Total War: WARHAMMER III

Total War: WARHAMMER III

Autoresolve Redone
136 Comments
sarumanthecursed 3 Jul @ 10:53am 
Very odd situation vs wood elf ai tree garrison, when sieging them as Dark elves I have a Close Victory with Low Casualties, even thought it really should have been a Phrryic Victory with High casualties


However when the ai Sallied out, it was a Valiant Defeat

Its like the wood elf ai had a worse auto resolve outcome when besieged

but better when sallying out?

seems odd to me
Incata  [author] 3 Jul @ 5:18am 
@Koof I use https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3032163150 and I haven't noticed any problems at the start of the legendary lords, the problem is not the mod but the game and the absurd bonuses that the game gives to the major factions, if they lose it is because their armies would lose in real-time combat
Koof 3 Jul @ 12:07am 
yea this mod is completely bricked. it destroys the AI. makes a lot of lords lose their initial fights and/or ruins any sense of progression for legendary lords early game. For example Kostaltyn loses his first fight and is therefore set back like 5 turns compared to where he should be
Incata  [author] 25 Jun @ 4:44am 
@Crimson ReapeR It's an artificial bonus given to lords based on their level. They still have a significant influence on auto-resolve due to the large number of skills and items they can stack. They also have this in battle royale; the only way to limit this is to remove their skills.
Crimson ReapeR 25 Jun @ 3:38am 
i just played with a mod that made my Lord OP, and it was very obvious that the lord affected the autoresolve greatly, so im confused about what the removed lord bonus means
Virus 17 Jun @ 7:48am 
No, you missed my point. I want to use your mod solely to disconnect Battle difficulty from autoresolve cheat boost, not to make my game easier or so. I want to play on Normal battle diff. because the AI just rushes and the battles play out way more fun this way. Its move patterns on VHard are too clumsy.
Incata  [author] 16 Jun @ 2:37pm 
@Virus I've seen rat factions rank near the top with over 20 settlements. This depends on many factors, not just the faction itself, but also AI recruitment. Do you have any mods that improve AI recruitment? I can't explain all the factors. I think there's already a mod that does that, removing the player penalty if that's what you want. Although I'm inclined to think that what bothers you is that I've removed the bonus factor for major and faction potential system, which makes them all equal. Everyone likes the game differently; use the mods that best fit your needs.
Virus 16 Jun @ 11:15am 
You are the author, so I can't argue... But have you tested how does the AI behave with the autoresolve changes? Per my understanding the mod affects both AI and player's autoresolve, which concsequnetly should affect which battles AI can win or not. So, skaven e.g. performing poorly in autoresolve can't progress and lose their early-game armies.
TLDR, Is there a chance for "player-only" version of this mod?
Incata  [author] 16 Jun @ 2:16am 
@Koof If an AI doesn't progress, it's because another one does instead. I don't understand the problem, it's just how the game works. If you want the major factions to progress, you can always look for a mod for that purpose. https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3402773041 load those mods with higher priority than this one
Koof 15 Jun @ 9:42pm 
Yea this mod seems to brick a lot of AI factions. I've seen Queek dead on turn 10, tretch on turn 8, and in general the AI seems to progress much more slowly with this mod.
Incata  [author] 7 Jun @ 12:20pm 
@Virus I have not noticed this problem in any of my campaigns or in other comments.
Virus 5 Jun @ 12:00pm 
This mod seems to mess up AI campaign progression. Turn 13, and I see that mostly all starting minors still live. Feels like a lot of AI legendary lords can't even win their first battles.
Incata  [author] 26 May @ 7:41am 
@Deichmann The tower count depends on the map type and settlement level. If you change the map to another siege map, you'll be able to safely keep the same towers in AR. If you change the siege map to a normal one, it won't have any towers.
Deichmann 26 May @ 12:56am 
That's interesting. So what happens if a siege map is swapped for a custom map that has more defensive towers, does this affect that AR at all?

And are the towers only the ones attached to walls or does this also include the ones you can construct?
Incata  [author] 25 May @ 11:57pm 
@Deichmann Yes, it is a translation error.
Deichmann 25 May @ 11:50pm 
In your description you mention 'turrets' but I have no idea what these are. Are these defensive towers that are calculated in the outcome of the AR?
Incata  [author] 22 May @ 6:09am 
@I'm the sun, and I shine The auto-resolve mechanic in Total War: Warhammer 3 is one of the game's most opaque systems, as Creative Assembly has not published the exact formula. Ask that question to ChatGPT. The answer is too long. You could also ask CA.
Could you link to all data/the formula for auto-resolve?
STARSLINE Scream♠ 1 Apr @ 3:16pm 
Perfect :) THX <3
Incata  [author] 31 Mar @ 4:21am 
@Wizzard I haven't seen it affect this unit much.
@Rebel* I don't know. I don't use UFO.
Rebel* 31 Mar @ 4:13am 
Hi, does this work with SFO? Also does total siege redone and more units can claim walls also work with SFO? Thanks
Wizzard 29 Mar @ 10:44pm 
This mod makes it so Kislev War Bear Riders are very undervalued by the auto-resolve. Maybe the cavalry bonus should still exist but to a lesser degree
Artillery Horse 28 Mar @ 12:11am 
Thank you
Incata  [author] 26 Mar @ 3:43am 
I will update in the next few days
Khorne 26 Mar @ 3:15am 
With patch 6.1 we get a CTD with this mod, it seems to be related to uppercase in packed files : https://steamhost.cn/steamcommunity_com/workshop/discussions/18446744073709551615/591766810822459412/?appid=1142710
Incata  [author] 20 Mar @ 5:34am 
@James Arlwind I'm going to wait for the new DLC to come out in case they change anything about this, the barrier has a CP counter but it doesn't count as extra life for the unit.
@InfoManiac If you experience strange behavior you can always try 2 things, that same fight without the mod or reinstall the mod since sometimes it doesn't update properly, (this is what happened to fgh).
@Caleb Perdita This mod does not affect specific factions, some may be more benefited or harmed by their style but I did not do a study on this.
Caleb Perdita 19 Mar @ 8:04pm 
I wonder how this changes for some factions. Do factions like slaneesh have better auto resolve and do dwarfs have worse auto resolves?
InfoManiac 16 Mar @ 11:18pm 
wait lol. took a settlement and had 10 units plus garrison of 7 and enemy with lord and 1 unit (level 1 lord) autoresolve made me lose
InfoManiac 15 Mar @ 12:35pm 
YO THIS IS LIT
Incata  [author] 11 Mar @ 7:33am 
@fgh Without the mod, do those results differ toward a more realistic outcome? .Of course, share them if you want.
fgh 11 Mar @ 6:25am 
greetings incata, maybe your mod needs some kind of update? i have noticed some really weird auto resolve outcomes which made no sense at all. i have screenshots to share if you like
dostepy.com 4 Mar @ 7:13pm 
Does this mod affect the AI's decision making on the campaign map?
James Arlwind 1 Mar @ 4:43pm 
If there's a way to do so, could you PLEASE fix Tzeentch barriers in auto! Does the auto even acknowledge the barriers??? Trying to avoid pointless battles but it absolutely decimates my units health pool.

