Total War: WARHAMMER III

Total War: WARHAMMER III

More Difficult Autoresolver Mod
137 Comments
Volcano  [author] 19 Jun @ 9:56pm 
Thanks, glad you like it.
Have fun! :WH3_clasp:
Brutallica 19 Jun @ 9:34pm 
Love this one together with Radious. Many battles have to be fought now. But i can still be lazy with trivial battles for the most part.
Volcano  [author] 2 Apr @ 1:15pm 
Well, that is a bit tricky. Changes to the autoresolve do affect the AI, but this particular change is dealing with difficulty levels, but then after that, I think it uniformly affects the auto-resolve based on that selected difficulty level. But then this is getting very technical and full of assumptions (only CA would know exactly how it actually works in that regard).

Either way, the overall gameplay does not seem to be severely altered here, it just means the player will fight more battles the higher the selected difficulty, as far as I can tell.
Grunt 2 Apr @ 4:22am 
Hey, interessting mod. Does this mod only affect the autoresolution of "Player vs AI" or also AI vs AI?
Volcano  [author] 26 Mar @ 3:19pm 
Updated the mod just now to accommodate CA's "great capital letter table debacle" CTD bug.
Alexander Pistoletov 25 Oct, 2024 @ 10:31am 
Great, thanks!
Volcano  [author] 24 Oct, 2024 @ 4:26pm 
Sounds like it should be compatible with a mod like that.:steamthumbsup:
Alexander Pistoletov 24 Oct, 2024 @ 4:08pm 
Is it compatible with configurable autoresolve?(it just locks some autoresolve so you fight on field)
Millor 2 Sep, 2024 @ 9:12pm 
ah yeah, I wasn't sure if you modified with individual units or not. Not a big problem, I'm liking it so far :)
Volcano  [author] 2 Sep, 2024 @ 9:09pm 
Thanks, well, I cannot adjust the individual "kps" that the game calculates for certain units. Some are just too effective, some aren't, unfortunately. :steamfacepalm:
Millor 2 Sep, 2024 @ 9:07pm 
I've been using this a lot recently with VH/VH but no AI battle stat buffs overall I'm liking it, vanilla is way to forgiving and another mod I tried was way too punishing. I noticed that maybe warpfire throwers might be given too much value or something idk. Been playing beastmen, and against large skaven slave armies with only a few clanrats, the results are decisive, but a single warpfire thrower thrown in the mix will make it a phyrric victory with unit deaths. I mean I got chariots and minotaurs, a frontline of skavenslaves means nothing to me!
Volcano  [author] 27 Aug, 2024 @ 9:44am 
Excellent, glad it is better. :steamhappy:
Wes 27 Aug, 2024 @ 4:20am 
that's a big improvement, thanks!
Volcano  [author] 26 Aug, 2024 @ 11:46pm 
I just updated the mod, and came up with a compromise. I narrowed the spread from normal to legendary a bit more from what it was, so the top end difficulty levels have less of a penalty, while normal remains the same. This might help take the extreme edge off the top difficulty settings.

I have to be careful not to adjust it too much more, but I could (in time) lower it a tiny bit more while still keeping within the intent of the mod. Let's see.
Merc 25 Aug, 2024 @ 4:28am 
Awesome mod. Thank you, Volcano.

I want to write some thoughts, though. In my opinion mod works best for Easy/Normal battle difficulty settings. Once it's set to Hard/Very Hard the results are very biased in AI's favor. I often saw battles when I faced ridiculously weak armies (like skavenslave stack with no Legendary Lord) but were calculated as crushing defeat to me. Whereas I had a pretty decent Empire stack with Karl Franz in charge.

So maybe you will have some free time to make a Lite-version of this awesome mod, where numbers of AI's advantage are reduced (maybe -25% or even -50%) I think this one will work very well for VH/Legendary campaign for many people. I can test such mod.
Kaitty 6 Aug, 2024 @ 9:57pm 
Out of curiosity I tested it with and without the mod (I probably should've done this in the first place!) but yeah, default vanilla only uses battle difficulty. This mod makes it so both difficulty settings play a role in the outcome.

