Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Auto-resolve misvalues certain units (especially wizards).
Auto resolve just makes an educated guess to the outcome using certain assumptions.
For example offensive sieges are almost always worse, as with decent army you can win a siege with 0 losses, casue AI is really stupid in them.
https://steamcommunity.com/sharedfiles/filedetails/?id=2977756675
Autoresolve also tends to undervalue army size and emphasize armor and melee stats. I've found that unless I have a wizard to turn the tide, significantly numerically superior enemies will grind my army down more than the autoresolve estimates.
For example, I get better result manually all the time. Unless I'm having focal issues or dazing out.
The game doesn't play out the battles if you auto resolve in this game, it just does a very simplified calculation. Whatever formula it uses is far from perfect, it over values certain units and races while undervaluing others.
So its not as much lying as flawed.
That said, even if the formula used was super advanced and extremely good, it would still not necessarily be the same as when a player does it, since different players can play very differently, are more or less experienced and skilled at the game.
But yes, it can be wonky at times.
More or less it’s telling you what would happen if both sides of the battles were controlled by the AI.
Throwing in the human element changes things - which is why depending on the skill/knowledge of the player, an auto-resolve victory can end up as a defeat, and vice-versa.
I see this mainly with auto-resolve “pyrrhic victories” and “valiant defeats”. When I manually fight those, the result usually ends up being the opposite.
I think auto-resolve also handles magic in an unusual way. As it can’t account for HOW spells are used, WHEN they’re used, and WHAT those spells are used on - it may just look at how many magic users an army has, what level they are, and how many offensive/damage dealing and defensive/damage negating spells are present and assigns some kind of value to them.
I’m fairly certain this, or something like it, was how it seemed to work in WH2 which is why the AI favored putting 2 - 4 magic-using heroes in their armies, and how you’d get something like a army with Tyrion, 3 mages, and trash units being unkillable in auto-resolve but fairly easy to defeat manually.
The exact details of how the auto-resolve feature works in Warhammer 3 may vary depending on the specific mechanics implemented in the game, as it is ultimately up to the developers to design and implement the auto-resolve algorithm. While I don't have access to the specific implementation details of Warhammer 3, I can provide a general understanding of how auto-resolve mechanics commonly work in strategy games.
Auto-resolve typically involves an algorithm that calculates the outcome of a battle based on various factors, including:
Army Strength: The algorithm considers the relative power and composition of the opposing forces. It takes into account unit types, numbers, stats (such as health, armor, and damage), and potentially other factors like leadership, morale, and special abilities. Each unit's strength and value are assessed to estimate their contribution to the battle.
Terrain and Battlefield Conditions: The algorithm may take into account the impact of the battlefield's terrain and conditions. For example, high ground, obstacles, or weather effects might affect the auto-resolve calculations, favoring certain units or strategies.
Balance of Forces: The algorithm assesses the overall balance of power between the two sides and attempts to simulate the battle's outcome accordingly. It calculates the likelihood of victory or defeat based on the factors mentioned above.
Randomization: Auto-resolve often includes an element of randomization to introduce uncertainty and account for unexpected events. This randomization factor can add unpredictability to the battle results, even if the overall balance of power heavily favors one side.
It's important to note that auto-resolve is a simulation and does not take into account player input or real-time tactical decision-making. While it provides a quick resolution to battles, it may not always produce the most optimal or satisfying results compared to manually controlling the battle.
The specific details of the auto-resolve mechanics in Warhammer 3 may be further refined or adjusted by the developers to ensure balanced and enjoyable gameplay. Therefore, for the most accurate and detailed information, it's best to consult the game's official documentation or seek insights from the developers themselves.
https://steamcommunity.com/sharedfiles/filedetails/?id=2978210694
The same Archaeon in auto-resolve is crap while in manual battles would get hundreds of kills from being able to actually use his spells.
https://steamcommunity.com/sharedfiles/filedetails/?id=2979786308