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I stopped using this mod as much in my skaven playthroughs as this mod favors melee stacks more heavily.
When NOT using this mod; as Chaos with a 19 stack of Chaos Knights, Grimgor (with a waagh) and another lord (total 80 units) will attack my single lord, with an autoresolve bar that is only 20% red,and he will LOSE.
So its not just this mod causing wonky 'ai choice to attack' issues.
Wish there could be a way to change that but I guess its too hard to mod it..
Another issue is greenskins are so overpowered with this mod, I see them 1v2 all the time and winning every siege battle while attacking even when they are outnumbered.. They don't have waagh or anything just normal one stack. I think this mod makes their auto resolve too strong aswell.
Sadly I love this mod for myself but AI balance is so weird with it..
I understand the words but i dont understand what it actually does.
Its set to 0 by default in CA files.
I dont know why is that so but it makes no sense that against low tier infantry spam VCoast artillery gets almost no kills.
When i manually play each artillery gets easily 100++ kills.
Can your mod please fix that so that low tier fast moving monsters dont always die in auto resolve?
Also unsure what that one guy on Feb 26th is smoking. Never had that problem.
This mod is NOT "outdated"! ;) Seriously, the vanilla version still causes way too much casualties - especially with elite units being obliterated even in an easy fight.
I sure hope you continue to work on this...
I do wish that autoresolve mods would allow for .. lets call it 'strength sliders' for each unit.
I find myself (with new factions that I havent played) buying 2-3 of each unit type and autoresolving several battles with them and comparing their kill count and %hp lost to other units and using this information to find the best auto resolve units.
Generally this leans HEAVILY towards medium unit types with 28+ units per unitcard of the highest tier.
Then the strategy is to just get 6-8 of that unit type + the best 'melee tank' unitcard (eg; Stormvermin) ... altho in some cases (Chaos) the best autoresolve unit is also the best 'melee tank'... in Chaos's case, thats 'Chaos Knights'
So what I wish I could get is the ability to raise OTHER units autoresolve power such that I could actually use other units... so that when I want to play a battle I'm not running around with 19 cavalry units and no artillery/archers
Check out https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2096362428 this mod. I don't know what all the differences are but it's worth taking a look as an alternative to this if zar doesn't feel like updating. I'm customizing other mods to take some of the wind from Skaven sails. The growth nerf seems like it may have worsened matters because within 60-100 turns entire continents are "ruins" filled with rats. What makes it awful is the stalking stance (now modding that right the hell out) MIXED with the fact you have to search the ruins. This bogs down your campaign even more. I haven't found a "Free search ruins" mod yet.
Concur on Skaven auto resolve. Running Sisters Vortex campaign and I've had a full stack of Hawk Riders, and mix of elite infantry, some cavalry, plenty of ranged missile and still have unequal or only middling auto resolve indicator EVEN against <20 stacks of Skaven, damaged from previous battle and sometimes armies that only have lots of slingers and maybe bombardiers. In the last 2 years, Skaven overrun entire portions of the map. Right now, other than Ulthuan and a couple of Dark Elf factions (who likely allied with Skaven) there is no one left unless I liberate the settlement. So not only is the experience ruined (I don't want to fight only Skaven for dozens of turns) but diplomacy is pointless (except with those liberated factions and the High Elves.) They churn out DOZENS of armies, most of whom have warpfire throwers and stacked with stormvermin.
re #2... I think hes kinda discontinued this, which is unfortunate.
1. Could this mod possibly be causing auto-resolve screen crashes to the desktop? I've suddenly encountered them this patch, and I am trying to eliminate all potential culprits.
2. Could you consider improving non-shielded infantry? They die ridiculously quickly, even if they are elite units with lots of sustainability in manual combat - for instance, Hammerers, Temple Guards, et al.
The first time it shows a 50/50 chance, if you cancel the attack and then attack again, then it shows 90/10 in favor of the player.
I think that's more the DLC and the CA patching consequences. And frankly, Order needed to be nerfed hard.
Makes for an actually really interesting challenge "survival" campaign, but this is not what this mod is supposed to do.
Though I have to say it is one of the most interesting campaign I've had in a LONG while, actually, ahah