Total War: WARHAMMER III

Total War: WARHAMMER III

Auto Resolve Rebalanced Katsuko
93 Comments
Realhollow 28 Jul @ 11:51am 
How does this work with Ghorst my MP buddys wont let me play him anymore after i made them wait 2 hours over and end turn wile i had to fight 6 battles manuly as they were all zombie armys but with all the buffs he gives made it an easy win in the battle :)
Imperial Obligation 21 Jul @ 1:16pm 
Chaos Dwarves struggle with this mod as well (at least until changes are made). Their economy and mechanics make it difficult to field multiple effective armies in the late-game, and the mod makes it practically required that you bring 2 armies for every 1 (Ex: Greenskin, High Elf, Dwarf) despite their units being some of the most elite in the entire game across the board.

On the other hand though, the time I used this to play Dark Elves, it nailed EVERY estimation of victory and defeat to a T. Algorithm is 100% accurate with Dark Elves.
Playmate 20 Jul @ 9:14am 
Sadly this does not work good for Khrone. The auto resolve gave me pyrrhic victory, with high casualties, in a battle where when I played manually, full zog zog no strategy, I lost about 7% of my army. I had full halberd chaos warriors versus a lot of cavalry so it was a massacre. But the auto resolve did not understand that unfortunately.
Playmate 20 Jul @ 7:40am 
Does this mod fixes Khorne auto-resolve? Because right now it's really broken, the auto-resolve makes me win against armies that are 3 times my size, and not only trash units.
BakaoAru 19 Jul @ 1:26pm 
Well undead are mostly crappy units
AwDiddums 18 Jul @ 7:54pm 
Hm, does anyone else have undead just getting completely destroyed in auto-resolve with minimal kills inflicted (if any at all)?
Mushroomancer 17 Jul @ 7:55pm 
Does this mod touch the auto resolve logic with spells at all?
Cyntrax 9 Jul @ 5:41pm 
Added as a friend because I wanted to ask about your mod as a prospective mod maker for multiplayer campaign balance.
Bumblebeepotato 7 Jul @ 1:46am 
Does this mod increase the chance that armies will not get wiped out in auto-resolve and survive with many of their units? Friend and I tried this mod out into a 50 turn campaign and we went from never seeing that happen to every 1/2 auto resolves end up with their armies living.
Naldor 3 Jul @ 2:01pm 
I found playing with WoC who already were good in Autor esolve to be just too good. Campaign became a slog as it was just too easy to autoresolve almost anything with barely any losses. It was really good with Slaanesh tho.
sarumanthecursed 3 Jul @ 4:58am 
siege battles also seem to need more harsher results especially when sieging with black arks without siege equipement
sarumanthecursed 2 Jul @ 4:40pm 
hey wood elves seem very weak in auto resolve, i have a screenshot example
Ry 2 Jul @ 2:12pm 
Update appears to have fixed the problem, thank you so much :D
Ry 2 Jul @ 9:18am 
Thanks for updating the mod, will test this out tonight and see if it's any different. Fingers crossed :D

@o'Hearty Yeah we're literally playing vanilla apart from this mod and 1 other auto resolve for quest battles mod.
o'Hearty 2 Jul @ 2:00am 
@Ry we also had a desync problem with this mod on, but it seems that issue was with side software (zapret). Seeing that you are from UK, you and your friend most likely don't use it
Katsuko  [author] 2 Jul @ 12:35am 
I’ve made an update, maybe it will help, but from what I can see there are no errors in this mod.
Ry 1 Jul @ 1:21pm 
To expand on my comment, we've just gone ahead and loaded a different mod, and the desync is not occuring. Only seems to be happening with this mod, on turn 1.

We are playing Durthu and the Sisters of Twilight, Immortal Empires. The only other mod we had installed was Auto-Resolve Quest Battles.

What is weird is this mod was working fine a couple of days ago. It seems tonight we cannot play a coop campaign at all with it loaded.
Ry 1 Jul @ 1:15pm 
I'm now encountering desync at the end of every turn whilst playing with this mod in coop. Turned off my only other mod, and the desync still occurs. Turning off this mod solved the desync.

The game tries to cycle through the turn, gets to about faction 64-66 in Immortal Empires and then desyncs. Reloading the save takes you back before the end of the turn, and ending the turn again desyncs the game once more. We cannot seem to get past turn 1.

