Total War: WARHAMMER III

Total War: WARHAMMER III

Less Lethal Autoresolve
20 Comments
zigackly 9 Jun @ 8:45am 
This is a great relief. It seems well balanced, in that the damage is more spread and certain units are no longer "targetted" by autoresolve, but it doesn't appear to affect campaign pace otherwise, just allows more basic units a chance of veterancy.
Mora 29 Apr @ 8:47am 
PSA for Radious users: this mod has a soft conflict with Radious because Radious modifies the same values. The unit wipe threshold is the same (0.1) but unit retreat threshold is 0.2 whereas it's 0.3 in this mod. So make sure that this mod has higher priority than Radious.
Selnath  [author] 9 Jan @ 2:33pm 
@hunkulous Per the fourth FAQ, this mod aims to only increase the survival rate of units without having a substantial impact on the overall battle outcome. Autoresolve Redone looks to be an attempt to rebalance the autoresolve, so battle outcomes will be much more likely to change.
Hunkulous 6 Jan @ 12:55pm 
What are the differences between this and the autoresolve redone mod?
Selnath  [author] 12 Dec, 2024 @ 11:02am 
@Dziki_Goblin This mod doesn't need any update and probably never will. As for the AI, the last FAQ bullet point covers that question to the best of my then and current knowledge.
Grim 8 Dec, 2024 @ 2:28pm 
hi, is this mod up to date and does it also apply to ai army? so if they win then doesn't loose units?
charlesat7 28 Apr, 2024 @ 12:00pm 
@Selnath That sounds plausible, I thought it was odd that such a conflict would occur but as I can't remember this happening to me outside of this scenario, couldn't explain how it would have happened without the mod causing it. Thanks for the explanation.
Selnath  [author] 16 Apr, 2024 @ 1:52pm 
@charlesat7 There's no conflict with SFO (SFO doesn't touch the only variables this mod affects) and this mod does not affect what autoresolve shows you - As mentioned in the FAQ the game has inherent autoresolve prediction accuracy that can effectively cause the prediction to just be wrong, that's the only explanation I can think of for your experience. The prediction accuracy is poor when your lord is much lower level than the opposing lord, I don't know the exact behavior but my understanding is the army quality/size is not a factor, just the lords of each side.
charlesat7 13 Apr, 2024 @ 7:59am 
just to add, I am using SFO so maybe that conflicts in this regard?
charlesat7 13 Apr, 2024 @ 7:47am 
Seems to work fine early but I tried this with a mid-late game army and it didn't at all.
Without the mod I lost 4 ironguts.
With the mod I lost 1 irongut and 2 ogre cavalry. Which is weird but could be explained... the real issue is that it didn't tell me I'd lose the cavalry when I hovered autoresolve. It told me I'd only lose 1 irongut. That makes this mod unusable imo.
Lycia Pintella 6 Jun, 2023 @ 1:12pm 
Load order matters if, say, a submod relies on something being loaded before it is loaded (if I modify something about tier 4 minor cities I need to let the tier 4 minor city mod load first unless I add some extra stuff to the submod to allow it to work regardless of load order). Also, for things like reskins, the load order matters (apparently, I don't do reskins) so you would want a reskin of Mixu's LLS to load before Mixu's.

But for a table that changes base game values, you can load whenever. Most of my mod pack files start with z_ or zz_ to make them easy to sort in my data folder, but I can make them high priority or work as submods with an ! or !! in the beginning of the table name. Feel free to friendlist me if you wanna talk modding or stuff, here or discord. I'm Lycia Pintella#8769 on Discord.
Selnath  [author] 6 Jun, 2023 @ 11:34am 
If table name was what dictated priority wouldn't that mean that load order never matters? I thought for sure many mod authors have noted that load order was relevant for how mods interact.

Unrelated but more important: Vanilla is best girl.
Lycia Pintella 4 Jun, 2023 @ 7:02am 
If you want your targeted mod to be able to be used in conjunction with other, larger autoresolve mods, you could throw a few ! marks before Less_Lethal_Autoresolve_Table and your mod will take priority, regardless of load order. The table name, rather than overall mod load order, governs which values the game uses when there is a conflict.
Forlorn 26 May, 2023 @ 5:57am 
Mod is not out of date because there were no changes to AR in 3.1
Selnath  [author] 20 May, 2023 @ 12:19pm 
The intent of the mod is to reduce the number of units that are wiped out from battles, not to reduce casualties. I suppose the name could be taken to mean either but that's what the description/FAQ are there to clarify.
Lampros 20 May, 2023 @ 10:21am 
Thanks. So basically, the mod is for now out-of-date?
Selnath  [author] 20 May, 2023 @ 10:14am 
Yes the change does seem to generally increase total casualties for a fight (for instance in my screenshots for my test battle the casualties are higher with the mod enabled even though no units were wiped out). I have some theories on this but since the autoresolve math itself is a hidden black box I can't provide a firm reason.

It has generally seemed on the order of 10-20% more casualties but I have not done extensive testing on this, if you find that a particular battle has much larger total casualty difference than this with the mod versus vanilla I'd be interested in the battle details.
Lampros 20 May, 2023 @ 9:08am 
Upon testing, this seems to increase casualties?
Selnath  [author] 13 May, 2023 @ 7:58am 
Yes that type of outcome should be significantly reduced with this mod. Generally if the fight is a close or decisive victory it should be fairly rare to lose units, though definitely still a possibility.
Pyrodysseus 12 May, 2023 @ 6:52pm 
Thank you, it kills me inside when I autoresolve most of the units are fine but then my Regiment of Renown/only siege weapon/cavalry etc gets killed while everything else only takes 1/3 damage.
At the very least this mod makes things more consistent and predictable which is nice