Total War: WARHAMMER III

Total War: WARHAMMER III

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Skaven Settlements: AI Use Under-Cities
   
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overhaul
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684.887 KB
14 Jan, 2023 @ 2:40pm
20 Jul @ 2:37pm
23 Change Notes ( view )

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Skaven Settlements: AI Use Under-Cities

In 1 collection by Acephelos
"Skaven Settlements" Mods
3 items
Description


What it Do
The Skaven AI don't seem to make good use of any under-cities they may have. This mod detects when an under-city is established by an AI faction, and gives them an under-city template from a list I've provided them, meaning they're on-par with what a player would use. All vanilla under-city buildings are used within those templates. The templates are selected semi-randomly after taking contextual information into account, such as diplomatic relations, global food income, and settlement income.

Some templates are considered "special" since they make use of destructive buildings such as the Plague Cauldron and Doomsphere. You can disable any under-buildings and adjust the chances the AI will use the "special" buildings with the Mod Configuration Tool (MCT) as well.

I recommend my other mod, Skaven Settlements: Expand the Under-Empire to greatly increase the number of under-cities they get. Without it they're likely to only have a handful throughout the game.

The AI also periodically updates their under-cities to make sure they're still relevant to their current situation. Hopefully this will help the Skaven feel more like The Menace Below they should be.

Compatibility
This mod is multiplayer compatible.

Lua API
I've also created an API with the mod that allows other mod authors to add templates and remove them from this system. You'll find that here. It also allows them to specify the conditions under which the template should be added to the selection pool for a given under-city. The system itself will ensure that a building does not put the AI faction into a low-income or negative food state, before it is built, if that building data was supplied when it was added to the system.

Let me know if you have any questions, suggestions, or feedback.
Popular Discussions View All (1)
0
22 Jan @ 8:52am
PINNED: API Documentation
Acephelos
50 Comments
Acephelos  [author] 15 hours ago 
I've fixed a bug where certain MCT settings wouldn't lock in a multiplayer campaign. This did not prevent the mod from working. Let me know if you notice any issues I missed.
Acephelos  [author] 5 Jul @ 3:21pm 
@.Dog with a Hat on the Nose. - Yes.
Does this work for multiplayer?
Acephelos  [author] 25 Jun @ 6:13pm 
I've updated the mod for update 5.1. No changes seemed necessary.
Acephelos  [author] 2 May @ 10:17am 
Yup. I updated the mod for 5.0. No changes seemed necessary. It should have the green check-mark in the vanilla launcher, and the date the mod was last updated was after 5.0 patch released.

I decided not to spam everyone with a notice that I updated the mod for 5.0.
sigmars_disciple 1 May @ 9:26pm 
Ready for 5.0 as well, I take - I assume this here might be territory where CA is unlikely to "wilder"? Thx <3
Acephelos  [author] 12 Mar @ 5:46pm 
I forgot to mention that this shouldn't impact other mods using the API, but it wouldn't hurt for API users to be aware of the changes in this update.
Acephelos  [author] 12 Mar @ 5:45pm 
I've released the new update. I made it to turn 120 multiple times without issue, so it looks like it's ready. There should be a slight performance increase, some bug fixes, and slightly improved "AI" for this.

I recommend a new campaign for this update, but it might not be necessary. Of course, if you don't start a new campaign and run into issues, you should start a new campaign. Full change notes here:

https://steamproxy.net/sharedfiles/filedetails/changelog/2918137037

Let me know of any issues I may have missed in my testing.
Acephelos  [author] 9 Mar @ 3:54pm 
PSA: I've noticed some room for improvement with this mod, and along the way I've found some bugs, and room for even more improvement. Hopefully I'll get it all sorted out soon-ish, but I wanted to let everyone know ahead of time that the next update will require a new campaign, unfortunately.
Acephelos  [author] 22 Feb @ 8:29am 
@Ero-sennin - Thanks <3

Also, I've Updated the pack for patch 4.2. No changes seemed necessary, but let me know of any issues.