It's easy to test by sieging, encircling and changing the difficulty
Volcano  [author] 6 Aug, 2024 @ 9:00pm 
Hmm, I thought a while ago the autoresolve is based on the campaign difficulty. Maybe CA changed this later after complaints about it being connected to battle difficulty.
Kaitty 6 Aug, 2024 @ 8:47pm 
Does this mod adjust based on Campaign Difficulty or Battle Difficulty? I see only Campaign Difficulty mentioned in the description

Asking because a yt video explains that in Vanilla WH3, auto-resolve is weirdly based only on Battle Difficulty. Easy Battle Difficulty multiplies your army value by a huge amount, Normal Battle Difficulty still multiplies it by a lot; but Campaign Difficulty doesn't affect it at all, leading to frustrations where new players on easier battle difficulties can't possibly outperform their autoresolve outcomes
Volcano  [author] 15 Jul, 2024 @ 2:43pm 
Thanks for the compliment. Yes this mod should work well with just about anything, and with 80+ mods I guess that finally proves it. :steamhappy:
Have fun! :WH3_clasp:
Count 15 Jul, 2024 @ 6:18am 
Well done! This absolutely saved the game for me. Late game, even with SFO and other mods, is so BORING once a doomstack or two are made. This mods forces me to think more strategically and to fight more battles.

p.s. I'm using SFO + 80 other mods; this mods works great in my testing so far using Vampire Coast.
Volcano  [author] 7 Jul, 2024 @ 8:35pm 
Correct, only human factions, and the severity depends on the difficult level setting (of the campaign, not battle, if I recall).
BardInThePurple 7 Jul, 2024 @ 5:06pm 
just to be clear this only affects the player faction right? Ai fighting ai autoresolve is not touched?
Solo Extremo 3 Jul, 2024 @ 3:18pm 
ye im totally agree with u, then the 0.15 version has no sense for you and me, 0.3 or 0.4 is super OK
Volcano  [author] 3 Jul, 2024 @ 2:16pm 
I could consider lowering it to 0.4 (incrementally lower, because I like it where it is personally), but I play with multiplayer campaigns (coop and H2H) with this mod and everyone seems to enjoy it -- the goal is to simulate only the most lop sided battles. If I lower it too much, there will be too much simulating going on, I think. I would have to experiment.
Solo Extremo 3 Jul, 2024 @ 12:38pm 
Hello, -0.3 version is possible? :) feels like -0.5 is way to much and -0.15 isnt enough (lite version)

This mod is awesome in solo but when i play coop we are forced to play every battle XD so we spend 1h per turn lol
Volcano  [author] 24 Jun, 2024 @ 10:55pm 
It should be, unless SFO changes something to do with the autoresolve. You can put this mod at the top of the loading order to be sure.
BardInThePurple 23 Jun, 2024 @ 4:20pm 
Is this compatible with SFO?
Volcano  [author] 17 Jun, 2024 @ 1:30pm 
Strange, I had not been getting notifications to the last month worth of comments - but just now started receiving them.

@ ekvilion
@ 神烦饺子鸭
Thanks, glad you both like it. Have fun! :WH3_clasp:
神烦饺子鸭 13 Jun, 2024 @ 7:22am 
thanks for this mod very thanks
ekvilion 12 May, 2024 @ 1:38am 
Thanks for this mod. In short, the game simply does not work correctly without it. A must for everyone.
Volcano  [author] 24 Apr, 2024 @ 2:51am 
I would put the AI overhaul at the top of the list to have priority, then if you suspect something isn't working right then try the AI overhaul at the bottom.
BardInThePurple 23 Apr, 2024 @ 7:44pm 
Cool thank you! Would you recommend your mods above or below a campaign ai overhaul mod?
Volcano  [author] 23 Apr, 2024 @ 2:31pm 
It doesn't affect the AI much as far as I can tell. I have been playing with all these mods on for years, and the AI isn't noticeably different, at least not in a bad way.
BardInThePurple 23 Apr, 2024 @ 12:10pm 
Concerned about how this mod+Longer battles and realistic accuracy affect campaign AI behavior because of the statisical changes and the autoresolve results
Volcano  [author] 22 Apr, 2024 @ 6:54pm 
@GarrGarr
The "wall of text" describes what to expect after the change, not what the exact change was. Most people expect some kind of description of what to expect.

