Total War: WARHAMMER III

Total War: WARHAMMER III

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+20% Casualties in Autoresolve (no AI impact)
   
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File Size
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22.279 KB
5 May, 2024 @ 7:51pm
7 Aug, 2024 @ 10:15pm
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+20% Casualties in Autoresolve (no AI impact)

In 1 collection by Porkenstein
Porkenstein's Vanilla++
36 items
Description
Even on Very Hard, the autoresolver is usually too nice for my liking. In the late game especially, it becomes very difficult to justify fighting battles manually when difficult fights autoresolve with Low casualties.

I've also uploaded a configurable version where you can use MCT to set it to any value you want from 0% to 90%
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3241333684

Changes:
This simple mod bumps up the difficulty by making the player take 20% more casualties in autoresolve engagements. with the exception of siege defense battles.

Why use this instead of other autoresolve nerf mods?
  • +20% casualties is much lighter a penalty than most mods I've seen.
  • This mod doesn't change its impact based on difficulty. The impact is the same on all difficulties.
  • This mod doesn't restrict autoresolve use whatsoever
  • This mod is a single highly compatible simple script and modifies no database values, UI, or existing scripts.
  • This mod leaves siege defense autoresolve alone to prevent manual siege defense slogs



Compatibility:
This mod does not modify any database values and is compatible with anything that doesn't use modify_next_autoresolve_battle() in scripts to change the autoresolve balance.

The load order will never matter, and it is save-game compatible (although it will not apply the effect until you engage in a new battle from the campaign map)

Let me know if you like this and I can make more versions, or make this configurable. I considered modifying this depending on the armour, gold value, and missile strength of the player army, but decided to go with a very simple approach instead.
Popular Discussions View All (1)
0
8 May, 2024 @ 4:17pm
Source Code
Porkenstein
17 Comments
sarumanthecursed 6 Jul @ 5:04pm 
does this still work?
Porkenstein  [author] 23 Dec, 2024 @ 12:30pm 
@Smalec, needs no update, still works
Smalec 23 Dec, 2024 @ 2:30am 
update please
Porkenstein  [author] 3 Nov, 2024 @ 6:44pm 
@Aerowix, nope, that's why I made this mod - because most of the others had that problem. In this mod the effect is ONLY applied during the battle, not when the AI is looking to do stuff.
Aerowix 2 Nov, 2024 @ 3:42pm 
Might be an odd question, but would this mod make AI see more battles as winnable, thus initiate more battles? I'm looking for a mod which makes AI engage more, and I don't mean more with 1 stack vs 4 stacks. But if they think they can win 1 stack vs 1 stack in autoresolve, that could be a fun fight to manually fight. This just seems really great mod overall.
Krakenous 8 May, 2024 @ 4:47pm 
Yay! Dunno what you did or what I'd even be looking at in the source code lol but no script break this time, interesting...thank you though :).
Porkenstein  [author] 8 May, 2024 @ 4:23pm 
@Krakenous, okay I changed some minor technical thing, let me know if that fixed it.
Porkenstein  [author] 8 May, 2024 @ 4:19pm 
@Krakenous, that's very strange. Here's the entirety of my source code...
https://steamhost.cn/steamcommunity_com/workshop/filedetails/discussion/3240549540/4358998752032855589/
Krakenous 8 May, 2024 @ 2:56pm 
2/2

Audio Mixer
MIXER - Mixu's Unlocker
Immortal Empires Expanded [Requires Mixer!]
News UI Begone!
Landmarks of Legend
Disable startup splash screens / intros
Elspeth reskin by Mixu
Mod Configuration Tool - v0.9 Beta
Immortal Landmarks
Heroes of Legend: Leopard of Luccini Update
Console Commands (Modding Tool), the mod works 100000% please just use it and enable the script break warning
High Resolution UI Improvements
+20% Casualties in Autoresolve (no AI impact)
Victory Conditions Overhaul

Any ideas? If either of your mods are disabled, no red X and no script break. But if they are used together...big red X every time.
Krakenous 8 May, 2024 @ 2:55pm 
Hey pork, so...bit of a curious one here as it's between this mod and "heroes of legend" used together. Playing as Elspeth and very minimal mods, I have the context viewer on and whenever I end my turn at a new campaign, so, ending turn 1, it cycles round to about to Argwylon and the BIG RED CROSS/X appears in the top right...indicating a Lua break.

Now...it may not precisely be Argwylon but it seems to be something to do with a races turn to move, roughly around that area next to Espeth, so the dwarfs and other WE factions. Not idea why...but...the big red X appears each and every time with this mod enabled and used with "heroes of legend". Any ideas? When I say minimal mods in my case it's only 14 lol

1/2