Total War: WARHAMMER III

Total War: WARHAMMER III

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AI Coordinated Assault
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battle
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16 feb om 10:07
3 sep om 10:43
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AI Coordinated Assault

In 3 verzamelingen van Incata
AI Mods
13 items
Total War Warhamer 3: Gameplay Mods
75 items
Multiplayer
77 items
Omschrijving
General description


This mod attempts to correct some inappropriate behaviors the AI displays in battle, such as sending its fastest and most powerful units directly into combat without waiting for the rest of its army.


Changes


17 types of units have been added to the list of flankers; in general, any fast unit in the game will now be used by the AI as a flanking troop. This will help solve the issue of generals committing suicide.

I’ve also tweaked the behavior of wizards in battle. I understand why CA made wizards on monstrous mounts engage in combat (it’s a bit sad to see them just standing there on their dragon watching the battle), but this often leads to their premature death. I’ve adjusted them so their combat style is not as direct anymore; now their fighting is less static and it’s considerably harder to take them down.


Comments and Frequently Asked Questions


Many of the comments and questions I receive are more related to the usual behavior of the game than to the modifications of this mod. I’m not going to explain how AI combat works because it’s far too extensive, but it’s important to understand that the AI has certain parameters, and these act depending on many factors. When someone says ‘this doesn’t work in this situation,’ it’s precisely because in that situation the AI decides to act that way. For example, the AI won’t throw its flying general to certain death, but if it’s taking heavy ranged fire, it might send them in directly—that’s a logical behavior. In a siege, for instance, it will send everything forward immediately because the settlement towers start firing almost right away.

Likewise, factors such as whether it is the attacker or the defender, who has more artillery, who has more ranged units, whether reinforcements are expected or not, if it’s an ambush or a siege battle, and many more, all condition its behavior. As I mentioned earlier, what this mod changes are basic guidelines, not the deep behavior of the AI.


Miscellaneous


I’ve read many comments and tested a lot more things since I released this mod, and I’ve implemented some changes. First, I want to say that no matter what I do, there will always be people who would prefer it to work differently. It could be polished much further, but that would require deep changes to the game, making it incompatible with many things (not to mention the heavy workload it would mean). So I’ve left the configuration at a middle point that should solve most of these situations, though not all. On the other hand, it should no longer cause problems on certain maps.ment is more noticeable than in others


It should be compatible with any other mod that adds units or modifies existing ones, I don't know of any other mod that modifies this table.


If you encounter any issues, feel free to leave a comment.


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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
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124 opmerkingen
Incata  [auteur] 4 nov om 3:47 
@Khazukan Kazakit-ha! I haven't tested all the interactions, but in general this behavior should be the same as in vanilla; this mod only prevents the AI ​​from launching its units when it doesn't have a reason to do so.
Khazukan Kazakit-ha! 1 nov om 13:40 
would they react differently even to spellcasters casting something against them like life leech or doombolt/darkbolt?
Or whatever it is called from the darkelves lore of dark magic or something like that lol.
sorry for bothering you so much,:KneelingBow:i am purely just very interested in this.
Incata  [auteur] 1 nov om 13:08 
@Khazukan Kazakit-ha! If there were ranged troops, they would react differently; it's best if you try it yourself, there are many possible scenarios in battles.
Khazukan Kazakit-ha! 1 nov om 11:24 
but wouldn't they just get shot down from the sky?
and thanks!
Incata  [auteur] 31 okt om 17:25 
@Khazukan Kazakit-ha! No problem, videos deleted :steamthumbsup:
Khazukan Kazakit-ha! 31 okt om 14:02 
the videos aren't that great, for me atleast...
Khazukan Kazakit-ha! 31 okt om 14:01 
wouldn't the bloodthirsters just get shot down from the sky while standing in front of the enemy army whilst waiting for their own army to arrive?
sarumanthecursed 14 okt om 8:17 
i hope you one day have the time to modify ghorst and specific character ai one day, for example deathshrieker rocket launchers never switching to appropriate ammo types
Incata  [auteur] 2 okt om 1:17 
@HotPizza87 Can I modify Helman Ghorst's combat? The answer is yes, and there are several ways to do it. However, if I don't want to modify "let's say" the character's own character, I would have to modify the group to which he belongs, which would surely harm other characters. And if I modify only him by putting him in another group or creating one for him, it could conflict with other mods that modify him. Another option would be to create a mod as an expansion of this one with specific changes to certain units that require it. I'm leaving these ideas and maybe at some point I'll apply some of them. I'll try to take into account the comments on the matter.
Incata  [auteur] 2 okt om 1:11 
@HotPizza87 I haven’t investigated case by case, but I don’t think it will affect him (I mean he will continue with his vanilla behavior) At first CA configured the mages to enter into battle but this caused their premature death, then it was changed so that they all stayed out of it, but this caused you to see how a mage riding a dragon did not enter combat. Then they modified the high value ones so that they do enter into combat, in my opinion they are still quite weak and easy to kill, that’s why I modified it so that they have a behavior more similar to that of the shock cavalry and do not maintain so much combat.