Total War: WARHAMMER III

Total War: WARHAMMER III

Always Win Autoresolve
28 Comments
Corvo 10 Aug @ 3:54pm 
Hi, nice mod, but i can't load saves made with this mod inside, when mod is not disabled. a solution could be a setting in MCT or an extra button for that in UI ? is it possible to change theses variables values ingame ?
maidarer 18 Jun @ 10:36pm 
Excellent. Works perfectly. I fought this enormous, enormously long fight, 2 stacks (me) vs. 3 stacks (them) and barely pulled it off... After the victory thing flashed and the battle was over, I went to take a screenshot of my lord all bloodied and it crashed. No chance I am doing the fight again.
McTed 3 Jun @ 2:34pm 
Thanks for making me not have to win the same fight again
ilya-rysenkov 25 May @ 6:11am 
Still works, confirmed.
Selnath  [author] 18 Apr @ 8:32pm 
@Hidalgo See my comments on the previous comment page, from Feb. 4th
Hidalgo 15 Apr @ 1:43pm 
Usefull mod, works perfectly and I havent found incompatibilities. Would it be possible to add an option to enable or disable it ingame? If there is already it i havent notice.
KKB 11 Apr @ 4:27pm 
can't load up again with it disabled
Deviant 8 Apr @ 2:13pm 
6.1.2 mod works
Selnath  [author] 29 Mar @ 2:52pm 
What steps produced the crash? I just launched the game with only this enabled, started a new campaign, and autoresolved a battle without any crash.
Generalflood 26 Mar @ 9:23pm 
broken in new update it seems like, crashes if this is enabled even by itself
Pfleger Von Yggdrasill 25 Mar @ 5:31am 
Just experience one few days ago, and several times before, back to normal when you add it back, I knew it's very less possible, but frankly graphical mods is also less possible to cause any crashing, yet CA gave us many surprise
Selnath  [author] 24 Mar @ 2:39pm 
This mod only changes base-game table values, which to my knowledge are always dynamically loaded at launch and not stored anywhere in a campaign save file. Have you managed to corrupt a save file with this or any other mod which only modifies base-game table values?
Pfleger Von Yggdrasill 23 Mar @ 12:52pm 
It‘s not very safe to open and off during campaign, when you turn off this mod, data tends to be pretty unstable, even become totally unreadable, it's kinda tricky to find the moment you can turn off safely. If you are at the beginning of a campaign, you are much safer than 20 rounds or more. So an MCT patch is direly needed
thefightintitan 22 Mar @ 5:25am 
This worked great for me! Thanks.

Loaded it, auto resolved a battle and then turned it off and continued on. I used it after I had a crash after a manual settlement battle where I painstakingly micro managed a victory with few losses, and didn't want to fight it again. Auto resolve had me take too many casualties this mod was a convenient way to get the rewards of my time and effort back.
Cutiegorgon 13 Feb @ 11:39am 
Thank god for this mod. I had scarbrand wreak havoc through my realm and while I saw it as a good challenge and testament of skill, he simply spawned 2 (almost) full stacks of blood hosts and now it's my turn to say "fuck you"
Selnath  [author] 6 Feb @ 12:29pm 
Unless they have made some massive backend changes to the game in the last couple patches it is impossible for this mod to cause save game dependency of any kind. This mod only makes edits to existing data table entries, which are not something that is part of a save game. You should check other mods, particularly ones with startpos scripting or new data tables (new units/spells/models/etc.). Even just a version update of a mod like that can cause save game issues.
FranzKarlGeorg 6 Feb @ 4:04am 
I see!

The problem is that the game now flags this mod as affecting savegames. indeed, my save crashes when loading the save without this mod, so having a way to turn it off without having to disable it would be essential.
Selnath  [author] 4 Feb @ 5:08pm 
Taking a look at the MCT tutorial it reads like it would definitely be possible, but would require a couple scripts to be made. Probably a trivial effort for someone who has done it before, but I've never ventured into scripting (just table editing) so it would be outsized trial/error effort for me compared to the gain (not having to relaunch the game). In a magical world where the autoresolver wasn't such a damn black box I'd imagine I would dive into learning to script just to make my own autresolver overhaul mod, but sadly we don't live in that timeline.
FranzKarlGeorg 4 Feb @ 4:08am 
Would it be possible to add an MCT option? that would be the easiest way to activate / deactivate
Feng-Chu 4 Oct, 2024 @ 5:01pm 
Thank you! Crashed after a long annoying quest battle and this mod just saved me from having to do it all over again
The Prancing Prawn 6 Jul, 2024 @ 7:36am 
@Selnath that would be the absolute dream, thought about that as well but figured it would be much more difficult...fingers crossed for the future!!
Selnath  [author] 5 Jul, 2024 @ 1:29pm 
@The Prancing Prawn My ideal implementation would have been a button on the battle screen next to autoresolve which just instantly wins the fight, but I don't know how to UI mod or script. Based on the sorts of things SFO does with its own settings menu I believe fundamentally it should be possible to have some kind of dropdown to toggle the values of the variables this mod affects like you're suggesting, but unfortunately again it's outside my present skillset to set that sort of thing up.

Maybe if I ever get so fed up with autoresolve all together that I decide /I'll write it and we'll do it live!/ then I'd go down the rabbit hole of how to script and I could rewrite my two existing mods to leverage that, but I'm not there yet.
The Prancing Prawn 2 Jul, 2024 @ 1:13pm 
This is a godsend for when the game crashes, and also when you have to fight the same battle against the same endgame army on the same map for the tenth time and you know you can win it no problem but just can't be bothered. Thanks so much!

The only suggestion I'd have is making it a toggleable thing, so you can turn it on and off without restarting the game. Not sure if that's possible though - maybe through the mod options menu?
JJAttack 23 Jun, 2024 @ 11:10am 
I'm just planning to use godmode to get past it, so it's okay. It was a fairly weak tzeentch army against about 100 units I think haha, it's on the realms campaign, the final nurgle fight with the waves of enemies at each checkpoint.
Selnath  [author] 23 Jun, 2024 @ 10:58am 
How bad was the fight imbalance, can you describe the matchup? Also with the mod what is the new outcome, valiant defeat or worse? I am unsure how high I can crank the values up without risking issues, but if it's simply not working well I can give it a shot.
JJAttack 22 Jun, 2024 @ 4:28pm 
I tried this on the Nurgle souls map on the realms race and it still results in defeat, and the game ctd due to CA bug when played manually so it seems no way past it, is there a way to buff this even more by any chance?
Ponii-chan 16 Jun, 2024 @ 11:27am 
Very useful when your game crashes on a loading screen after winning a long and difficult battle.
MasterSJT 14 Jun, 2024 @ 7:55am 
Now what i understand of auto-resolve is the game assigns gold values to both armies based on similar MP gold values.

This can be seen if you uses the helper ui mod.

Next the game times the score to create a min and max range.
and then rolls a value from this range and compaires it to the enemy
the greater under you are the less casualties for them
the greater over their score you are less casualties for you

The min and max are higher if you play on normal and much higher in easy.
In theory if you change ur battle difficulty to easy before the end turn you may well be able to deal with most of the battles without the mod

There is more to casualties with regards to who wins engagement distance and number of range units but that one is harder to pin down