AI Recruitment & Army Compositions
7-14-21 Updated for The Silence & the Fury
12-4-20 Updated for The Twisted & the Twilight
5-21-20 Updated for The Warden and the Paunch
2-21-20 Added lines for WH_Beastmen_Brayherd_land
1-14-20 Fixed ratio bloated corpses for Vampire Coast factions
12-12-19 Updated for The Shadow and the Blade
9-11-19 Updated for The Hunter and the Beast
4-17-19 Updated for The Prophet & The Warlock
11-8-18 Updated for Curse of the Vampire Coast
6-22-18 Kharibdyss added
6-1-18 Fixed some classification errors for Norsca and Bretonnia
5-31-18 Updated for The Queen and the Crone
1-23-18 Updated for Tomb Kings
11-9-17 Adjustments to Wood Elves to make their lower tier archers recruited along with their high tier archers in late game just like I made the difference between heavy and normal infantry
10-29-17 Deleted useless unit groups that were taken out with ME and adjusted ratios to compensate
10-28-17 Fixed ratios for Tilea, Estalia, and Beastmen that were broken after patch, added new "fanatic infantry" role for units such as Flagellants and Plague Monks
10-21-17 Reduced probability of Cold One Chariots for Dark Elves
10-14-17 Adjustments to Norsca to eliminate chariot spam
10-11-17 Reduced probability of Chameleon Skinks for Lizardmen
10-7-17 Adjustments to High Elf & Norscan priorities
-Increased basic line infantry per army to be the majority of every army
-Reduced ranged infantry to be no more than 10% for most armies with exceptions (e.g. High Elves/Wood Elves should ha)ve more
-Reduced ranged cavalry to 0% recruitment chance as the AI doesn’t know how to use them, and that the only Total War game where is should be acceptable to see an army of ranged cavalry is Total War: Attila and nothing else
-Set a new role of "heavy infantry" for high tier units such as Phoenix Guard or Temple Guards and to be no more than 10-15% in any army
-Set a new role of "fanatic infantry" for high tier units such as Plague Monks or Flagellants and set to be the majority of the infantry for rarer armies
-Set a new role of "hybrid unit" for units such as Lothern Sea Guard and Free Company Militia and only added them in templates that the AI would try to make less often
-Set artillery to be no more than 5-10% for most armies
-Reduced chance of heroes being in any given army
-Reduced monster recruitment chance to 5-15% depending on the army and monster type
-Multiple templates for the AI to choose from so each army you face will still be different with each army specializing in a certain area e.g. some armies might have artillery and no monsters where another might have monsters and no artillery
-Specialised armies for certain legendary lords e.g. Duurthu for Wood Elves will make more monster units and infantry than your basic Wood Elf armies (yes, all the tables for WH1 are already in here since CA just had to add the new faction tables in for WH2)
The AI will still only be able to create units that it has the building availibility to produce so sometimes you might run into spamming for some units here and there but that is typically rare especially once everyone has a good amount of territory.
Incompatible with mods that affect:
cdir_military_generator_template_ratios_tables
cdir_military_generator_unit_qualities_tables
PLEASE LIKE AND GIVE FEEDBACK!
Heljumper117’s Campaign Mods http://steamcommunity.com/sharedfiles/filedetails/?id=1168095739
Heljumper117’s Units Mods http://steamcommunity.com/sharedfiles/filedetails/?id=1191207268
Revisions:
Old revisions of this mod are available below. Click the link to download.