Total War: WARHAMMER III

Total War: WARHAMMER III

Autoresolve Redone
141 Comments
sarumanthecursed Sep 3 @ 3:46pm 
I sometime get low model units dying without being told prior
Incata  [author] Aug 13 @ 10:46am 
@sarumanthecursed This value is reduced in my mod from 0.1 (vanilla value) to 0.02. But it's possible to lower it again.
sarumanthecursed Aug 11 @ 6:40am 
new changes focusing on numbers is good idea, however i feel built siege equpiment like towers and rams give too much of an auto resolve bonus, they are kinda op in auto resolve
Incata  [author] Aug 9 @ 5:22pm 
@sarumanthecursed @Crimson ReapeR In the last update I changed some values that produced this effect, one of them focused on giving more priority to pure statistics and less to other factors such as mobility, this greatly diminished the cavalry, I also removed the bonus from siege battles this time instead of giving 75% I have left it at 20%, I have also given more value to the numerical advantage, hopefully what happened with the dryads will not happen again although it is difficult to adjust some battles in particular, what worries me most is that the player is given a battle as won when it is impossible to win and in your cases that did not happen
Crimson ReapeR Jul 15 @ 11:25am 
i just played a wood elf campaign (drycha) and similar problem, units very weak in autoresolve, fought a battle with 20 buffed dryads and a high level lord vs just 5 dwarf units led by low level thorgrim, it was a decisive defeat, played it and obviously won a heroic
sarumanthecursed Jul 3 @ 10:53am 
Very odd situation vs wood elf ai tree garrison, when sieging them as Dark elves I have a Close Victory with Low Casualties, even thought it really should have been a Phrryic Victory with High casualties


However when the ai Sallied out, it was a Valiant Defeat

Its like the wood elf ai had a worse auto resolve outcome when besieged

but better when sallying out?

seems odd to me
Incata  [author] Jul 3 @ 5:18am 
@Koof I use https://steamcommunity.com/sharedfiles/filedetails/?id=3032163150 and I haven't noticed any problems at the start of the legendary lords, the problem is not the mod but the game and the absurd bonuses that the game gives to the major factions, if they lose it is because their armies would lose in real-time combat
Koof Jul 3 @ 12:07am 
yea this mod is completely bricked. it destroys the AI. makes a lot of lords lose their initial fights and/or ruins any sense of progression for legendary lords early game. For example Kostaltyn loses his first fight and is therefore set back like 5 turns compared to where he should be
Incata  [author] Jun 25 @ 4:44am 
@Crimson ReapeR It's an artificial bonus given to lords based on their level. They still have a significant influence on auto-resolve due to the large number of skills and items they can stack. They also have this in battle royale; the only way to limit this is to remove their skills.
Crimson ReapeR Jun 25 @ 3:38am 
i just played with a mod that made my Lord OP, and it was very obvious that the lord affected the autoresolve greatly, so im confused about what the removed lord bonus means
OBAMA Jun 17 @ 7:48am 
No, you missed my point. I want to use your mod solely to disconnect Battle difficulty from autoresolve cheat boost, not to make my game easier or so. I want to play on Normal battle diff. because the AI just rushes and the battles play out way more fun this way. Its move patterns on VHard are too clumsy.
Incata  [author] Jun 16 @ 2:37pm 
@Virus I've seen rat factions rank near the top with over 20 settlements. This depends on many factors, not just the faction itself, but also AI recruitment. Do you have any mods that improve AI recruitment? I can't explain all the factors. I think there's already a mod that does that, removing the player penalty if that's what you want. Although I'm inclined to think that what bothers you is that I've removed the bonus factor for major and faction potential system, which makes them all equal. Everyone likes the game differently; use the mods that best fit your needs.
OBAMA Jun 16 @ 11:15am 
You are the author, so I can't argue... But have you tested how does the AI behave with the autoresolve changes? Per my understanding the mod affects both AI and player's autoresolve, which concsequnetly should affect which battles AI can win or not. So, skaven e.g. performing poorly in autoresolve can't progress and lose their early-game armies.
TLDR, Is there a chance for "player-only" version of this mod?
Incata  [author] Jun 16 @ 2:16am 
@Koof If an AI doesn't progress, it's because another one does instead. I don't understand the problem, it's just how the game works. If you want the major factions to progress, you can always look for a mod for that purpose. https://steamcommunity.com/sharedfiles/filedetails/?id=3402773041 load those mods with higher priority than this one
Koof Jun 15 @ 9:42pm 
Yea this mod seems to brick a lot of AI factions. I've seen Queek dead on turn 10, tretch on turn 8, and in general the AI seems to progress much more slowly with this mod.
Incata  [author] Jun 7 @ 12:20pm 
@Virus I have not noticed this problem in any of my campaigns or in other comments.
OBAMA Jun 5 @ 12:00pm 
This mod seems to mess up AI campaign progression. Turn 13, and I see that mostly all starting minors still live. Feels like a lot of AI legendary lords can't even win their first battles.
Incata  [author] May 26 @ 7:41am 
@Deichmann The tower count depends on the map type and settlement level. If you change the map to another siege map, you'll be able to safely keep the same towers in AR. If you change the siege map to a normal one, it won't have any towers.
Deichmann May 26 @ 12:56am 
That's interesting. So what happens if a siege map is swapped for a custom map that has more defensive towers, does this affect that AR at all?

