Battle AI Tweaks – Better Ability/Skirmish/Flankers Usage – SFO Version

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Author: Cerb

Last revision: 10 Jun, 2025 at 00:11 UTC (1)

File size: 351.76 KB

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Description:

Overview:
AI will preference vortex and aoe spells, both buffs and debuffs.
AI will be less likely to bomb their own troops with abilities.
AI will preference debuffs/buffs against melee heavy enemies, and vortex/bomb abilities against ranged heavy forces.
AI will use healing/morale boosting abilities when morale is low, meaning less wasted heals and morale boosts.
AI will less frequently attempt to kite with slow ranged troops.

Not compatible with any mods that change unit_special_abilities table.

There is a lot that CA still needs to fix, but this should help the overall feel of the game. There are still broken aspects of this game that cannot be fixed due to lack of tools, hidden mechanics/values etc..

Some examples of the base game being broken:
Many abilities are mislabelled, i.e. helm of yvresse is a ‘melee buff’ despite giving unbreakable/cannot die to entities, which means the ai will use it immediately upon starting a fight and waste it entirely. Many morale abilities are also the same in that the ai will use them immediately in a fight and waste them. Another example is panns pelt, which gives melee defence/physical resist, but is classified as ‘ranged defence’ so the ai will almost never use the skill.

Projectile skills are also incredibly busted in the base game, with many never being used by the ai. Put a fire mage in an ai army and give it only fireball, and it will rarely use it at all, despite having overflowing winds of magic. Sadly this is something im still working on fixing, and seems to be affected by hidden values.

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SFO: Grimhammer IIISteam Workshop
Revisions:

Old revisions of this mod are available below. Click the link to download.