Total War: ATTILA

Total War: ATTILA

Sophisticated Autoresolve for Historical Players
Sheph  [developer] 4 Aug, 2018 @ 7:36pm
CA's Documentation from Assembly Kit/Tweak/Dave for Campaign Variables
artillery_capture_chance 10 (IN GAME) Chance of capturing an artillery unit from the losing side after a battle (percent 0-100)
autoresolver_alliance_wipe_out_loser_strength_of_max_threshold 0.300000011920929 (IN GAME) Losing alliance must be at least below X unary of maximum for wipe out. from 0.0 to 1.0. E.g. Force max soldiers is 200, end soldier count is 50, threshold will check against 50/200 = 0.25.
autoresolver_alliance_wipe_out_winner_loser_strength_multiple 7 (IN GAME) Winning alliance must be above X proportion strength to wipe out loser. Must be positive. E.g. Winner has 200 units, Loser has 30 units, calculation will check against (200/30) = 6.66
autoresolver_battle_damage_modifier_full_naval_units_at_sea 2 (IN GAME) Damage multiplier for full naval units in autoresolver sea battles. 1.0 is no change.
autoresolver_battle_damage_modifier_non_naval_units_at_sea 0.850000023841858 (IN GAME) Damage multiplier for army transport units in autoresolver sea battles. 1.0 is no change.
autoresolver_battle_excess_melee_damage_multiplier 1 (IN GAME) Scale for damage applied by excess melee units in the autoresolver. Must be > 0.
autoresolver_battle_excess_melee_damage_received_from_target_multiplier 0.75 (IN GAME) Scale for damage recieved by excess melee units in the autoresolver. Must be > 0.
autoresolver_battle_max_melee_skirmish_time_proportion 0.899999976158142 (IN GAME) The maximum proporition of melee time that a skirmishing unit can attack from range.
autoresolver_battle_melee_skirmish_speed_proportion_multiplier 0.300000011920929 (IN GAME) Multiplier for a difference in speed for skirmishing units in melee. Calculation is proportion =( melee unit speed / ranged unit speed) * this multiplier. Proportion is proportion of melee time skirmishing.
autoresolver_battle_missile_range_modifier_used_in_ranged_combat 0.200000002980232 (IN GAME) Modifier on the missile range used in ranged combat. Units will query the BCOP using a range of THIS*effective_missile_range.
autoresolver_battle_naval_ramming_damage_multiplier 50 (IN GAME) Damage multiplier to ramming damage of ships. Ramming damage is applied at the same time as melee damage.
autoresolver_battle_naval_ramming_initial_seperation 10 (IN GAME) Initial seperation when calculating ship ramming damage in unit vs unit. Combat prediction is Ramming vs Passive.
autoresolver_battle_num_defender_towers_in_fortified_settlement 5 (IN GAME) Number of towers for the defender in fortified autoresolver battle.
autoresolver_battle_num_defender_towers_in_unfortified_settlement 2 (IN GAME) Number of towers for the defender in unfortified autoresolver battle.
autoresolver_battle_reinforcement_time 0 (IN GAME) The battle time a reinforcement arrives on the field. 0 will be instant (waiting for them to arrive). Must be positive
autoresolver_battle_result_accuracy_high_prediction_variation 0.0200000007450581 (IN GAME) variation in autoresolver predictions. Must be positive or 0.
autoresolver_battle_result_accuracy_low_prediction_variation 0.200000011920929 (IN GAME) variation in autoresolver predictions. Must be positive or 0.
autoresolver_battle_result_accuracy_moderate_prediction_variation 0.100000002980232 (IN GAME) variation in autoresolver predictions. Must be positive or 0.
autoresolver_battle_result_accuracy_very_high_prediction_variation 0 (IN GAME) variation in autoresolver predictions. Must be positive or 0.
autoresolver_battle_result_accuracy_very_low_prediction_variation 0.300000005960464 (IN GAME) variation in autoresolver predictions. Must be positive or 0.
autoresolver_battle_timestep 15 (IN GAME) The time step of autoresolver battles. Must be positive. Small values will misrepresent unit stats. Large values will misrepresent range and movement.
autoresolver_battle_tower_base_kps 0.39 (IN GAME) Base kps for towers. Kps is reduced by target unit shield effectiveness and target unit size.
autoresolver_bound_max_ammo_per_second_mod_unit_size 3 (IN GAME) Maximum ammo per sec based on full unit size. Max ammo per second is VALUE * unit_size.
