Total War: WARHAMMER III

Total War: WARHAMMER III

Configurable Autoresolve Limits
87 Comments
ExtraCreamy Jul 25 @ 11:03pm 
"I created this mod to force me to play more battles" - i knew i found the right mod soon as i read this. thank you!
Acephelos  [author] Jul 11 @ 4:15pm 
Small update today with some quality of life fixes, more to come when I have time to focus on this mod:

- Added an MCT option that allows predicted defeats to be Free ARs. This is enabled by default.
- Improved the option to prevent auto-resolve battles in sieges, so that this only applies to offensive sieges.
Acephelos  [author] Jun 5 @ 5:52am 
@Paranoidhawklet - I'll look into it. I thought I already had it setup so that you could always auto-resolve defensive sieges, but I may have missed that.
Paranoidhawklet Jun 5 @ 12:59am 
Would there be some way to make offensive sieges unskippable but leave defensive ones? Defensive sieges are usually really easy from my group's experience, while offensive ones have more challenge.
cwj3436 Apr 6 @ 11:03pm 
What a great mod !!!! thanks
Acephelos  [author] Mar 25 @ 3:49pm 
The latest update fixes an issue that prevented the game from starting as of game update 6.1.
Acephelos  [author] Mar 9 @ 2:24pm 
@MJD - Glad to hear it. There's more polish to come thanks to Kay's suggestions. I just need to finish my more urgent projects first.
MJD Mar 9 @ 11:49am 
Just coming back to say this again! This is really a game changing mod for WH3. Thank you.
MJD Mar 4 @ 2:39pm 
Really love this mod a lot. Thank you.
sarumanthecursed Jan 12 @ 8:59am 
Great mod, point system is great
Dr. Manhattan Jan 12 @ 2:29am 
This is soooooo good and needed, I love you.
But I'd like to suggest to remove the red flashy thing of the units that you are going to lose, as this contradicts the sense of the mod imho
Kay Jan 9 @ 7:15pm 
This one does the custom button idea, so it could be of help since many things are pretty similar in regards to UI from WH2 to WH3
Kay Jan 9 @ 7:12pm 
https://steamcommunity.com/sharedfiles/filedetails/?id=2657619785&tscn=1704335076

This is the Warhammer 2 version that did something similar to my mod originally. I threw out the custom button portion though, since i did not want to maintain it originally and was happy with just hiding the autoresolve outcome. I have permission to port the mod so it should be fine if you want to use some of it as well, since the original author is done with Warhammer until WH3 is end of life.
Acephelos  [author] Jan 8 @ 6:13am 
@Kay - I added my own tag to the vanilla button. I try to handle the button differently in multiplayer though, to prevent desyncs but I haven't gotten that working yet. I like your idea of replacing the auto-resolve button altogether though, that's probably much more doable for hiding the casualties. I might look into that later. You're free to look through the mod if you want too, of course.
Kay Jan 7 @ 8:47pm 
I reckon what one would need to do is hide the left and right pane altogether and rebuild your own version from scratch. Another way would be ,what the Warhammer 2 version of my mod did. Building a new button that does the same as autoresolving, but also applys some kind of custom overlay for the troop overview so that you cant see the troops when hovering over.

Something like that, but as you said it is a messy workaround probably that is a nightmare to maintain if CA desides to change up how the build their window, or rename certain tags.

I’m curious, did you make your own autoresolve button for your mod or did you somehow add a tag to the button pane that achieves the display of the points?
Acephelos  [author] Jan 7 @ 4:39pm 
@Kay - Glad to hear you like the mod. I think the biggest issue with the UI edit required to hide the casualties is that it may also apply to battles, as it's the same UI effect used when units take damage during a played battle. It's messy enough that I don't have any intentions to pursue it further, for now at least. Someone more experienced in UI modding may have better luck.
Kay Jan 7 @ 1:46pm 
I have a mod that only hides the auto-resolve outcome here but have linked your mod in my comment section, since i really like it and it basically achieves more than mine. I also have experimented with the hiding of the lost troops but did not get around to it yet really.
Acephelos  [author] Jan 5 @ 9:56am 
@Lurtz - I've added the option to hide the auto-resolve result. It was only a single line of code so it was easy to add in. I may slightly change how it hides the result later, but this was quick and works just as well.

