Total War: SHOGUN 2

Total War: SHOGUN 2

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Lennys Sengoku Autoresolve Rebalance
   
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Tags: mod, campaign
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2 Aug, 2024 @ 11:35am
9 Aug, 2024 @ 1:13pm
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Lennys Sengoku Autoresolve Rebalance

Description
Does what it says on the tin!

Developed in conjunction with my Compatibility patch for Field Command Sengoku and Expanded Japan + Portugal. The screenshot shows one of those tests, but this file works for ALL Sengoku period mods.

GOAL OF THE MOD: Rebalance the Auto-resolver so that the Experience Progression of units roughly aligns with the average battle experience of a knowledgeable Total War gamer. So yes, Cavalry will get a bunch of kills in an AR battle you win, just like if you had ridden down fleeing troops.

*******It is NOT BALANCED FOR FOTS.******

Learned a lot playtesting this. Basically I dont think even the original developers even understood how this all works lmao. In the grand scheme of things, there is Coarse Tuning and Fine Tuning... In this case you have Coarse Tuning (unit stat numbers which dont work the same way in a battle as they do an auto-resolve), and Versus Tuning (units are balanced against each other in the auto-resolve).

Battles appear to be decided by the composition of the Army and the Unit Stats of the units more than anything else. The gross casualties stay basically the same unless I really neuter a whole class of units in the resolver logic. There is clearly some sort of "battle phase" calc (think CK3 combat) and the range of units is taken into account, but the level of the General has more to do with it than anything else.

The Auto-Resolve basically assigns the proportions of the gross casualties across the units as to who killed who. Each unit class is balanced against the other unit classes around the integer 1. So if I drop infantry_bow damage potential against all classes EXCEPT infantry_light, then a bunch more infantry_light will die in proportion to the Gross Casualties that are going to happen anyway.

FOR INSTANCE: One way to drop the Kills for a Ranged unit is to lower its Marksmanship. But that ruins the battle balance. Changing the auto-resolve balance file makes it so that the high Marksmanship still helps you win battles with whatever calculation is going on as to who actually *wins*, but the *kill allocation* changes.

So when the FCS+EJP Musketeers were getting 750 kills per unit, all that meant is the game wasnt assigning kills to other units, not that the Musketeers single handedly won the battle. Remember: auto-resolve is NOT fighting a battle. It is making a decision and then displaying numbers to the hooman.


The Devs didnt even fully balance this. There were missing entries that default to 1 when the rest of the potential is below 1. What. lmao. I could have fixed this in two days when this game was being written lol what the actual hell.

THE GOAL is to get a better proportion across all casualties so that it makes sense. And yes, ranged and Cav should top the kill list most of the time.

Lemme know what you think! Feedback is King!


If you like what I do and want to say thanks and incentivize me to do more (like balance a version for FOTS...which would involve hours and hours of testing various army compositions as I did for this mod): show up on my shores with some trade ships and big guns!

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If you have Total War: Pharaoh, I've started modding that too! You can check out my collection here:

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3311428368

14 Comments
Lenny_Froggins  [author] 11 Nov, 2024 @ 2:46pm 
@Austere Hare lemme know how it's working for you! I havent been playing Shogun 2 much since I released it and I didnt auto-resolve very often anyway. I'd gladly take another look now if theres a specific issue.
Austere Hare 11 Nov, 2024 @ 2:03pm 
trying it out :lunar2020halodragon::steamthumbsup:
Lenny_Froggins  [author] 21 Oct, 2024 @ 12:07pm 
Keep in mind that the only thing you can adjust for in the autoresolve table is unit class. So the battles need to have a mix of ship types. There is this phenomenon with autoresolve though where auto-resolver table changes wont affect the *outcome* of a battle (win-loss and casualities) unless you essentially remove the ability of enough units to be assigned kills that your army cant possibly win the battle anymore.

So there are bizarre ways I can imagine playing with these threshholds to affect large groups vs small groups of the same types of ships, but it's unlikely.

Pharaoh's AR system makes a lot more sense, lol, it actually affects the damage potential of the units on the *front* end of the AR equation.
Matthew39 21 Oct, 2024 @ 10:49am 
@Lenny_Froggins Currently working on an updated version of Unofficial Patch, so I’ll have a lot of playtesting to do.

I’ll try a campaign as Mori and share any saves of naval battles I’ll have.
Lenny_Froggins  [author] 21 Oct, 2024 @ 10:37am 
@Matthew39 So I dont have any saves of big fleet battles because I had been playtesting Portugal in the FCS/Expanded Japan Compatch mod. All my naval battles have galleons and shit.

If you or anyone else could drop links to savegames, such as that one in the reddit post, I can use those naval battles as testers. I dont have the time right now to start a new campaign and play until I have several savegames with different naval battles to cycle through when I adjust the file.

Im also not sure how possible its going to be to *really* balance it. I can probably make it better vis-a-vis Small vs Large ships, but the way I think AR works in S2 makes it difficult because Fire Bomb ships = light ships, I cant balance them separate, that comes from the unit stats.
Lenny_Froggins  [author] 19 Oct, 2024 @ 6:43pm 
@Matthew39 I may look through my saves tomorrow while football is on and see if I have one with a good naval battle potential. I've written how I *think* it works up above, but since we dont get to see the actual battle equations I may have to do some wacky things to make it work with ships. Also a lot of testing.

It's unit class vs unit class | meele dmg potential | missile damage potential

The ships each have a unit class, but so do all the crew. And I dont know who is actually fighting, the Ships or the Crew. If I have a good savegame I could get a basic version out in an evening.
Matthew39 19 Oct, 2024 @ 12:53am 
Heh, no worries!

It just came into my mind after someone on r/shogun2 shared a screenshot where he had 40 ships against enemy’s 9, yet auto-resolve still gave him 12 casualties.

The post to give you a better idea:
https://www.reddit.com/r/shogun2/s/40WNNmX3Jg
Lenny_Froggins  [author] 18 Oct, 2024 @ 2:34pm 
@Matthew39 It does not! Maybe I should look into that...
Matthew39 18 Oct, 2024 @ 12:55am 
Hey Lenny, thank you for your work!

I haven’t tried the mod yet, but wanted to ask if it changes anything about naval auto-resolve too.
Otho 9 Aug, 2024 @ 7:07pm 
@Lenny_Froggins Alright, good to know! BTW thanks so much for these mods, they may seem fairly small but they go a long way in improving the overall experience.

Will do! Though naval combat is generally the bane of my existence in these games lol