Total War: ATTILA

Total War: ATTILA

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Autoresolve
   
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Tags: mod, Campaign
File Size
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222.542 KB
Jun 26, 2018 @ 4:33pm
Jul 26, 2018 @ 8:43am
19 Change Notes ( view )

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Autoresolve

In 5 collections by Greq7
Sub Modifications of "Very Hard Campaign Overhaul"
31 items
1 click Vanilla "Very hard Campaign Overhaul"
25 items
1 Click ERE Campaign
23 items
1 Click WRE Campaign
25 items
1 Click Vanilla [Other than Rome] "Very Hard Campaign Overhaul"
26 items
Description
Fair, Bloody and Less Predictable Battle Autoresolve
Mod well tested
Fully compatible with all other mods
Submod and stand alone version of "Radious - Very Hard Campiagn Overhaul"
Save game compatible

This is a different version of "Better Autoresolve" by Minos and "Less Reliable Autoresolve" by Magnar. I have edited exactly same tables but the stats are adjusted to the the needs of "Very Hard Campaign Overhaul" project. You don't need this mod if you are already subscribed to that overhaul.

It gives you slightly less predictable outcomes and battles are bloody. I have tried to make this as fair as possible for AI and player. I am not 100% sure but it may influence AI decisions about whether to attack, bring more reinforcements or hide. In my opinion the outcomes are more realistic than in vanila and it gives a breathing space for player as well as for AI because armies needs to recover even after winning battles. Other submod "AI" makes it much smarter and aggressive so that breathing space is needed. I really hated in vanilla when one stack of army could jump around and destroy everything around without many losses. It is still possible with this mod but you'd need few more stacks to ensure massive advantage.

credits should go to Minos as I would not be able to even guess where those tables are and how to change them. He probably have done countless hours of testing for this as it is very delicate and very responsive table. Please let me know what you think in the comments after allowing at least 20/30 battles. Different overhauls will give different results because AI's army compositions will have an impact of the results.

My advice is to always choose balanced battle stance. Aggressive and protective stances are very very tricky and works only in some circumstances. For example Protective stance would make sense if your army could retreat after defeat to near settlement, otherwise AI would just follow and destroy what's left of your army. Aggressive seems to work when you have numbers or more powerful units but this can lead to defeat if the numbers are not much greater than your opponents.

Popular Discussions View All (1)
3
Jul 26, 2018 @ 7:44pm
PINNED: Screenshots and videos from autoresolve
Greq7
24 Comments
hahaha Jun 7, 2022 @ 11:09pm 
Siege weapons die too much
Somanom Jun 1, 2021 @ 7:21pm 
Hey Greq7, using your mod, what values could I increase or decrease in the database to make the autoresolve match our personal battle results? My friend and I don't have any unfair advantages over the AI, but even when we are at a significant troop quantity disadvantage, we end up pulling out a heroic victory. We just want the autoresolve to reflect more accurately. Getting tired of forcing ourselves to fight easy wins. Any help would be great, thanks.
Greq7  [author] Jan 30, 2020 @ 2:32am 
Gaius I will look into this as soon as possible. Ill let you know here in the comments once its repaired. Pls subscribe to thread. Thx
大黄太阳枪 Jan 27, 2020 @ 4:05pm 
Doesn't calculate cavalry archers at all. My 3k hun army full of hunnic bows vs 1.3 k barbarian army, and I still lose 600 men. This obviously shouldn't happen, considering the fact that cavalry archers should never be touched by the enemy.
菠萝神选 Mar 18, 2019 @ 5:53am 
隐藏自动战条
Greq7  [author] Jul 26, 2018 @ 5:17pm 
@to all users of this mod: My advice is to always choose balanced battle stance. Aggressive and protective stances are very very tricky and works only in some circumstances. For example Protective stance would make sense if your army could retreat after defeat to near settlement, otherwise AI would just follow and destroy what's left of your army. Aggressive seems to work when you have numbers or more powerful units but this can lead to defeat if the numbers are not much greater than your opponents.
Greq7  [author] Jul 26, 2018 @ 2:39pm 
I gave penalties for missiles and for ammo and this worked like a charm. Also reduced number of kills they inflict. This mod is still more bloody than in Vanilla and I want to keep it that way but thanks to your feedback littleShepherd It has been improved towards more realistic and logical approach. Thx
Greq7  [author] Jul 26, 2018 @ 2:36pm 
Yeah you are right now the settlements has more imaginary towers so it should do and ranged units are not too op now Im certain. I have tested some battles that in vanila basicly player lose because of ranged units of AI and now with this mod you win! still marginally but at least its a win so its an improvement from Vanilla. That is why we need a proper mod for AI army composition.

I think Xai's is very close to optimal But I have to look at it more closely and test some more. I might create my own soon
Sheph Jul 26, 2018 @ 12:49pm 
Why not just increase the power of towers and walls in autoresolve? Ranged should be very powerful for settlement defense, especially for cities. Slingers though are pretty much useless in minor settlements. Archers with a high altitude shots do pretty good.

What mod do you recommend to rebalance armies to be 80+% melee and cav?
I know the table, but not how it works.
Greq7  [author] Jul 26, 2018 @ 8:22am 
Now with this mod you guys need good modification for AI recruitment policies.