Total War: WARHAMMER III

Total War: WARHAMMER III

Spire's Better Autoresolve
34 Comments
Espritviril`` 27 May @ 1:08pm 
I really wanted the AR not completely wiping out enemies, but not being able to see which units will die is frustriating. It shows 0 units to be killed, then I try the AR and I lose 3 units. Insane.

Would love to use this mod but sadly with AR not correctly showing which units will die, kills this mod for me. If you can fix that issue(if its fixable to begin with) would be amazing.
Grim 29 Jan @ 1:34pm 
Hi, great mod but there is one big issue. Rebelions can sometimes attack multiple times and its very annoying. Here is the situation. I've got a vampire rebelion at altdorf that sieged me next turn so i sallied out with garrison and killed em. Next turn the same which made me already loose 2 turns of building and recruiting. Thid time he attacked with only lord on 1 hp and gues what... lord survived and attacked me next turn. I repeated it 10 times in a row and every turn its the same, lord survives on 1 hp and continue to encircle me next turn. I suggest two solutions. If there is only lord and few units then army gets wiped becuase they're to overwhelmed or rebelions get wiped by default
IfThenOrElse 20 Jan @ 2:29pm 
Hey, I really like this mod. I'll need to get some time to test this.

I'm trying to find a way of tweaking the campaign so that a battle defeat is not a "game over" scenario and this mod feels like its part of that solution. I'd love to pick your brains about AR values and how it all works... would you mind if I pinged you on Discord via modding Den?
Spire  [author] 13 Dec, 2024 @ 5:26pm 
@Cerb no reason, I've never used the dependency tab before so honestly I'm not sure why it's in there. Seeing as data.pack is just the main game pack file it will always be loaded first anyway, so including / not including it in the dependencies shouldn't do anything.

Thanks for pointing it out, I'll delete it from all my mods that have it for the next time I update them.
Cerb 13 Dec, 2024 @ 3:07pm 
Why the need to have data.pack as a dependency? i tested it without and worked just fine, wouldnt that potentially cause some.. wierdness?
Spire  [author] 21 Aug, 2024 @ 11:12pm 
Still works as far as I can tell, let me know if you encounter any issues
Yoshi 21 Aug, 2024 @ 12:43pm 
does this still work?
DeezNutz420 2 May, 2024 @ 11:31am 
When's The update coming out?
Grixa 15 Apr, 2024 @ 8:53am 
Mod works fine. Thank you for this mod.
Without this mod there was no chance to see that enemy or AI army would survive after battle (AI vs AI or vs human).
Now it fixed. Thank you.
Lampros 20 May, 2023 @ 9:23am 
This does not seem to work?
Vaeringjar 11 Mar, 2023 @ 12:27am 
the autoresolve is overtuned on defensive garrison battles. It was giving me "phyrric victory" for an obviously unwinnable battle, a full nurgle stack vs a tier1 vampire garrison. Fighting it manually yielded some 25% losses for the nurglings with the garrison being wiped out. This is negatively affecting AI since it is losing many easy sieges it correctly thinks should win, and then losing, and not just vs the player.
nerdherdv02 10 Oct, 2022 @ 5:24pm 
I just wanted to say thank you for packages all these changes separately. It is very nice to be able to pick and choose what kind of difficulty i want to add.
Spire  [author] 8 Oct, 2022 @ 12:57am 
It's not outdated because it only modifies database values, which haven't changed since the last patch. Most database-only mods don't need regular updates (though I do check anyway just in case).

It doesn't interact with any crash-causing functions, it just edits some database values. That said, I can't rule out on my own that the mod isn't causing your issue - I just don't know.

As it stands, the simple fact is that without being able to reproduce it on my end, or having access to the save game with the problem, I can't take steps to figure out what the cause of the issue might be for you. So, if you have more details or the savegame itself (and your modlist) I'm afraid there's not much I can do.
GoldenRobot 8 Oct, 2022 @ 12:46am 
Do you think maybe the fact that your mod's outdated & it interacts with a known-crash-causing function might have something to do with it?

The fact that it's not crashing for you is kind of a given, otherwise, you'd have addressed the issue already.
Spire  [author] 8 Oct, 2022 @ 12:38am 
Do you use a lot of mods? If not, you could try uploading your savegame somewhere so I can take a look at it. Other than that I'm not sure what I can do to troubleshoot it.

As I said, the mod just edits a couple of database values that affect autoresolve calculations, it doesn't edit anything else. That being the case, short of seeing the savegame or having reproducible steps there's little I can do to identify what the issue is on your end.
GoldenRobot 8 Oct, 2022 @ 12:30am 
I have & I've used it in a savegame that, prior to adding this mod, did not have any of these issues.
Spire  [author] 8 Oct, 2022 @ 12:27am 
Oh I see. Uh... I dunno man, that seems kind of impossible. The mod just edits the autoresolve calculation table. Also, I haven't had that issue myself at all so I feel it might be something else you're running into.

