the same one instead of putting up another)

if i do not have the ai control setting enabled before entering in the battlefield, then it will not move any units into positions, and does not behave entirely well depending on how you set them up prior to assigning them (getting them over the walls first, making sure all gates are down, etc)

is there a way to mimic a "fake" army or have the script pretend there is always another army?
paperpancake  [developer] Feb 8, 2022 @ 8:06pm 
Realistically, I don't know how much more time I'll be putting into improving this mod, but I do try to squash major bugs when I can. That said, I'm not sure what to do about these two.

@MaXenzie - Thank you for your detailed report. I'm flummoxed. Based on what you've sent me, I can't see any reason why it shouldn't be working for you. I'm afraid that I might not be able to help unless you want to really dig into this in a dm where we enable debugging logs and try to see where it's getting stuck.

@Senor Paco the Pig - I'll have to think about that. As you noted, it is known that the Script AI Planner doesn't benefit from all the AI functionality during siege battles. But based on your report, perhaps I could think about a work-around. The built-in AI control checkbox on the campaign screen has been around for months, but it is still relatively new compared with this mod. I didn't see anything that the script could hook into the last time I looked, but perhaps I missed something. I'll mull this over, but I make no promises.
all good. its maybe something to consider when WH3 pops out and the same potential pitfalls show up. just know that your mod really does allow me to enjoy the game in ways i wouldnt be able to otherwise. appreciate you even thinking about it o/
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