Total War: WARHAMMER III

Total War: WARHAMMER III

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[Unsupported] Harder Autoresolve (3.0 Compatible)
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23 Jun, 2022 @ 9:42pm
30 Jun, 2022 @ 1:02pm
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[Unsupported] Harder Autoresolve (3.0 Compatible)

In 1 collection by GOW LIKE A BOSS
GOW LIKE A BOSS TWW3 Mods
31 items
Description
When CA changed autoresolve in a recent patch, they made it a lot more useful. Too useful, in my opinion. Autoresolve can sometimes even do better than the player now (or maybe I am just bad). In my opinion, autoresolve should be a useful tool for when you are going to crush your enemy or get crushed and you don't care if you lose a few troops in that win.

This mod makes your troops slightly weaker in autoresolve, which has the actual effect of making autoresolve a bit harder. What was a pyrrhic victory is now a valiant defeat.

I have tested the mod quite a bit to determine the ideal level to make the autoresolve slightly (but noticeably) worse than a manual battle without making it completely useless for resolving easy battles.

Edit: 8/30/22
Slight Disclaimers: (1) This mod works by essentially nerfing your army's missile and melee stats during autoresolve only (it does not affect actual battles). I have noticed that in instances where there is a very heavy magic component to your team, this mod may not work perfectly. As a practical matter, this mod works as intended 95%-97% of the time in my experience. (2) I believe - but cannot prove - this mod makes the AI slightly more likely to attack because it feels it has a better chance to win in battles. This could theoretically result in the AI attacking in less than ideal scenarios for itself (rather than waiting for a better opportunity to attack). I don't know for sure if this is the case, but I felt it worth mentioning.

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Like all GOW mods, this mod has been cleaned to minimize potential conflicts with other mods. This means my mod will not accidentally overwrite someone else's mod changes in an unrelated area. My mod will only conflict with mods that change the exact same things I do.
40 Comments
sarumanthecursed 3 Jul @ 10:50am 
please support this
GOW LIKE A BOSS  [author] 20 Apr, 2023 @ 9:46pm 
There are tables to mod that sort of thing - they add a penalty to autoresolve for the player based on difficulty level (these are the tables I use) but CA has them all set to zero penalty across all difficulty levels. If there is any other value affecting the outcome (which there probably is) I don't know where it is.
huey30 20 Apr, 2023 @ 5:50pm 
Oh i figured each different battle difficulty just a had a value associated with it and normal battle difficulty was probably 1. I assumed if you just changed the value for easy, hard and very hard to 1 as well, than it would be done
GOW LIKE A BOSS  [author] 20 Apr, 2023 @ 3:49pm 
@huey30
This mod imposes the same slant regardless of difficulty mode. I have checked related autoresolver fields in the database and didn't see anything that changes the vanilla autoresolve chance based on difficulty level, so that would require a lot of work to find the correct table (if it even exists in WH3) to modify, so I would not given the time commitment.
huey30 20 Apr, 2023 @ 2:45pm 
Would you be willing to make a mod that makes all of the auto-resolve results the same, no matter what battle difficulty your on? So that it would be like how it was in WH2.
Kerrberos 12 Jan, 2023 @ 10:41am 
Yeah totally understand. In my current campaign with these mods I have noticed that the AI has never once encircled a minor settlement for even a single turn. This is probably a CA update issue, as in the past I saw the AL commonly encircle minor settlements for the maximum starvation duration.
GOW LIKE A BOSS  [author] 12 Jan, 2023 @ 8:17am 
@Kerrberos
I use a garrison mod as well (not that one though) and my own aggression mod, and I don't see the suicidal attacks very often. I do see the AI attack another AI and lose sometimes, which started happening when CA updated the game a few updates ago, but if you are seeing the AI attack in suicidal attacks repeatedly, it could be another issue. That said, I have seen the AI attack a few times and the AR will give me an easy victory, but fighting the battle shows it was actually a very close fight. I think the issue is primarily with the AR outcome determination rather than the strength of the AI stack. This mod does help with that to a degree (by basically weakening the player in AR), but it's not possible to make it perfect with the tools I have been able to find.
Kerrberos 12 Jan, 2023 @ 8:10am 
Ah you know what, I am using Zorbaz's Greater Garrisons which adds more units to garrisons, this might explain it a bit if they are just predisposed to attack with a certain strength not taking the defender's strength into account? Your mod "more realistic and aggressive AI" could also be the issue.

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2789855636&searchtext=garrison
GOW LIKE A BOSS  [author] 11 Jan, 2023 @ 7:41am 
@Kerrberos
Do you have other mods running? I have not experienced the AI instantly attacking any of my settlements where their defeat is certain. The only time this happens in my experience is when a faction has lost its last settlement and has no choice but to try to take a settlement.
Kerrberos 11 Jan, 2023 @ 6:41am 
As far as the possibility that the mod makes "AI slightly more likely to attack because it feels it has a better chance to win in battles." Anecdotally I feel this may not be the case, as I am here to get this mod because even without it the AI keep Yoloing 20 stacks into settlement battles in which they lose the auto-resolve to the garrison, without sieging at all. I am tired of deleting armies and making gold at no cost to my faction.