Have you tried turning off just this mod specifically, loading the game, and seeing if the autoresolve becomes available again?
GoldenRobot 8 Oct, 2022 @ 12:24am 
The auto-resolve is literally not available when attacking settlements & it is definitely something this mod is doing.
Spire  [author] 8 Oct, 2022 @ 12:22am 
Something like a screenshot of the two armies, if possible.

Unless you mean the autoresolve is literally not available when attacking settlements, which this mod is definitely not doing. Also, retreat should always be an option when attacking a settlement.

I'm just not quite sure what the issue you're facing is, so more details would be helpful - like I said, this mod really doesn't change much from a raw numbers perspective.
GoldenRobot 8 Oct, 2022 @ 12:03am 
What details are you asking for?
Spire  [author] 7 Oct, 2022 @ 8:56pm 
@grimrist I haven't observed any such behaviour on my end. Can you let me know the details of such a battle?

This mod only edits a couple of values in the autoresolve table that causes units to "retreat" faster mid-battle, which keeps them alive after autoresolves more frequently.
GoldenRobot 7 Oct, 2022 @ 5:43pm 
This mod doesn't actually work. It's causing the "Auto-Resolve" function to be unavailable when attacking settlements, calculating total defeat and complete loss of armies when they are comparably matched & at times even when you possess superior forces & "retreat" is very often not available, as indicated in the mod description.
Spire  [author] 17 Sep, 2022 @ 7:39pm 
I've noticed that as well; I'm actually not sure why it does this. My only guess is that the "preview" of units lost does not actually run the autoresolve so they become unsynced, which is... an interesting way of coding it.

I'll add it to the mod description.
Zero 17 Sep, 2022 @ 7:00pm 
I like the idea of this, however, the preview of what units you are going to lose (if any) is completely wrong. Multiple times now it will show nothing lost or maybe 1 unit and then after the AR fires half my army will be dead.
888 11 Sep, 2022 @ 12:33am 
@Spire:
Thxvm, this is heavly needed g
dont know if you can/want do something about anothe poblem....
played since WH1 (and most other TW titles) so I can get decent outcomes in mannual battles imo.
on the one side vanilla autoresolve gives you worse outcomes, on the other side sometimes I get wins with autoresolve that I could not achieve manually.
f.e. had a battle on VH/Nomal (modded with higherr lvl generals) with my empire troops against beastmen in a underway battle (not much place on this beastpath so not too much tactical variation possible) autoresolve in my favour with 50% losses of my toops..... manually tried it 3 times and wasnt able to winn this battle (I was wondering before that the auto resolve was in my favour)
so auto resolve often is very demanding annd sometimes it wins battles for you that shouldnt be possible to win.
can/want you do something there?

regardless thx for your mod, is a must have :-)
IIFriggII 10 Sep, 2022 @ 8:27pm 
tyvm
Spire  [author] 4 Sep, 2022 @ 4:48am 
Agreed, for tomb kings. Vampire factions can retreat and resurrect units even after losing, so it's not an issue with them.

Unfortunately I'm not aware of a way to exempt tomb kings specifically - the autoresolve mechanics are "global", other than a strength bias you can set for factions or the player.
Shidan 3 Sep, 2022 @ 9:30pm 
Hmm, undead probably need an exemption from this if possible. Just beat two tomb king armies in a fight, both survived because of this mod even though in a manual fight they would have all died since undead don't route.
Slamurai Jack 1 Sep, 2022 @ 9:28pm 
In any case, it definitely works and it makes the campaign harder now that I can't cheese autoresolve to wipe enemies in 1 battle. Thanks for the mod.
Spire  [author] 1 Sep, 2022 @ 7:22pm 
I'm reasonably sure it's a bug because it was so difficult to stop the autoresolve from doing it. I had to severely tweak values to make it stop (without breaking the resolve balance), and even with this mod a lot of units still die.

It also didn't use to do this as much in WH2 (still more than it should have). It also isn't as bad in other TW games like Three Kingdoms.

Based on all that, I think the method they use to calculate the autoresolve is unintentionally broken and kills units excessively. It would be strange if it was intentional, seeing as it isn't as bad in their other games and they didn't mention a reason for changing it.
Slamurai Jack 1 Sep, 2022 @ 10:22am 
I've always thought it was strange that autoresolve almost always wiped out the entire enemy army. Are you sure that's a bug and not intended behavior?
Troyosaurus Rex 29 Aug, 2022 @ 4:46am 
Thanks, loving this mod. Always found it weird that if I fight a battle most enemy units would survive but with auto-resolve they all died. Couldn't tell if it was an intentional design or a bug.
zoo_ 26 Aug, 2022 @ 10:37am 
nice mod ty!:steamhappy:
MorglumNecksnapper 23 Aug, 2022 @ 11:56pm 
Thanks, will try it out in my Valkia campaign.