But yes, as I mentioned, I am utilizing some variables that CA decided to abandon. After that, it took hours of testing different values to come up with something that works.
GarrGarr 22 Apr, 2024 @ 1:33pm 
tldr: modder used a wall of text to describe how they changed the auto resolve penalty modifier from 0 to -.4
SaladOhm 21 Apr, 2024 @ 12:13pm 
I've been extremely happy with all of Volcano's mods, and this including all my other favorite mods from other creators also deserves a comment and shoutout (which really is the very least I can do)

I've really been incentivized to play out my battles more often, and it's great to see a "crushing defeat" on the auto resolve as a metric to measure by, and turn it into a close, decisive, and sometimes even heroic victory! It's elevated my enjoyment of this game to profound levels. While before I'd be inclined to auto resolve, and therefore miss out on half the game, because I knew auto resolve would give me a better result than playing it out, this mod has turned that on its head!

Great great stuff Mr Volcano! Huge fan of your work!
Volcano  [author] 18 Apr, 2024 @ 11:40am 
No, the AI doesn't seem to factor in the auto resolve results when attacking -- at lest I haven't seen the AI attack in ways where they will be easily defeated, except for when it gets suicidal when it is down to fumes.

So it might take into account the auto resolve in some way, like the DPS of units, but this mod affects the player's penalty in the autoresolve that doesn't seem to affect the AI's decision making much, or at all.
VideoJames 18 Apr, 2024 @ 8:48am 
Thanks for making this mod! Quick question, I was reading the AI usually decides when to attack based off estimated auto resolve results. Does that mean this mod will actually make the AI engage and be more aggressive, as they think they will have a better chance of winning? I'm hoping to have the AI attack me more and get more last-stand type defensive sieges
Commodus 21 Mar, 2024 @ 3:54pm 
Great thanks for the answer:)
Volcano  [author] 21 Mar, 2024 @ 1:13pm 
The mod has been in use for almost two years now, and no one has complained about it. You are still able to bring in the double stacks to plow through the battles, albeit at suffering higher losses if you do, but nothing that is unreasonable. It mainly comes down to having to fight out the singular army battles, most of the time - which is a good thing.
Commodus 21 Mar, 2024 @ 12:47pm 
Bit worried that factions that already have a tough time with auto resolve, vampirates, skaven etc

will be forced to fight almost every battle:/
Volcano  [author] 2 Mar, 2024 @ 2:09pm 
You are welcome. Happy gaming. :WH3_clasp:
The Mannis 2 Mar, 2024 @ 1:33pm 
Thank you man
Volcano  [author] 1 Mar, 2024 @ 2:07pm 
Thanks, glad you like it. Have fun! :steamsunny:
Eltan 1 Mar, 2024 @ 8:14am 
Of all the mods I have subscribed to, this one is the best. Thanks.
Volcano  [author] 22 Feb, 2024 @ 3:37pm 
Thanks, glad it makes the game more enjoyable.
Happy gaming. :WH3_clasp:
Markus Graf 22 Feb, 2024 @ 2:44pm 
Thank you so much for this mod! It totally transformed my experience with the game for the better!
Volcano  [author] 19 Feb, 2024 @ 9:55pm 
You are welcome, glad you like it. I agree, the autoresolver breaks the whole game IMO, which should be about MOAR battles. :WH3_greasus_rofl:

Have fun. :steamsunny:
cboye19 19 Feb, 2024 @ 3:56pm 
Holy crap dude you just might have saved this game for me. I hate AR mechanic with a passion (same issue with the Endless games) but I understand its necessity. But for me it's too (time) convenient and I just seems to deny myself playing the fun parts of the game.
I do play at Very Hard difficulty on SFO though, so I hope I do get to use it sometimes.

Anyways, thanks for this great mod!