Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
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.
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?
Thanks for pointing it out, I'll delete it from all my mods that have it for the next time I update them.
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.
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.
The fact that it's not crashing for you is kind of a given, otherwise, you'd have addressed the issue already.
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.
Have you tried turning off just this mod specifically, loading the game, and seeing if the autoresolve becomes available again?
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.
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.
I'll add it to the mod description.
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 :-)
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.
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.