I have experimented and I KNOW that in these battles I don't lose half as many troops as I do in the auto and it's driving me nuts! All because of the barriers.
Incata  [author] 22 Feb @ 11:33am 
@Scum egg No, this is just an additional bonus that is given per lord level, if your lord has skills that give him items or other things that will be applied independently.
Scum egg 22 Feb @ 5:36am 
Does this for example include ward save and such for lords? If I have a level 50 lord with 50% ward save, will it just weigh as much as a lvl 1 lord due to lord bonus being removed?
Incata  [author] 10 Jan @ 3:35pm 
@Raviollius Surprise!!!! :lunar2019crylaughingpig: :lunar2019crylaughingpig::lunar2019crylaughingpig: .Can you show me an image so I can see the confrontation?
Raviollius 10 Jan @ 3:30pm 
With this mod active, a sea battle(from sea location of interest) with half a stack wiped my army despite autoresolve showing a victory...
Incata  [author] 12 Dec, 2024 @ 1:08pm 
@Dziki_Goblin If I remember correctly that can happen with my mod, I never liked the prediction to be so exact
Grim 12 Dec, 2024 @ 12:46pm 
Just tried with sfo and AR lied to me lost two more units on AR with astragoth second battle first turn (hard-normal dificulty). I assume it's an issue with sfo right?
Incata  [author] 9 Dec, 2024 @ 11:48pm 
@Dziki_Goblin Some players reported some weird results but you can try it yourself it can be installed and uninstalled at any time
Grim 9 Dec, 2024 @ 7:32am 
Does this mod works with sfo? have any1 had any issue?
Incata  [author] 20 Nov, 2024 @ 11:22pm 
@BardInThePurple Yes
BardInThePurple 20 Nov, 2024 @ 8:40pm 
Does this work with custom units?
Buffalo 2 Nov, 2024 @ 6:19pm 
@incata i understand now it's because you give powerful buff to melee, for vanilla gameplay it make more sense, as i play with Hecleas battle that make them longer, ranged are more powerful and useful. The pain is to see defeat on autoresolve and when you enter in the battle green bar at 70/75% ><
Incata  [author] 2 Nov, 2024 @ 2:57pm 
@Buffalo It's very difficult to regulate these things without a massive change in the game, even then the strategy would still not be simulated. I have reduced the effectiveness of melee units a bit, it was previously 1.2 while now it is 1.1 in vanilla it is 0.7, compared to 0.7 for ranged units.
Buffalo 7 Oct, 2024 @ 12:01pm 
@incata i love to don't lost ranged unit with your mod, but so much battle with unfair predition, like pyric victory or defeat with drysha wood elves against weak empire army
fgh 13 Sep, 2024 @ 5:42am 
@incata, thank you for your fast response. Well i dont know what kind of values you can change in your mod when it comes to autoresolve. So i dont know what is possible or not. your autoresolve is the best one that i tested so far, especially due to lower possibility of complete losses (*looking at swordmasters of hoeth*). But as skaven i noticed that i have to play almost every ambush fight against dwarfs or empire, because their flame cannons, organ guns or helblaster volley guns are stupidly overpowered in autoresolve.
Incata  [author] 12 Sep, 2024 @ 12:32pm 
@fgh Hi, I'm glad you like my mods. There is currently no ambush bonus in the mod or any other battle type, as this would sometimes result in the player being able to win battles that were unwinnable in manual. But I think you're right about this and most of the time it's hard to make your artillery pay off when you're ambushed so I'll see if I can nerf ambush artillery.
fgh 12 Sep, 2024 @ 12:07pm 
greetings, thanks for your mods man, much appreciated. I enjoy it that you increased the possibility of not losing units completely. but i think the bonus for ambushed attacks is kinda weird. artillery from dwarfs and empire are super strong in autoresolve and should normally recieve a heavy debuff when ambushed. when i play these kind of fights (which i always have to as skaven otherwise i will suffer insane loss or outright loose the fight in autoresolve) the enemy artillery is totally useless. would you consider changing that?
Incata  [author] 31 Aug, 2024 @ 1:42am 
@Sylph As long as it loads with higher priority it should be, although some time ago someone commented that some results with SFO were strange. The best thing is to try it, you can install and uninstall it at any time.