I tend to play Total War: Warhammer 3 closer to an RPG than a strategy game. balance? Leave me alone. Because I am immersed in the stinkful fantasy of being a Snive Scavenbin Ricker, and I am ordered by my slave to mine useless gold to irritate my dwarfish enemies.
So despite the unrespectful hours, I have not been noticed as many players in the nuances of enemy faction behavior. I miss a fight against a massive enemy empire, but I think it’s more reluctant to see AI coming in lately. It seems that creative assembly also thinks that way. The new blog post outlines the changes we are making to AI. An experimental beta lunch is available if you want to test it.
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There’s a lot of design talk on the blog, so the explanator they gave, “How will this affect within the game?” They look at all three main areas: “Query System,” “Aggressiveness,” and “Possibility of Faction.”
Query systems are a way for AI to detect enemies and potential enemies on a map. So, considering it’s a warhammer, it’s basically someone who isn’t them. problem? Campaign AI prioritized defending reconciliation when enemy forces existed, and “enemy forces” had even included the lowest agent characters so far. They are now less likely to cower behind the wall, with the biggest whims of a daisy chain weaving rambling troubadours on adjacent farmlands. From the blog:
“How does this affect you in the game? It’s a defensive approach to the settlement/settlement whenever an adversary agent ventures into their territory. This means not immediately assuming posture and concentration. Other purposes, such as raiding enemy territory and going to defensive responses to focus their strength to break through the defensive position. .”
They also aim to make AI better in assessing the strength of their rival factions, and are more encouraged to declare war with other AI factions. What makes the word “incentive” vaguely ominous in this context is that it’s actually the actual lore behind the Warhammer 40K character, as it’s basically turning the switch over in someone else’s head It seems he remembers. )
Finally, there is the “possibility of a terror” that fundamentally controls how strong a particular terror grows. If you notice that certain dark elves are ridiculous in every campaign, it could address their high potential. From the blog:
“We’ve made five tweaks to the potential of this beta faction.
Minor factions that may reduce the potential weight of the ion in the automatic resolution calculations may decrease. It is possible to moderately increase the ion potential bonus of fact – this allows for a higher potential fact. To defeat and conquer the faster factions of all factions’ basic factions of all difficulty levels.”
This should mean that the main factions will conquer the little guys faster and more often, increasing the likelihood that they will survive until the game is slower, and are generally not passive.
This is clearly likely to change between campaigns, but it’s a simple time lapse by YouTuber Monkeybot, the campaign in the current beta. Bloody handed oaks seem to be much better than usual, but neither scavenging nor my experience has worked very well. Also, OrderTide is going well and really clamped.
Would you like to jump in to try these changes soon? no. I do the work I should do to take regularly. If you don’t pay attention to either of them, you will suffer horribly. You need to be careful too. A good troller AI can do horrible things.