And are the towers only the ones attached to walls or does this also include the ones you can construct?
Incata  [author] May 25 @ 11:57pm 
@Deichmann Yes, it is a translation error.
Deichmann May 25 @ 11:50pm 
In your description you mention 'turrets' but I have no idea what these are. Are these defensive towers that are calculated in the outcome of the AR?
Incata  [author] May 22 @ 6:09am 
@I'm the sun, and I shine The auto-resolve mechanic in Total War: Warhammer 3 is one of the game's most opaque systems, as Creative Assembly has not published the exact formula. Ask that question to ChatGPT. The answer is too long. You could also ask CA.
Could you link to all data/the formula for auto-resolve?
STARSLINE Scream♠ Apr 1 @ 3:16pm 
Perfect :) THX <3
Incata  [author] Mar 31 @ 4:21am 
@Wizzard I haven't seen it affect this unit much.
@Rebel* I don't know. I don't use UFO.
Rebel* Mar 31 @ 4:13am 
Hi, does this work with SFO? Also does total siege redone and more units can claim walls also work with SFO? Thanks
Wizzard Mar 29 @ 10:44pm 
This mod makes it so Kislev War Bear Riders are very undervalued by the auto-resolve. Maybe the cavalry bonus should still exist but to a lesser degree
Artillery Horse Mar 28 @ 12:11am 
Thank you
Incata  [author] Mar 26 @ 3:43am 
I will update in the next few days
Khorne Mar 26 @ 3:15am 
With patch 6.1 we get a CTD with this mod, it seems to be related to uppercase in packed files : https://steamcommunity.com/workshop/discussions/18446744073709551615/591766810822459412/?appid=1142710
Incata  [author] Mar 20 @ 5:34am 
@James Arlwind I'm going to wait for the new DLC to come out in case they change anything about this, the barrier has a CP counter but it doesn't count as extra life for the unit.
@InfoManiac If you experience strange behavior you can always try 2 things, that same fight without the mod or reinstall the mod since sometimes it doesn't update properly, (this is what happened to fgh).
@Caleb Perdita This mod does not affect specific factions, some may be more benefited or harmed by their style but I did not do a study on this.
Caleb Perdita Mar 19 @ 8:04pm 
I wonder how this changes for some factions. Do factions like slaneesh have better auto resolve and do dwarfs have worse auto resolves?
InfoManiac Mar 16 @ 11:18pm 
wait lol. took a settlement and had 10 units plus garrison of 7 and enemy with lord and 1 unit (level 1 lord) autoresolve made me lose
InfoManiac Mar 15 @ 12:35pm 
YO THIS IS LIT
Incata  [author] Mar 11 @ 7:33am 
@fgh Without the mod, do those results differ toward a more realistic outcome? .Of course, share them if you want.
fgh Mar 11 @ 6:25am 
greetings incata, maybe your mod needs some kind of update? i have noticed some really weird auto resolve outcomes which made no sense at all. i have screenshots to share if you like
dostepy.com Mar 4 @ 7:13pm 
Does this mod affect the AI's decision making on the campaign map?
James Arlwind Mar 1 @ 4:43pm 
If there's a way to do so, could you PLEASE fix Tzeentch barriers in auto! Does the auto even acknowledge the barriers??? Trying to avoid pointless battles but it absolutely decimates my units health pool.

I have experimented and I KNOW that in these battles I don't lose half as many troops as I do in the auto and it's driving me nuts! All because of the barriers.
Incata  [author] Feb 22 @ 11:33am 
@Scum egg No, this is just an additional bonus that is given per lord level, if your lord has skills that give him items or other things that will be applied independently.
Scum egg Feb 22 @ 5:36am 
Does this for example include ward save and such for lords? If I have a level 50 lord with 50% ward save, will it just weigh as much as a lvl 1 lord due to lord bonus being removed?
Incata  [author] Jan 10 @ 3:35pm 
@Raviollius Surprise!!!! :lunar2019crylaughingpig: :lunar2019crylaughingpig::lunar2019crylaughingpig: .Can you show me an image so I can see the confrontation?
Raviollius Jan 10 @ 3:30pm 
With this mod active, a sea battle(from sea location of interest) with half a stack wiped my army despite autoresolve showing a victory...
Incata  [author] Dec 12, 2024 @ 1:08pm 
@Dziki_Goblin If I remember correctly that can happen with my mod, I never liked the prediction to be so exact
Grim Dec 12, 2024 @ 12:46pm 
Just tried with sfo and AR lied to me lost two more units on AR with astragoth second battle first turn (hard-normal dificulty). I assume it's an issue with sfo right?
Incata  [author] Dec 9, 2024 @ 11:48pm 
@Dziki_Goblin Some players reported some weird results but you can try it yourself it can be installed and uninstalled at any time
Grim Dec 9, 2024 @ 7:32am 
Does this mod works with sfo? have any1 had any issue?
Incata  [author] Nov 20, 2024 @ 11:22pm 
@BardInThePurple Yes
BardInThePurple Nov 20, 2024 @ 8:40pm 
Does this work with custom units?
Buffalo Nov 2, 2024 @ 6:19pm 
@incata i understand now it's because you give powerful buff to melee, for vanilla gameplay it make more sense, as i play with Hecleas battle that make them longer, ranged are more powerful and useful. The pain is to see defeat on autoresolve and when you enter in the battle green bar at 70/75% ><
Incata  [author] Nov 2, 2024 @ 2:57pm 
@Buffalo It's very difficult to regulate these things without a massive change in the game, even then the strategy would still not be simulated. I have reduced the effectiveness of melee units a bit, it was previously 1.2 while now it is 1.1 in vanilla it is 0.7, compared to 0.7 for ranged units.