Total War: WARHAMMER III

Total War: WARHAMMER III

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AI Recruitment Revolution
   
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File Size
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1.202 MB
1 Jan @ 7:25am
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AI Recruitment Revolution

In 2 collections by Incata
AI Mods
12 items
Total War Warhamer 3: Gameplay Mods
66 items
Description
This mod improves AI recruitment so that their compositions consist of higher-value and more powerful units.

This mod is a revision of my TWW2 mod AI Recruitment Unleashed.

This mod allows the recruitment of units from other modifications because it retains the original system. It should work better than the previous version since the game's basic values have not been modified.

It is not compatible with any mod that alters the basic recruitment system. The easier it is for the AI to recruit units, the better their compositions will be.


Some features:
-The AI is no longer forced to recruit low-value units during the late stages of the game.
-The AI is no longer strictly limited to a specific number of units of each type.
-The overall number of ranged units has been reduced, except for factions with strong units in this category.
-All armies can now include heroes in their compositions.
-Some units that the AI never or rarely recruited due to errors or exclusion from tables have been added.
-Compositions have been adjusted by adding missing groups or modifying the percentages of certain unit types.
-More composition variants have been added for Vampire Coast, as they had fewer than other factions.
-The weight of the value of the 27 tiers of unit groups has been adjusted, creating greater differentiation between levels.
-The cost of units has been made more important when recruiting.
-Sevagame compatible.


You can access a previous version that only alters compositions in terms of unit types AI Recruitment Unleashed.

A mod like Settlement Recruitment 2 will allow the AI to recruit even better.

Specialized recruitment for legendary lords was not added because this would involve modifying the vanilla recruitment system, which would prevent these factions from recruiting units from other mods. I will likely create another mod for this purpose.


Finally I created a paypal account in case anyone wants to thank me for my work in this way
Donate Paypal Incata[www.paypal.com]


Subscribing and adding to favorites is fine, but if you want other people to see the mods you like, after trying the mods if you like this press 👍. I see mods with 3000 downloads and only 80 reviews, that makes me☹️. People who are dedicated to modifications will appreciate it. Thank you.

Remember to take a look at the mods in my game collection, I use them all, but even if I only use a few the game will improve a lot, and it's completely modular.

-Collection of gameplay mods
-Visual collection and utilities
-All my mods total war tww3
-All my mods total war tww2
11 Comments
Incata  [author] 2 Jan @ 12:31pm 
@Matthew39 :steamhappy:
@Not_My_Spiderman I doubt such a thing is true.

This mod does not modify the game's original system; it only expands upon it. Moreover, this mod can be disabled at any time, reverting everything to its original state.

There are some table entries related to recruitment that could potentially produce such an effect, but this mod does not modify them.

I believe Hel Jumper's mod doesn’t cause that effect either, though I can’t say for certain. In the past, it did modify the AI's original recruitment system, but I’m not sure how it handles things now (I’ve got enough to deal with managing my own mods :lunar2019crylaughingpig:).
Not_My_Spiderman 2 Jan @ 11:57am 
@Incata

Have yoou personally ever noticed the AI ever "breaking" when using recruitment mods such as your own or other popular recruitment mods like Hel Jumper's "Recruitment and Army Composition" mod?

I only ask because Forlorn the author of "Deep War" suggests that AI recruitment mods "break" AI and seems to suggest only sticking to vanilla system. I know he makes a lot of declarative statements and I understand he might have rubbed some people the wrong way when initially publishing his take on AI but I wonder if there still might be specks of truth in his observations.

I am experimenting with this mod as we speak and so far your mod DOES EXACTLY as advertised and intelligently too :D
Matthew39 2 Jan @ 10:19am 
@Incata

That's the reason why half of your mods are permanent in my mod list, thank you for what you do!
Incata  [author] 2 Jan @ 9:26am 
@Phrozehn Of course, this fundamentally improves the original units of the game. It doesn't enhance the recruitment of units from other mods, but it doesn't prevent their recruitment either. I don't use units from other mods either :lunar2019wavingpig:
Phrozehn 2 Jan @ 8:56am 
Hope this isn't a dumb question but: this is beneficial to add even if I don't have mod-added units, right? I'm assuming so, but figured I'd ask.
Incata  [author] 2 Jan @ 8:52am 
@Matthew39 The AI will try to recruit the best option it can, but if it is unable to do so due to some restriction, it will recruit the second-best option, and if that is not possible, the third-best, and so on until it can recruit the given unit. That is why the better its options, the better compositions it will create.
Matthew39 1 Jan @ 6:17pm 
@Incata Great to hear!

I was worried activating tabletop caps with this mod might bork up the AI’s recruitment capabilities and they’d just recruit trash stacks again.
Incata  [author] 1 Jan @ 2:29pm 
@Riley Yes
Riley 1 Jan @ 2:05pm 
can this mod be safely removed from a campaign?
Incata  [author] 1 Jan @ 11:55am 
@mario if he piss The AI ​​will recruit up the best it can with established limits