Total War: ATTILA

Total War: ATTILA

Advanced AutoResolve for Modders using Protect Button 2023 4th edition
Sheph  [developer] 10 May, 2020 @ 7:31am
Modder notes on the tables
campaign_autoresolver_mod_group_modifier_values
The values we see don't correspond directly to a percent increase. Testing can reveal percent increases in specific situations.
Stances are the Aggrssive/Default/Protective buttons chosen by player in one of 8 battle situation categories we see in campaign_autoresolver_battle_situations
They will be referred to as "Agg" ,"Neu", "Prot".
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Groups and the Vanilla Situtations plus mod opps
base_ammo_penalty Needs to be negative to a penalty. It is a
Applied to all stances and situations, it appears to be a way to nerf missile troops across the board.
Chose to go lightly as many places to nerf missies.
-0.3 in Vanilla


minor_kps_additive_bonus
Used to boost defender in minor settlements and camps.
0 in Vanilla. I think it is a clean way to boost defending non-cities so gave it a value of about 10% increase.

minor_kps_multiplier_bonus
A Value for this misnamed buff will boost kps if a general is still leading any army. I don't know if it scales with general's level
0.1 in vanilla.

minor_kps_multiplier_penalty 0 in vanilla
This penalty is a bonus if positive. Positive value gives only the player a bonus for all stances for melee and missile.
I suspect devs created this to make their modding easier.
Testing reveals that 0.01 value is = about a 2-4% improvement for
I buffed this across the board to allow autoresolve to be a bit closer to real played results.
Many other factors actually penalize players that autoresolve.
It appears that defense doesn't benefit because it does much worse, but in situations where defense works, it helps excessively.

minor_melee_kps_additive_bonus_cav is an open, unsituated var.
minor_melee_kps_multiplier_bonus_cav
0.1 in vanilla misnamed. 0.09 selected because not much for cav to do in seige battles in history
and cav get buffed with strong_melee_kps_multiplier_bonus_cav.
This is applied only in walled- city battles.
It boosts the kills of shk nad melee cav in walled city battles.
A value will give the player a bonus for agg stance and the AI cav a bonus for prot stance battles.
I assume they wanted to give the AI cav some kind of way to deal with being sieged down when they had cav?
If you choose the cheat, this is one factor that will work against you.
The AI def bonus has been neutralized for this mod.

moderate_melee_kps_multiplier_bonus_cav
is used for all non-city bonuses.
Defensive option favors ai. Aggressive favors human.
With this mod, defensive also favors humans.
Weakend this a bit from Vanilla 0.2 because I'm already giving the player a buff in both border cases rather than 1.
It would also be unbalanced to then have cav run amok in settlements.
They already do well in those resolved battles.
Adding the player's buff for defensive battles will help prevent your cav from dying as easily.
In real battles, they would just sit and wait until an opportunity arose, not charge the spear walls.

strong_melee_kps_multiplier_bonus_cav
Boosts cav in all non-settlement battles.
I gave this a healthy boost from ai 0.25 because I nerfed the cav buff for the other two cav bonuses.

minor_melee_kps_additive_bonus_pike_spr_v_cav has no situation. So 0 is natural.
minor_melee_kps_multiplier_bonus_pike_spr_v_cav
They both buff spear/pike units vs cav.
Vanilla Value was 0.1. I varied the values to give a special bonus to pikes in city situations.
minor_melee_kps_multiplier_bonus_pike_spr_v_cav is only for a city battle situation.
In Van, it gives bonus only to ai spears when player choose agg stance. It gives human spear bonus when prot stance chosen.
This is probably to oppose the buff cavalry receive when player choose agg stance.
It is unbalanced because cav play little role in these battles.
This is the factor that causes your cav to die in siege battles.
I corrected this a little by giving the human spears the same bonus as the ai when agg stance is chosen.
I gave the largest bonus to pikes since they do the best in narrow city streets.

moderate_melee_kps_multiplier_bonus_pike_spr_v_cav
Like the above, it buffs spear units vs cav. It is given as 0.2 in Van and I gave it different values that are near 0.2.
However, this variable applies to spears vs cav in all NON-city battles: minor set, forts, ambushes, bridges, generic.
Again, ai spears get this bonus only when agg is chosen. The players' spears get the bonus when one chooses defensive stance.
I added two rows to neutralize the ai aggressive bonus. I left the defensive bonus unmodded because defense is a cheat button anyways.
Forums complain about spears, but the results show that spears do little damage in autoresolve even relative to weaker sword units.
A slight buff here is warranted.

