Total War: WARHAMMER III

Total War: WARHAMMER III

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Hecleas AI Overhaul
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Tags: mod
File Size
Posted
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701.412 KB
22 Dec, 2022 @ 4:34am
1 Oct @ 8:55am
86 Change Notes ( view )

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Hecleas AI Overhaul

In 1 collection by Hecleas
Hecleas Mods WH3
13 items
Description
Check out my new mod: Hecleas Grand Strategy
-Battle AI
-Battle gameplay (Hecleas Battle Overhaul included)
-Siege gameplay
-Campaign AI (Hecleas AI Overhaul included)
-Campaign gameplay
-Faction balance
-Etc.

🧠 AI OVERHAUL

-The AI has been completely reworked: intelligence, aggressiveness, behaviors, tactical movements, choices, diplomacy, economy, objectives, and decisions.
-No more inactive AI: it will seek to conquer the world and attack you as soon as possible.
-No suicidal actions: the AI acts logically and strategically to decimate your armies and settlements.
-A true human-like opponent: you will really feel like you’re facing a player, able to analyze your forces and strategic positions.
-The AI plays intelligently, like a chess match: every move counts, every decision matters.
-Balanced defense and offense: the AI protects its threatened borders while launching offensives whenever possible.
-Aggressiveness calibrated for veterans: expect a violent and ruthless AI.
-Reinforced diplomacy: your diplomatic choices have a real impact and must be applied carefully.
-Economy and diplomacy are now linked: one cannot exist without the other, both are essential to survive.
-Optimized construction: the AI builds more structures and high-quality units, without bonuses or cheats.
-Smart investments: it adapts its resources to the situation.
-Diplomatic investments, bribery, influence, or other uses depending on its income.
-More active agents: if finances allow, the AI multiplies its agent actions.


🚫 NO CHEATS, NO BONUSES

-Many players think the mod gives hidden income or bonuses to the AI.
-This is completely false: there are no cheats, no artificial boosts.
-The impression comes from the fact that the AI is now unlocked and smarter.
-Result: it finally spends all its money intelligently instead of letting it sleep uselessly in its coffers.


📌 DISCLAIMER

-I am not responsible for problems caused by:
-Other mods that alter AI behavior through scripts
-Creative Assembly’s spaghetti code
-Goal: a lively, dynamic, and credible campaign — even if perfection isn’t possible.


🎯 BEHAVIOR

-Better analysis of enemy forces: it knows when to fall back, apply pressure, or attack.
-Much more aggressive AI: it will seek to conquer the world.
-AI attacks the most threatening and nearest enemy first.
-AI will give absolute priority to defending a besieged colony or a recently lost territory.
-AI will prioritize (if not suicidal) coordinated diplomatic indications made by the player.
-Defensive priority: protects threatened lands before expanding further.
-No more armies stuck uselessly in the capital.
-Military forces distributed where the threat is present.
-Priority to recovering lost territories (if its armies are nearby).
-Suicidal attacks removed, including against settlements.
-The AI knows when to retreat or attack based on its analysis.
-Possibility of ambushes or exit blockades.
-Anti-player aggressiveness rebalanced: AI will treat the nearest most threatening enemy first, whether you or another AI.
-Priority given to capturing colonies.
-No more endless sieges on an enemy’s last settlement.
-Even outside of war, the AI may enter your lands if relations are bad, to pressure or oppress you.
-Massive army recruitment with higher-quality units.
-Full and intelligent money usage: Armies as priority / Buildings in parallel / Maximized spending without draining all funds.
-More night battles when the opportunity arises.
-Rebels and rogue armies are stronger and better equipped.
-WAAGH quality increased.
-Lower conditions for rebels to attack (less passive).
-Many other behavior tweaks.


🤝 DIPLOMACY

-Increased distance penalty for declaring war → fewer absurd wars on the other side of the map.
-Easier peace with factions very far from you.
-Each diplomatic decision now has more impact.
-Increased number of war declarations → more dynamic campaigns.
-Return of the “great power” penalty → more late-game challenge, potential betrayals.
-Better distance management for horde membership.
-AI more likely to issue ultimatums.
-Confederations mostly reserved for “last stand” situations (both for AI and player).
-AI now prioritizes nearby threats rather than distant ones.


⚙️ COMPATIBILITY & LOAD ORDER

-Savegame compatible
-Co-op compatible
-Load first in your load order
-Compatible with everything




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Popular Discussions View All (2)
14
28 Sep @ 6:46am
Ideas / Suggestions
Hecleas
10
4 Oct @ 6:58pm
Bugs / Improvements
Hecleas
1,283 Comments
Huitzilopōchtli 15 Oct @ 6:02am 
Does the mod not need an update? I’ve noticed a couple of serious bugs across several campaigns.

I was playing as the Gnoblars from the Gnoblar Hordes – The Unwashed Masses mod. My neighbor was Helman Ghorst — at one point he could have wiped me out easily, but he did nothing. For literally 30 turns, his armies just stood there. He didn’t recruit, didn’t declare war on anyone, until Cathay came and destroyed him.

In my Malekith campaign, Malus dealt with his starting enemy and then just shut down. For the entire campaign, he just stayed in his starting province, stopped recruiting, and literally did nothing.
Dod 14 Oct @ 5:33am 
I love the passion behind the mode but... Hmmm might be...a bit... bloated? too many features. and I'm not sure the player can actually do/modify something with AI behaviors... there are too many behind codes I think?

I noticed with this mode and the new update, Sultan Jaffar from Ovn just stood still do nothing at all.
juanliam 14 Oct @ 12:54am 
Salut aurait tu ce mod ,mais avec l attaque eclair ,car francheemnt ces dur dur.
kral çıplak 12 Oct @ 1:00am 
I also get declared war without any notification. Like half of them doesn't really make sense too.
蘇武ぼくよう 9 Oct @ 10:06am 
I'm using many of your AI mods. How should I arrange the load order in WMM to make them work properly?
King of Fools 8 Oct @ 5:09pm 
The vanilla bug, where AI Hexoatl does not recruit for the whole campaign, is still present with this mod.
YL 5 Oct @ 11:18pm 
Hello @Hecleas. I'm having fun playing wh3 because of the mod you created, but I was wondering if "AI Army Tasks and Strategy" is compatible with the mod.
LOLgic 4 Oct @ 6:58pm 
@Hecleas The settings added around sep 30 - oct 1 dont seem to stick when updated via the mod manager. After reloading they revert. This might be a mod setting manager issue but coupled with the default "allow target player" being default "true" it pulls me into a lot of unexpected wars after I tried to disable the feature. Not super annoyed, as it basically just mean im perma at war with all neihbors and im playing skaven so no tmuch changed, but I would recomend defaulting that setting to "false" to improve perceived conistency.
Feso 4 Oct @ 8:37am 
what difficulty to play on with this mod ? Does it make a big difference ?
Mosketero 3 Oct @ 5:21am 
@Uhtred866 This mod make hundred of things that makes the game more fun. I have used this mods for years and the "not notification" is a bug with the new update. Be sure Hecleas will fix it soon.