autoresolver_bound_max_melee_strength_proportion 50 (IN GAME) Max melee kills per second proportion of enemy unit. Kills per second can only be VALUE times larger than opponent.
autoresolver_bound_max_ranged_kills_per_second 20 (IN GAME) Max ranged kills per second. Flat amount, must be VALUE or below.
autoresolver_bound_min_melee_kills_per_second_full_strength 0 (IN GAME) Minimum kills per second at full strength. Min kills per second is VALUE * combat time (calculated in combat prediction)
autoresolver_bound_min_ranged_kills_per_ammo_mod_unit_size 0 (IN GAME) Min kills per ammo is AMMO USED / (VALUE) * full unit size
autoresolver_bound_min_ranged_kills_per_second 0 (IN GAME) Min ranged kills per second flat value.
autoresolver_building_damage_num_assult_equipment_percentage 0.200000002980232 (IN GAME) Autoresolver percentage building damage per enemy siege euqipment
autoresolver_building_damage_num_units_percentage 0.00999999977648258 (IN GAME) Autoresolver percentage building damage per enemy unit
autoresolver_casualty_unary_received_by_excess_melee_units_from_target 0.0500000007450581 (IN GAME) When alliance has more units in melee than opponent (excess melee units), the amount of damage they take from the unit they attack
autoresolver_chase_down_damage_multiplier 1 (IN GAME) Multiplier for chase down damage (post battle)
autoresolver_max_hp_for_enemy_hp_dps_modifier 2000 (IN GAME) Used in autoresolver modifiers. Enemey hp modifier is multiplied by (MAX_HP - ENEMY_HP) / (MAX_HP - MIN_HP).
autoresolver_min_battle_time_before_retreat 45 (IN GAME) The min battle time before units can retreat. Must be positive
autoresolver_min_hp_for_enemy_hp_dps_modifier 600 (IN GAME) Used in autoresolver modifiers. Enemey hp modifier is multiplied by (MAX_HP - ENEMY_HP) / (MAX_HP - MIN_HP).
autoresolver_num_excess_melee_units_receiving_casualties_from_target 4 (IN GAME) Number of excess melee units that take damage from their targets
autoresolver_num_units_multiplier_vs_enemy_to_allow_retreat 0.75 (IN GAME) The number of units on the field multiplier to allow units to retreat. can retreat if num_units * VALUE > enemy_num_units.
autoresolver_unit_base_retreat_threshold 0.200000002980232 (IN GAME) Starting unit stregth retreat threshold. Between 0 and 1. unit retreats is strength is less than VALUE * 100 percent.
autoresolver_unit_wipe_out_threshold 0.100000001490116 (IN GAME) Remaning strength of a unit to wipe out. Unit will be wiped out if strength percentage < VALUE * 100. Between 0 and 1
autoresolver_wall_damage_num_artillery_units_percentage 0.00999999977648258 (IN GAME) Autoresolver percentage wall damage per enemy srtillery unit
autoresolver_winner_additional_building_damage_num_assult_equipment_percentage 0.200000002980232 (IN GAME) Autoresolver percentage building damage per enemy siege euqipment if defenders lose
autoresolver_winner_additional_building_damage_num_units_percentage 0.200000002980232 (IN GAME) Autoresolver percentage building damage per enemy unit if defenders lose
autoresolver_winner_kpd_major_win_threshold 3 (IN GAME) Kills per casualty for battle to be major win. Major win if KPC is > VALUE
autoresolver_winner_kpd_minor_win_threshold 0.300000011920929 (IN GAME) Kills per casualty for battle to be major win. Minor win if KPC is < VALUE
autoresolver_wipe_out_army_force_unary_lost 0.920000016689301 (IN GAME) Strength lost for an army to wipe out. Army will be wiped out if strength lost percentage > VALUE * 100. Between 0 and 1
background_resource_supply 20000 (IN GAME) Number of resource units always available on the global market for each resource (to prevent division by zero).
base_wealth_increase 1000 (IN GAME) The base amount of TW required for a town to grow its wealth level. Formula: base_wealth_increase*power((total_wealth_increases+1),2)
baseline_pop_growth 0.300000011920929 (IN GAME) Pop growth percentage in every region regardless of farms. We might want to define this on a per-region basis?
battle_combat_outcome_prediction_non_artillery_missile_accuracy 0.25 (IN GAME) Flat accuracy value used for non-artillery missile units during combat outcome prediction. Used to work-around drastic differences in accuracy at short range by archers/slingers/crossbowmen. Does not affect actual battles, just auto-resolve/prediction.
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Greq7 29 Aug, 2018 @ 9:02am 
great job thank you
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