The downside is that you will still be able to see which units will be killed in battle, as removing that would require a UI edit that isn't optional. It would be removed for everyone using this mod in all cases, and if they didn't want that they'd have to stop using this mod. So it's not perfect, but it's a step closer to what you asked for.
Lurtz Jan 5 @ 7:01am 
@Acephelos Yeah, thats what i mean. I dont want to know if it is a win or a loss. Or if you hover over the Autoresolve button, i dont want to see what expected losses on Units i take. If you can somehow do that - it would be much appreciated :D
Acephelos  [author] Jan 4 @ 8:27pm 
@Lurtz - Probably, it depends on what you mean by that exactly. Do you mean hiding the "Close Victory" text and the like? If so, it can be done, but I don't think I have an option for that yet. It should be easy to add though, if that's what you're looking for, and if you're feeling brave enough, lol.
Lurtz Jan 4 @ 5:31pm 
If there is a way to make the Win chance hidden (like in ambush) im all in for it!

maybe even a seperate mod
Acephelos  [author] Dec 25, 2024 @ 3:38pm 
@LWH♔sama - I'm not sure if I'm understanding you correctly, but you can change how the mod works using the MCT settings, that may help. I will also point out that certain factions have stronger units than others, which can make auto-resolving against their faction cost more AR points on average.
lwhのsama Dec 25, 2024 @ 9:10am 
:steamthumbsup:就是怎么都无法解决自己这边城市兵少还要进去手动打一架的问题,你解决这个天经地义的省事都还需要你手动积累有ar点数才行
Acephelos  [author] Dec 14, 2024 @ 12:45pm 
Another update. This time I've attempted to address a bug where auto-resolving a battle with more than 1 army would cost you as many AR points as the number of armies you owned.

Let me know if you run into any new issues after the update.
Acephelos  [author] Dec 14, 2024 @ 7:43am 
@So1dier - Playing a Free AR battle shouldn't grant you any AR points, I designed it that way. It's been a while since I tested that though, so let me know if that's not the case.
So1dier Dec 14, 2024 @ 1:18am 
Thanks for the great job! Just one question: can you achieve AR points in free-AR battles? I mean, farm them in easy battle to spend for the others. And if yes, is there a way to block it?
Acephelos  [author] Dec 12, 2024 @ 3:00pm 
This update blocks the Esc key when auto-resolve is locked to prevent an exploit that would unlock it. Thanks to Krautjaeger for reporting it.
Acephelos  [author] Oct 26, 2024 @ 6:06pm 
@Alexander Pistoletov - My Discord username is the same. You can try adding me as a friend, or you can start a new Discussion thread here, that way we aren't spamming the comments and have more room for text.
Alexander Pistoletov Oct 26, 2024 @ 4:59pm 
I can paste the Error here if you want, it's 2 lines only.
Alexander Pistoletov Oct 26, 2024 @ 4:58pm 
Alright I found it, what's the discord?
Acephelos  [author] Oct 25, 2024 @ 4:31pm 
@Alexander Pistoletov - In the game directory, where the game is installed. Usually somewhere like this: C:\Program Files (x86)\Steam\steamapps\common\Total War WARHAMMER III
Alexander Pistoletov Oct 25, 2024 @ 12:10pm 
I have enable logging, where is the file located?
Acephelos  [author] Oct 24, 2024 @ 5:55am 
@Alexander Pistoletov - That's an interesting problem. I'd enable the logging setting while in the campaign, and play a few turns so it can start logging. You can send that log file to me on Discord if you'd like.
Alexander Pistoletov Oct 24, 2024 @ 4:51am 
I enabled this mod mid save and I cant stop getting AR points I have 30 at this point, how can I stop this to get max 10 points?
sarumanthecursed Oct 15, 2024 @ 2:06pm 
excellent mod! soo much better than the usual pure percent based mods, thank you and keep up the creativity
Acephelos  [author] Oct 5, 2024 @ 11:15am 
The latest update fixes a bug that could sometime occur when the player was defending, resulting in no bonus AR points or bonus trait.
Merchant of menace Sep 23, 2024 @ 1:46pm 
Novel concept!
Acephelos  [author] Sep 23, 2024 @ 10:57am 
I've updated the mod with an alternate style of locking auto-resolve in multiplayer games, the trade-off seems to be that the tooltip will no longer update with the reason auto-resolve is locked, but only in multiplayer games.

