Total War: SHOGUN 2

Total War: SHOGUN 2

Lennys Sengoku Autoresolve Rebalance
14 Comments
Lenny_Froggins  [author] 11 Nov, 2024 @ 2:46pm 
@Austere Hare lemme know how it's working for you! I havent been playing Shogun 2 much since I released it and I didnt auto-resolve very often anyway. I'd gladly take another look now if theres a specific issue.
Austere Hare 11 Nov, 2024 @ 2:03pm 
trying it out :lunar2020halodragon::steamthumbsup:
Lenny_Froggins  [author] 21 Oct, 2024 @ 12:07pm 
Keep in mind that the only thing you can adjust for in the autoresolve table is unit class. So the battles need to have a mix of ship types. There is this phenomenon with autoresolve though where auto-resolver table changes wont affect the *outcome* of a battle (win-loss and casualities) unless you essentially remove the ability of enough units to be assigned kills that your army cant possibly win the battle anymore.

So there are bizarre ways I can imagine playing with these threshholds to affect large groups vs small groups of the same types of ships, but it's unlikely.

Pharaoh's AR system makes a lot more sense, lol, it actually affects the damage potential of the units on the *front* end of the AR equation.
Matthew39 21 Oct, 2024 @ 10:49am 
@Lenny_Froggins Currently working on an updated version of Unofficial Patch, so I’ll have a lot of playtesting to do.

I’ll try a campaign as Mori and share any saves of naval battles I’ll have.
Lenny_Froggins  [author] 21 Oct, 2024 @ 10:37am 
@Matthew39 So I dont have any saves of big fleet battles because I had been playtesting Portugal in the FCS/Expanded Japan Compatch mod. All my naval battles have galleons and shit.

If you or anyone else could drop links to savegames, such as that one in the reddit post, I can use those naval battles as testers. I dont have the time right now to start a new campaign and play until I have several savegames with different naval battles to cycle through when I adjust the file.

Im also not sure how possible its going to be to *really* balance it. I can probably make it better vis-a-vis Small vs Large ships, but the way I think AR works in S2 makes it difficult because Fire Bomb ships = light ships, I cant balance them separate, that comes from the unit stats.
Lenny_Froggins  [author] 19 Oct, 2024 @ 6:43pm 
@Matthew39 I may look through my saves tomorrow while football is on and see if I have one with a good naval battle potential. I've written how I *think* it works up above, but since we dont get to see the actual battle equations I may have to do some wacky things to make it work with ships. Also a lot of testing.

It's unit class vs unit class | meele dmg potential | missile damage potential

The ships each have a unit class, but so do all the crew. And I dont know who is actually fighting, the Ships or the Crew. If I have a good savegame I could get a basic version out in an evening.
Matthew39 19 Oct, 2024 @ 12:53am 
Heh, no worries!

It just came into my mind after someone on r/shogun2 shared a screenshot where he had 40 ships against enemy’s 9, yet auto-resolve still gave him 12 casualties.

The post to give you a better idea:
https://www.reddit.com/r/shogun2/s/40WNNmX3Jg
Lenny_Froggins  [author] 18 Oct, 2024 @ 2:34pm 
@Matthew39 It does not! Maybe I should look into that...
Matthew39 18 Oct, 2024 @ 12:55am 
Hey Lenny, thank you for your work!

I haven’t tried the mod yet, but wanted to ask if it changes anything about naval auto-resolve too.
Otho 9 Aug, 2024 @ 7:07pm 
@Lenny_Froggins Alright, good to know! BTW thanks so much for these mods, they may seem fairly small but they go a long way in improving the overall experience.

Will do! Though naval combat is generally the bane of my existence in these games lol
Lenny_Froggins  [author] 9 Aug, 2024 @ 11:51am 
@Otho The Autoresolve only has been added to the FCS+EJP compatch, so you have the order correct for just FCS!

BTW also check out my Boats Movement 12TPY mod if you want a completely different and more realistic ocean/invasion game!
Otho 9 Aug, 2024 @ 11:43am 
Does this come already included in your Sengoku Tweaks mod or does this need to be downloaded separately? Thanks! Here's what my current load order looks like:

- Lennys Sengoku Autoresolve Rebalance
- Lennys Sengoku Tweaks
- Field Command: Sengoku
Lenny_Froggins  [author] 6 Aug, 2024 @ 1:57pm 
Added *more* relative balancing between units that were left 1:1 by the devs.

For instance, Spearmen were balanced vs Cavalry but nothing else.

Matchlock infantry had no balancing whatsoever and were receiving, at least in the FCS/EJP/Compatch mod I've been playing, too high of a proportion of battlefield kills awarded.

In general I thought about balance like, "bowmen do less damage to more heavily armored infantry" and the rock-paper-scissors of the battles.
Hoonting Richard 6 Aug, 2024 @ 1:55am 
Differences from the original AR?