Total War: WARHAMMER II

Total War: WARHAMMER II

Equal Auto Resolve
94 Comments
Etxxu 8 Jan @ 1:07pm 
Any way to port to WH3, please?
lwhのsama 13 Nov, 2024 @ 5:37pm 
打不打前后区别很大 锤2的自动分损伤高的离谱:steamthumbsup::steamthumbsup:
Espritviril`` 6 Jul, 2022 @ 7:50am 
Yeah it says incompatible version when we both have this mod. Even though the version numbers and mod orders are same.

Also I tested some stuff and I actually lose more units and having more casualties when I played as High Elves against Dark Elves when I have this mod on. When it isn't enabled I don't lose any units and I lose 300-400 less troops. (From 1200 casualties with mod to 800 without this mod)

I'm playing SFO with VH/N difficulty. So my question is does this mod change more than just removing penalties from player and buffs from AI? I asked to SFO team and they say SFO does not change anything for AR. Any ideas on what would be the problem? Your mod shouldn't make the AR worse..
Jeslis 5 Jul, 2022 @ 7:04pm 
Err, how do you know its not working? or are you saying that when you and your friend add this mod, it crashes/unable to load your multiplayer?
Espritviril`` 5 Jul, 2022 @ 12:43pm 
I cant get this mod to work in multiplayer, playing coop with a friend. Is it possible to make it work?
Getto Gecko  [author] 17 May, 2022 @ 9:49am 
It works on all factions equally, if thats what you asking? It doesn't affect campaign buffs when you mean something like that.
ZiTa 17 May, 2022 @ 7:57am 
So... and I do apologize for such a stupid question. I assume this mod works on Morathi ( cult of pleasure ) as the example. I have heard and read that she gets said bonus when u dont see her "battles" on the map. Am I corrent ?
Pimpin Pippin 16 Feb, 2022 @ 12:58pm 
Oh and if you can please tell me what does this line do/affect? (its set to 0 by default by CA in their files)
"autoresolver_ensured_unit_loss_damage_multiplier"
Pimpin Pippin 16 Feb, 2022 @ 12:55pm 
Thank you for this great mod.
Can you please tell me what lines/packs do i need to change so that in auto-resolve the chance for a unit to die in a winning army is non-existent (or minimal)?
I am trying to make a mod so that units will always survive (or as close to always as possible) a auto-resolve if their army is victorious in auto-resolve.
Getto Gecko  [author] 31 Aug, 2021 @ 3:55am 
1/3

Ok this took me quite a while because I haven't looked into this topic for a long time, basically since very early into game 2 so I needed some time to find the tables for you.
So to be specific on your 2H issue. There are 3 tables that you might want to look into:

1. autoresolver_ai_usage_group_combat_potential_modifiers_tables

Here you can find additional and multiplicative values for AR, some roles get +1000 to its value while others only get 75% or 85% of its value.
Getto Gecko  [author] 31 Aug, 2021 @ 3:55am 
2/3

2. ai_usage_groups_tables

There is a list of 65 roles which are made of a check list with melee, ranged indirect, fast, support, ranged direct, flanker, flying, high value, gate crusher, bomber, shock, use skirmish, harasser and stalker. For example there is a role made for Gyrocopters with the same name which is defined as fast, support, ranged direct, flanker, flying, bomber, use skirmish and harasser.

Keep in mind that changes here will also affect how the AI uses these roles when fighting battles.

3. land_units_tables

This is basically a list of every unit in the game with all their properties and somewhere at the end you can find the assigned Ai Usage Group to define its behavior on the battlefield and AR. Because 2H isn't a battlefield role you have to look up every unit and see what role it has, the assigend roles might be different from what you expect as a player.
Getto Gecko  [author] 31 Aug, 2021 @ 3:53am 
3/3

So as an example lets look into Greatswords as 2H units, they have the melee role so they basically can only engage in direct combat and run back as a skirmish option. The melee role goes into AR with only 75% of its value. If you would change their role to melee_flanker than the AR value would be 100% but the AI will also think its a fast unit which can flank so it will use them to flank and also to chase down units. If you would change it to melee_highvalue than they would perform with 100% +1000 to their value in AR, highvalue normally refers to lords and heroes so expect them to go for SEs and other highvalue units on purpose when doing so.
Lampros 30 Aug, 2021 @ 11:48am 
Gecko,

Thanks for the reply. I somehow missed your reply and didn't notice it till now.

Could you explain how to unit roles or role modifiers or role targets? I tried to read your tables, but I couldn't tell what "roles" for 2H characters and what their modifiers were. Thanks in advance.
Getto Gecko  [author] 21 Aug, 2021 @ 3:39pm 
1. Yes, because the difficulty modifiers are based on campaign difficulty. The battle difficulty changes the unit stats which than results in higher AR battle power for the AI which is unchanged. And even on easy campaign settings the AI gets a 1% advantage which is basically nothing but still its there.

