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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..
"autoresolver_ensured_unit_loss_damage_multiplier"
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.
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.
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.
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.
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.
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.
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.
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.
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!))
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.
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.
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.
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.
Thank you for your time!
Could you please make a mod that fixes it so that low tier fast moving monsters dont always die in auto resolve?
Yes, mod is work
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.