Singleplayer games still use the tried and true auto-resolve locking method.

I'm unable to test this in multiplayer for the foreseeable future, but this way, if it still doesn't work, you should be able to disable the mod without issue and continue the campaign.

Please let me know how it goes if anyone tries this mod in a multiplayer campaign.
Acephelos  [author] Aug 29, 2024 @ 12:41pm 
@Eternal Champion - Yes. It's actually the first line in the mod description. It's not a very large warning however, so I'll make it a bit bigger.

I plan to make this multiplayer compatible as soon as I'm able, because I'd also like to use it in multiplayer games.
The Count Aug 28, 2024 @ 11:17am 
Me and my friend seem to have coop issues with this mod, eventually after winning the first couple AR battles for free we are constantly gaining AR points yet unable to spend them and have to fight every battle manually (the AR button is always gray and locked, even for free battles). This is regardless of the severity of losses or balance of power.

Would really like to have this mod in my coop campaign, is this a known issue?
Acephelos  [author] Aug 24, 2024 @ 6:35am 
For example; you could hide the predicted casualties and disable the limit on the Free AR Threshold setting, so that it'll let you AR battles with massive casualties. This would put you in a position where you'd have to predict the casualties yourself.

If you wanted to be really hardcore about it, you could also obfuscate the predicted battle outcome, so it'll only say "Victory" or "Defeat" instead of telling you something more nuanced like "Pyrrhic Victory".

I may even add a setting to hide the predicted outcome entirely for those of us that like to live dangerously. XD
Acephelos  [author] Aug 24, 2024 @ 6:29am 
@walk_the_max_planck - I also play on VH/VH but I find that after a certain point I can AR everything with minimal loses. I left the default settings at a level I thought was still accessible to newer players, but MCT lets you tweak the settings to make things more interesting too if they're not to your liking.

Hopefully you find the mod enjoyable. If not, I'd be interested in your feedback.
walk_the_max_planck Aug 23, 2024 @ 5:51pm 
This looks really interesting. It probably won't make much difference for my own play style, but I still want to try it.

I usually play on VH/VH, and I'm both a perfectionist, completionist, and optimizer, so I tend to manually fight anything that isn't a decisive victory with no units losses. Even in those circumstances I might still manually fight manually for the fun of it, or if I'm in a strategic situation where it would really help to minimize casualties and thus replenishment time.

But in my next campaign I'm going for a full map completion in The Old World. With how enormous that map is, I have to lower the difficulty so that I can auto-resolve more frequently to have any hope of actually finishing. This mod will help keep me honest so that I'm not auto-resolving 90% of my battles (at least until I start steam rolling with doomstacks).
Acephelos  [author] Aug 23, 2024 @ 8:26am 
Fixed another rare bug in this update. More details here:
https://steamcommunity.com/sharedfiles/filedetails/changelog/3242344786
Acephelos  [author] Aug 20, 2024 @ 10:50am 
Updated the mod for update 5.2. No changes seemed necessary.
Acephelos  [author] Aug 14, 2024 @ 10:03am 
I finally figured out what was wrong with the lock reason tooltips and fixed them in this update.
Acephelos  [author] Aug 4, 2024 @ 1:00pm 
Acephelos  [author] Jul 28, 2024 @ 11:57am 
This latest update fixes the mod in campaigns that don't have either the Sword of Khaine or the Nemesis Crown (such as The Old World campaign).
Acephelos  [author] Jul 20, 2024 @ 2:35pm 
I've released another small bug fix. With this update the mod just might be finished. More details on the update here:
https://steamcommunity.com/sharedfiles/filedetails/changelog/3242344786
Acephelos  [author] Jul 16, 2024 @ 10:48am 
This update should fix the Draw bug and a crash that can occur when you reach 0 AR points.