Thank you for the mod and would love to see it fixed, it's such an amazing mod.
o'Hearty 1 Jul @ 2:02am 
Possibly encountered a bug.
We are playing multiplayer campaign with your Auto Resolve Rebalanced mod and Auto Resolve Quest Battles mod.
I'm playing Mother Ostankiya, and still have to do some of the quests manually. 2-3 times my game crashed on loading quest battle. Could be something to do with "infinite" waves of enemies untill goal is reached.
I'll be looking into it myself too to provide more info
Flow 30 Jun @ 11:10am 
Agreed with the Dwarfs being underpowered in auto-resolve. Many battles when I play them myself I can scrape by with barely anny losses, but using autoresolve would give me many losses.
Zate 30 Jun @ 10:33am 
in my campaign experience it seems that even after the update dwarfs seem to still be at a large disadvantage especially againts orks, what happened was ungrim ironfist went from strength rank 3 with two armies to strength rank 196 after fighting azhag's strength rank 60 one army, i didnt manage to get to a good look to ungrim's army but azhag did have 3 orc boar boyz with about 4 ork big uns, the rest are expendable tier 1 units which to me is odd how azhag is able to decisively win againts ungrim's 40 units with that. aside from that the casualties i got when i was playing as karl franz and arbaal seems reasonable.
Katsuko  [author] 29 Jun @ 10:33am 
Tweaked multipliers for Ogres, Dwarfs, Skaven, Greenskins — more realistic values.
Dodge 28 Jun @ 8:40pm 
mod seems good in most case except for the fact that it buffs greenskin auto-resolve to heaven. Full stack of trash somehow will deal huge damage or outright destroy an elite stack from other race. In my 2 campaign (one vanilla and one with sfo), greenskin faction consistently stomp everyone around them, dwarf gets deleted in 20 turns. Is this intended somehow?
Katsuko  [author] 28 Jun @ 11:43am 
Doomstacks of missile units don’t have the same punch as before anymore.
DnW 28 Jun @ 3:23am 
Does this mod fixes the darkshards stacks being always a decisive defeat?
Apreciiate ur work pal :Fistofdosh:
Notteger 26 Jun @ 9:10am 
I also suggest disabling the exploit that lets players switch the battle difficulty to the lowest setting for an easy auto resolve victory.
:) 26 Jun @ 1:00am 
Ah, so that's how it is, I see. But still, I would like the early-mid game auto resolves on high difficulties to be a little simpler, because at some point it becomes too tedious to fight every army on the manual...

I think it's does a pretty good work for some other factions like Kislev, where even a hard army losses can be managed from global recruitment in one turn :shadowheartlaugh:
Katsuko  [author] 26 Jun @ 12:48am 
The goal of the mod isn’t to give you zero losses, but realistic ones—as if you were fighting against a thinking player. By default, autoresolve treats the AI like an idiot who just stands there and gets shot, so it’s possible that artillery units go down too easily. But I’ll be making adjustments :)
:) 26 Jun @ 12:21am 
It's working good with some high-tier balanced armies, but with low-tier units even if they are just a filler units to get army to 20, and on your army you have actual good untits, they will die pretty much every time. It's more punishing on that factions, because you have huge army limits until late game and you need this filler units.

Thanks for your work anyways. Logic of your mod still works better than vanilla resolve, will be waiting on your tweaks!
:) 26 Jun @ 12:21am 
I've played Chaos Dwarfs and Tomb Kings campagins and there is something with artillery strength in auto resolve. On Chaos Dwarfs sometimes it's dead to a bunch of Cathay peasants and one unit of air cavalry or they are just killing 4-5 squads of low tier untis such as Orc Labourers or my Hobgoblins, but on manual resolve I have almost zero losses by simple strategy 'stay and shoot'. Same applies to Tomb Kings, but armies of zombies just destroying my frontline, always.

Feels like I've played in every campagin almost every battle manualy up to 70-80 turns, until I got better units... becasue there is too much enemies to fight, and I can't have entire squad losses, I've played on Legendary campagin/Hard battle difficulty.
Katsuko  [author] 25 Jun @ 12:09pm 
Thank you for the feedback and kind words. Once I finish the diplomacy mod and I'm fully satisfied with it, I'll start tweaking things here more precisely – I’ve noticed that Slayers do seem to have some hidden boost, although I played a few campaigns with Ungrim and managed to get results like that, or even much better :)
Notteger 25 Jun @ 11:44am 
I've just finished a campaign as Ungrim with this mod. IMHO, unarmored units should probably take heavier losses in auto-resolve than they currently do... My Slayers were destroying everything, and I won battles on auto-resolve that I couldn't have won manually without taking significant casualties.