2. You could do it by changing unit stats, changing unit roles, changing role modifiers, changing role targets, creating new roles and interactions or a combination of all of these.
That said, its not a target of this mod to achieve balance changes its to have the same AR results for AI and players no matter who fights who.
Lampros 20 Aug, 2021 @ 11:37am 
Two questions:

First, does this mod affect human vs. AI AR on normal battle difficulty - where there is presumptively no advantage to the AI? I had assumed the AI gets no advantages on normal, but others claim they still get some advantages.

Second, do you know how to reduce casualties for 2H infantry without shields? They take disproportionate amount of casualties to the point of being unusable in AR.
Getto Gecko  [author] 16 Jul, 2021 @ 2:21am 
No it won't impact the battle difficulty as that would be touching the games balance. But because the individiual impact of a unit in AR is based on its stats (and role) its easier to see the differences between modded and unmodded the higher the difficulty both campaign and battle are. The campaign modifiers are removed because I see AR a time saving tool and it makes no sense to me that you are allowed to save more or less time depending just on campaign difficulty.

So the biggest effect would normally be on legendary campaign difficulty when you siege a capital with a large garrison of high tier (high stats) units.

If you are interessted in the data itself you can load the "Rusted PackFile Manager", open the game.pack data. And under the db folder you find the autoresolver_modifier_group_to_modifiers_tables to take a look it for yourself.
Jeslis 15 Jul, 2021 @ 5:03pm 
So to confirm; the biggest effect the mod would have would be on very hard BATTLE difficulty, where the stats would be equalized for autoresolve.. as if playing on normal?

And a lesser effect on very hard/legendary campaign difficulty (as compared to battle difficulty).. but still an effect?

((Thank you for the info RE: no_retreat and settlement_human_vs_ai_penalty info!))
Getto Gecko  [author] 15 Jul, 2021 @ 1:53pm 
1/2
In all cases the outcome will change in your favor. The thing is the difficulty modifier for hard is not much and on normal battle difficulty the AI has no stat advantage so the general outcome would be pretty similar. You will lose fewer models on your units compared to unmodded but it wouldn't make too much differences for youe settings and scenarios. If a unit would lose 13 models unmodded you might only lose 11 and for another who would lose 30 you might only lose 24.
Getto Gecko  [author] 15 Jul, 2021 @ 1:53pm 
2/2
We no longer have red bars but in scenario A and B it would still have been the lower and upper end, scenario C might have changed to 55-65% in your favor depending the units.

In scenario A and B how AR works rates the situation is the problem, this mod don't changes the game balance even though I think some modfiers are too much its not goal of the mod alter them.
In A the no_retreat modifier which is equal for AI and players make most of the result. In B the AR thinks the ranged units would get slaugtered because there are no front line units so even without the settlement_ human_vs_ai_penalty the AI still think that unprotected ranged units won't deal dmg.
Jeslis 15 Jul, 2021 @ 2:50am 
Thank you for any information (or links to information) you can provide :)
Jeslis 15 Jul, 2021 @ 2:49am 
2 of 2

With your mod, what changes? And would the answers be worth putting in the mod description?

((What I'm trying to say here is.. I understand there are penalties, but I need more information on what is likely to change for who.. because I don't know where these penalties are applied.. or how easy (or hard) the ai has it vs other ai.))

I promise I'm not trying to be obtuse here.. just genuinely curious.
Jeslis 15 Jul, 2021 @ 2:49am 
1 of 2

I guess my question is; In general does this make harder difficulty autoresolves more like 'normal' difficulty? .. and is this primarily effecting modifiers from the CAMPAIGN difficulty side, or the BATTLE difficulty side?

Some test cases on HARD Campaign, NORMAL Battle difficulties:

Case A: I am skaven in stalk stance, and get an ambush attack against dwarves in march stance. My autoresolve bar is ~15% red.

Case B: I am high elves with 19 sisters of avelorn and a lord on a dragon. I siege a tier 5 castle. My autoresolve bar is ~90% red.

Case C: I am Nakai the wanderer with a 14 stack army of Kroxigors in encamp stance. On the AI's turn Wulfrik and his buddies gang up on me with 3 lords with ~28 total army units. The autoresolve bar is 50/50.
Getto Gecko  [author] 15 Jul, 2021 @ 1:45am 
@Jeslis It sets the penalties the player gets when using AR against AI stacks to zero. That means difficulty penalties, additional siege and ambush modifiers that would only apply when players use AR. All modifiers that apply to standard AR like standard siege or ambush modifiers are untouched. In short there are no more one sided modifiers for AR.
Jeslis 15 Jul, 2021 @ 12:29am 
Hiyas; Hoping for a bit more detail in the mod description if you are willing; specifically.. What is currently UNEQUAL that is made equal by this mod?

