Total War: WARHAMMER

Total War: WARHAMMER

Advanced AI Mod
Showing 1-9 of 9 entries
Update: 4 Oct, 2017 @ 8:18am

Update version 1.2

- Tweaked AI threat detection to be on par with TW:W2 values.
- Tweaked AI decision process between attack and defense.

Expect a more ruthless AI but not suicidal either, I think this is a right spot. Of course aggressive factions will be more on the offensive than defensive ones.

Update: 10 Sep, 2017 @ 4:37am

Version 1.1.4 hotfix:

- Skarsnik anti trait is back because without it that could make the Angrund campaign stupidly hard because of another script that adds a hidden boost to Crooked Moon when player is Angrund.

Update: 5 Sep, 2017 @ 3:42pm

Minor update 1.1.3

- Skarsnik factional trait is now active when played by AI (it is disabled by script in vanilla)
- Tweaked wall building priority in province capitals

Update: 4 Sep, 2017 @ 4:16pm

Update: 4 Sep, 2017 @ 1:30pm

Update version 1.1.2

- Decreased Chaos anti player priority
- Wurrzag factional trait is now active when played by AI (it is disabled by script in vanilla)
- Increased AI confederation bonus (but still lower than vanilla)
- Increased AI priority of building walls in province capitals
- Decreased AI's love for Manticores
- Removed all my changes to cheats
- AI threat detection tweaked (should prevent Empire armies from chasing Beastmen hordes far away)

Update: 29 Aug, 2017 @ 11:59am

Minor update 1.1.1

- Removed the agent limitations from the mod.

Update: 28 Aug, 2017 @ 4:46pm

Update version 1.1

- Changes to Beastmen and Angrund to make them focus more on their natural enemies (Wood Elves and Crooked Moon). Belegar will try to go for Karak Eight Peaks when ready (Skarnisk too but his starting position is much more difficult).
- The above changes will lower pressure on the Empire at the beginning who can finally grow and expand to be the major faction we all want to see. No more Secessionists when played by AI.
- AI aggressivity tweaked so now they will be less aggressive overall but more focused in their tasks.
- AI confederation occurrences increased (still much lower than vanilla).
- Reverted the Norsca AI personalities to vanilla when player is not Norsca. CA gave them the Dwarfs personalities, I don't like it but I know why they did it, it's just like before when they make Varg and Skaeling passive before Chaos arrives.
- Improved AI budget management for building and recruiting.
- Easy campaign difficulty is now completely non cheating (no cheats for player and AI).
- Increased compatibility with mods that change or add spells/abilities, now they will work correctly with my mod BUT they will override the improvements and fixes I've made to the battle AI. To make them take advantage of the new AI system their creators have to implement my AI usage parameters in their mods.

Update: 26 Aug, 2017 @ 11:37am

Version 1.0.1 hotfix:

- The Norsca AI personalities had the "non diplomatic" trait still active, making them passive in diplomacy. That's no longer the case.
- Rebalanced the values between Nasty Skulkers <--> Boyz and Flagellants <--> Swordsmen for AI recruitment.
- Added a new "emergency" synergy from Empire stable to barrack, to force Averland to build a barrack asap otherwise they would recruit a full stack of Pistoliers as they only have this unit available at the beginning.
- Added another safe trick to ensure no LL would be in a waaagh or brayherd (yes that could happen in some rare occasion!).

Update: 25 Aug, 2017 @ 6:06pm