At the same time, ranged units seemed to deal noticeably less damage than they should (and Gyrocopters are still weak, in my opinion:) ). They get far more kills in manual battles. I think these parameters could still use a bit of recalibration.

And a special thanks for your efforts to make the game better!
Cela 25 Jun @ 6:43am 
fantastic mod, makes my slaanesh campaign so much less of a slog
Zuw 24 Jun @ 6:23pm 
can you make another version with one change "when an army is defeated in auto resolve, it is now no longer wiped out"
Salsa 24 Jun @ 4:18pm 
Great mod. Being using it in my single player campaigns and seems great. BUT when playing multiplayer campaign with my friend we got the "incompatible versions" error even when using only this mod. Any idea why this is happening? thanks!!
Kr.Ut. 24 Jun @ 10:37am 
This sounds supremely promising, but anyone who have used it care to write some comments here about your experiences/how it changes the dynamics of specific factions/campaigns?
Mad Doodles 24 Jun @ 9:20am 
On the back of @MichaelGFI’s comment and showcase, does this mod stop armies fleeing? It seems that every victorious auto resolve results in a completely wiped out enemy army.
MichaelGFI 24 Jun @ 8:00am 
@Katsuko I created a showcase for your excellent mod: https://www.youtube.com/watch?v=-wYPQuVOJfY . Hopefully, I did the mod justice. Thank you for your work.
Katsuko  [author] 23 Jun @ 10:22pm 
This mod greatly improves factions that lacked strong or any missile units, as well as artillery. The ambush calculations are also much better for fast factions with cavalry and for the Beastmen. It fixes the issue of losing entire units and helps level the playing field.
agent.theory 23 Jun @ 6:35pm 
My problem with auto-resolve is it will predict a decisive victory with low casualties, and then I lose half my 20-unit army to a force with five inferior units. Does this address that kind of problem?
AdreakHH 23 Jun @ 10:28am 
Does this mod fix how badly beastmen get treated in auto resolve? I've had battles where I lost only a dozen or so units but because of the lack of meaningful ranged units auto resolve will sometimes say that those same battles are defeats or at least catastrophic losses
Katsuko  [author] 22 Jun @ 11:37am 
I haven’t tested it in multiplayer, but it should work as long as everyone has the mod installed.
Broken 22 Jun @ 11:33am 
does this work in multiplayer?
MonkeyD.Dragon2003 22 Jun @ 10:26am 
Idk in my battles he somehow never deals damage, and i dont think that he has aoe attacks or what do you mean with mass?
Katsuko  [author] 22 Jun @ 8:59am 
I’ve checked it, and unfortunately it’s normal in those early battles – the enemy units are slow and weak, while the hero has mass attacks, so it's easy for them to deal that kind of damage. If you keep testing, please let me know how their damage looks against other factions.
Katsuko  [author] 22 Jun @ 8:44am 
@MonkeyD.Dragon2003 I’ll check that, thank you for the information! Could you also let me know what battle difficulty you’re playing on?
MonkeyD.Dragon2003 22 Jun @ 8:31am 
The starting hero with elspeth did in the first few battles over 300 kills and over 20k damage. I think that there is something wrong or is it intended that he is so strong?
Katsuko  [author] 22 Jun @ 7:23am 
Adjustments made to Wizard Lords

Adjustments made to Artillery

Adjustments made to some Melee Units

Adjustments made to some Ranged Units

👉 If you notice any units that seem too strong or too weak, please let me know!
Katsuko  [author] 22 Jun @ 6:36am 
@Elliott The mod doesn’t depend on battle difficulty. It changes unit values so that auto-resolve calculates results more fairly. Of course, on higher difficulty levels there will always be bigger losses – that’s just how the game works.
Katsuko  [author] 22 Jun @ 6:34am 
That's how it is sometimes. It depends on which army is fighting which. This mod is meant to balance the odds in many situations, not to give easy wins without losses. You can always share an example or a screenshot if you'd like