minor_missile_kps_additive_bonus_artilleryship
minor_missile_kps_multiplier_bonus_artilleryship
Gives the artilleryships a significant bonus vs other ships and units in minor set, settlement and "generic values".
I also gave them a bonus in generic-defensive values and fortified defensive values as they are possibilities.
Decreased the vanilla value of 0.3 due to accuracy and low ammo isues

moderate_kps_additive_bonus
Vanilla assigns this as .15 but there are no situations it applies to!!
This is a unique opportunity for a clean cheat and is what this mod uses to buff the defense button outcomes.
I gave it the 0.15 value at first but found that improved outcomes with the given button by about 100-300%
This value was tested extensively and I will continue to alter it to maintain a 60% of so buff on "Protect" across different battle kinds.
Gave melee a slightly larger bigger boost over missiles because missiles do far more damage in autoresolve than they do in fought battles.
They do even more damage in defensive autoresolvel, so a little scale back was needed.

moderate_kps_multiplier_bonus
This value only benefits attackers in ambush situations
or defenders in bridge battles irrespective of the chose stance.

moderate_melee_kps_additive_bonus_cav
No situation exists for this so the value doesn't matter. It could be used to create buffs for cav in a specific situation



moderate_melee_kps_multiplier_bonus_pike_spr_v_cav is used for all non-city bonuses including nonwalled settlement.
Aggressive option favors human spears vs ai cv. Defensive favors ai spears vs human cav.
Added new situations so defensive favors human spears just as much ai in both matchups
Again, the goal is to prevent cav shredding and allow spears to make a difference in battles.


Naval Land Defense
This is a new group I created.
Added 25% bonus for defending settlements in naval landings. Ommitted in vanilla.
Vanilla also seems to omit adding groups to change naval battle outcomes. I am not sure how would proceed here.

moderate_missile_kps_multiplier_bonus
Benefits the defenders' missiles in all situations and stances but for ambushes and brudges.
One of many places missiles troops are buffed so I left it as is.

moderate_missile_kps_multiplier_penalty
This penalty is applied to the defender whenever the player choose aggressive stance. It is not used for City battles.
A player attacking out aggressively against the ai would have this applied to their missile troops.

settlement_kps_multiplier_bonus
This bonus is meant to give an additional buff to all settlements and cities and forst.
I find this to be duplicative; it ties my options to have such a broadly applied variable.
I made the value 0 and will rely on settlement_strong_kps_additive_bonus and minor_kps_additive_bonus

settlement_strong_kps_additive_bonus
applies only to walled towns and port cities
It helps the defender regardless of the stance chosen by either attacker or defender.
I gave it a value of 0.1 because I zeroed out the settlement_kps_multiplier_bonus.
It is 0 in Vanilla.

siege_eq_additive_bonus
siege_eq_multiplier_bonus
Only applies to siege vs walled City battles and helps both attackers and defender siege equipment.
I increased it a bit (.008 from .005) because siege doesn't seem to help city attacks very much in Vanilla autoresolve.
This also serves as a counter to the much stronger cities resulting from other buffs listed above.

unit_dont_retreat
Units always retreat when losing.
This is decreasing the amount of retreating at each battlestep.
This applies only when either party chooses aggressive.
I lowered this just a tad because I'm not sure how historic that was and it kills your cav.

units_retreat_early
This seems to apply only to the player's army when fighting any situation in defensive stance.
I am sure the AI retreats as well, so I guess it is just programmed in somewhere.
It has been decreased somewhat because I've seen nearly 80 battles where both sides lost 450 men end up with both sides losing around 180 men.
That's a bit too much retreating.

campaign variables:
Missiles are faster and have longer range, but they inflict less damage as we see in combat
Autresolve Vanilla results show missile units killing equal or greater than cav units.
Autonumbering gives too strong of a bonus. I find in Van that a stack of levy units can beat a 15% larger stack of similar tier 2 units. Size is too important and doesn't represent actual casualties.

Lengthen the battle: More towers though they stay weak.
Less retreating. Give advantage to high mobility units in timestep

Reducing the chance of Unit Wipeout. It seems to be too easy and would not occurred if smarter players had their hands on the battlefield.

More in the discussion.