Thank you for your time!
zoo_ 14 Jul, 2021 @ 6:42pm 
love this mod :"
Getto Gecko  [author] 22 May, 2021 @ 2:40am 
Sure, like every mod. You just have to enable that in your ingame settings that savegames are allowed to load with other mods than they where saved.
Basillic 21 May, 2021 @ 12:23pm 
save game compatible?
Getto Gecko  [author] 17 Apr, 2021 @ 12:55am 
In theory yes, practically no. The problem with that is that the AR don't work with units rather than with unit types assigned to the units so in regard of your example decreasing the types or the priority of units who would go for the Bastiladon would also effect Stegadons and Carnosaurus which wouldn't be good. Another possible way might be a something where tiers won't be that impactful so that the dmg would be distributed more evenly but than it would change to something we had in game one for a while were the armies with higher cumulative HP and combat stats would win. So in both cases it would massivly change the AR balance and because thats whats decides the AI battles on the campaign map also change which factions would be dominating there.
Pimpin Pippin 16 Apr, 2021 @ 4:32pm 
Even today CA autoresolve kills units like Feral Bastiladons while leaving the rest of the army at 95% health.
Could you please make a mod that fixes it so that low tier fast moving monsters dont always die in auto resolve?
Getto Gecko  [author] 8 Apr, 2021 @ 3:14am 
I don't know whats base SFO and what are sub mods, so as long as SFO base version doesn't touch the tables or has a lower priority within the mods load order it will work.
DeaDBreaD 7 Apr, 2021 @ 5:29pm 
Does this work with SFO?
Getto Gecko  [author] 4 Apr, 2021 @ 2:01am 
Yes
SuperQT 4 Apr, 2021 @ 12:37am 
This work still?
Zeon 8 Dec, 2020 @ 6:29pm 
Gives an incompatible versions error, specifically when used with (Loyalty Disabler - All Factions by mr. brown) & (2 Skill points - Max level 50 - Special Skill dump by neondracoz).
Alex the Great 3 Dec, 2020 @ 4:58pm 
No worries buddy! Thanks!
Getto Gecko  [author] 3 Dec, 2020 @ 3:58pm 
Ok, now that happend what I wanted to prevent by updating directly at launch it irked me so much that I found a way to force it to update by messing up the some numbers. :D
Getto Gecko  [author] 3 Dec, 2020 @ 3:42pm 
It doesn't, but I already updated it anyway because this question pops up every time. Sadly steam doesn't recognized the "changes" made through tww access upload yet. I hope it will change the latest update date with the next regular steam day switch. If not I will try some work arounds but regardles of the date written in the corner it will work just as before because the data which this mod us hasn't been changed by CA this time.
Alex the Great 3 Dec, 2020 @ 1:53pm 
Just this need a update now?
NOD 16 Oct, 2020 @ 11:06am 
@pizzatime
Yes, mod is work
pizzatime 16 Oct, 2020 @ 9:06am 
is this up to date
Getto Gecko  [author] 26 Jul, 2020 @ 10:08pm 
Yes, nothing has changed with the bug patch. Even the mod manager doesn't require an update which it normally does on content patches even when there has been no changes to the specific data.
OvTheWoods 26 Jul, 2020 @ 5:11am 
Sooo, does this mod work with the current build?
Getto Gecko  [author] 2 Jun, 2020 @ 3:44pm 
Yes.
NoOrdeR 2 Jun, 2020 @ 5:30am 
if i remove this mod mid game will it revert changes or ?
Getto Gecko  [author] 5 May, 2020 @ 2:09am 
The AI bonus on easy is 1% which this mod will set to 0%, you will hardly see a difference on easy.
Shebby 4 May, 2020 @ 12:37pm 
I still haven't been able to get this to work even on easiest difficulty with easy factions. I can outnumber any faction 5 to 1 and the red bar will still be near 40/60 or worse
Shebby 30 Apr, 2020 @ 8:07am 
It was Skrolk on like turn 30 normal difficulty.
Getto Gecko  [author] 30 Apr, 2020 @ 3:01am 
Depending on the difficulty you play on it shouldn't made too much of a difference and a 99% red bar would probably stay as a 99% red bar even on legendary.
Sounds more like a balancing bug, which can happen from time to time, was it a level 40 Ikkit or another LL? Lord and hero levels have a huge impact on how the AR is calculated so that a fresh lord with army might get lower chances as a max level lord without.
Shebby 29 Apr, 2020 @ 7:37pm 
Didn't seem to change anything for me even with a new campaign, I had a 99% red bar when it was 20 units, some monsters, halberd, etc. vs 1 skaven lord
Gabe 28 Dec, 2019 @ 10:41am 
Can you tweak the values for Vampire Counts? Ever since ammo has been integrated into the calculations, they're always at a massive disadvantage. The AI can simply roll them, and eternally sees them as weaker than they really are. This also forces Vampire Players to manually fight every single battle, since even the biggest advantage will kill off half your stack when auto-resolving.