Total War: ATTILA

Total War: ATTILA

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Sophisticated Autoresolve for Historical Players
   
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Tags: mod, Campaign
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4 Aug, 2018 @ 7:25pm
12 Aug, 2018 @ 1:44pm
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Sophisticated Autoresolve for Historical Players

In 1 collection by Sheph
Little Shepherd Innovations
36 items
Description
Sophisticated Autoresolve for Historical Players
1:Too many repetitive battles in Attila. Advanced players know they will win if they fight, but the poor autoresolve forces them to slog through another settlement battle. Let us spend our time on open field battles with fewer fortified town battles.
2:Players use garrison mods with deployables, but the AI autoresolve does not recognize some of these garrison buffs.
3: No discussion of the features.

Yes, this is for Attila! Partially based on Warhammer autoresolve mods by Minos.
Changelog for this mod:
-Cavalry is slightly more powerful, but spears and pikes are much stronger counters to them in settlement/fort battles.
In other words, don't attack a spear-garrisoned settlement with a cav-heavy army and use aggressive autoresolve.
Pikes counter shock cav while spears counter melee cav
-Missile troops nerfed across the board about 10% in autoresolve calculations. Players should pick a mod that forces AI to include more melee units or siege.
Missile troops are still strong as in Vanilla in settlement defense.
- Settlements are stronger. Fortified settlements are much stronger except when lots of siege is in play. This is scaled up to match the value of players who use garrison mods at 1.5+ strength.

Campaign Variables:
Battles are more predictable. You can trust the outcome bar.
Tower and siege play a much larger role in outcome.
Wipeout of units occurs 50% less for both defense and offense. As long as a unit stays above 10% they will survive.
This table was modded with Assembly kit which you can see in the discussion section.\

Siege makes more impact in settlement battles to lessen the buffed settlements.

There are no human-only bonuses in this mod.
See these mods for that feature:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1537559837
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1531368860 Strongest human bonus.

Help those improving Attila
Credits to Minos, Ancient Empires team, Greq for thoughtful autoresolve work.

Popular Discussions View All (1)
1
29 Aug, 2018 @ 9:02am
CA's Documentation from Assembly Kit/Tweak/Dave for Campaign Variables
Sheph
21 Comments
Dieselface 3 Jan, 2019 @ 7:48pm 
Many times this works against the AI. For example, in Empire Divided, AI Palmyra almost always seems to lose in their war to Egypt due to the fact that they always seem to try to siege down Alexandria rather than taking it quickly. As a result, Egypt has time to build up their forces which, due to the terrible recruitment AI in Rome 2 and the significantly better Roman levy units in Empire divided, are superior to Palmyra's forces. In other cases I've seen Gallic Rome get taken down by Caledonia because they are rarely able to retake their own cities. I guess I've been playing a lot of Empire Divided lately, so that might affect why I've noticed so many drawn out sieges.
Dieselface 3 Jan, 2019 @ 7:48pm 
Perhaps it is some mod I use, but then again I don't have any mods that directly affect AI and I can't even think of any mod that I might have that would alter unit stats or autoresolve for Rome 2. Simply put, the AI in Rome 2 will often comit to long sieges whether the defenders have a large force or not. Sometimes the defenders will be 2 units and the attackers will have a full stack and still lay siege.
Sheph  [author] 3 Jan, 2019 @ 7:34pm 
Tell me more about your observation that the AI in Rome 2 commits to longer sieges. Is that really the case? Or is it the mod you are using? I haven't noticed this. The AI in Attila rarely seiges past 4 turns in my gameplay because the obtain necessary siege gear by the 4th turn using my mods.
Sheph  [author] 3 Jan, 2019 @ 7:32pm 
This is my first tested autoresolve mod attempt. I boost several factors for town defense that apply to both major and minor cities. It seems the minor cities are favored slightly more in terms of boosts. The big guys already did quite well.
Yes, the AI catches on and waits to attack with larger forces. I suggest you try some of my new autorersolve mods where the AI doesn't seem to catch on to their limitations. The details of this mod escapes me now as I spend my time working with new Autoresolve mods.
Dieselface 3 Jan, 2019 @ 4:35pm 
A few questions. One, does this make the AI more timid, as a result of the Ai's ability to calculate odds? Two, will this lead to the AI laying long sieges more often? In Attila, despite longer sieges being more useful and important than Rome 2, the Ai seems to actually commit to long sieges even less than Rome 2. Three, what is the difference with this mod in the bonuses that you get defending a minor settlement as compared to when you are defending a major settlement?
Sheph  [author] 13 Oct, 2018 @ 8:41pm 
New updates. See changed description. Settlements are about 1-3% stronger. Siege is stronger. Research is still ongoing. See new mods.
Sheph  [author] 6 Oct, 2018 @ 2:59pm 
Try my new mod. I will update this mod within a week. This mod focuses on strengthening settlements. It makes it harder to defeat barbs or romans in fortified or settled positions. This mod gives only the player the unique advantage:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1531368860
Scrotum Scratcher 6 Oct, 2018 @ 2:56pm 
Is there any way you can make it so it only affects the player? This works great when I play Rome but when I play a Germanic kingdom, I lose entire regiments when in reality I should have lost none.
Sheph  [author] 25 Sep, 2018 @ 6:57pm 
I am working on an offensive autoresolve mod as well. I could make this one even easier to defend with. I am not sure this mod helps with fortified army battles.
mister.monroeville 25 Sep, 2018 @ 6:46pm 
Really good work. I like to fight some defensive siege battles, but it's ridiculous when you're doing 2-3+ every turn/other turn and you could win in your sleep if necessary. Been using this mod for a week or so now, and it makes a huge difference in the outcome. Thanks for your efforts.