Total War: WARHAMMER

Total War: WARHAMMER

Better Auto Resolve
156 Comments
KaNNaY Oct 13, 2022 @ 5:16am 
The prediction of the outcome of auto resolve is more fuzzy. - What does this mean?
THE DOGE Dec 12, 2020 @ 8:49am 
A must have mod. Cant play without it thanks for making it.
olivier.amiet Oct 17, 2020 @ 6:13pm 
updated dude...thx...
Sardaukar (Dukhat) Jan 21, 2020 @ 6:50am 
One of the most essential mods to have, kudos!
CthuluIsSpy Sep 23, 2019 @ 3:47pm 
So...I'm not sure if it actually works. I'm getting some really inaccurate Auto-Resolves during my vampires campaign. I noticed that AR really doesn't like if you have zombies, and it favors artillery units. Like, hellblasters makes the Empire's AR skyrocket.
CthuluIsSpy Sep 17, 2019 @ 1:26am 
@ Zarkis : Ok cool. The launcher was telling me its outdated, so I was worried.
Zarkis  [author] Sep 16, 2019 @ 10:10pm 
Yes, it does.
CthuluIsSpy Sep 16, 2019 @ 11:15am 
Does this mod still work?
Ben Dover Oct 11, 2018 @ 3:35am 
I would also like to know if this mod works with latest patch.
thaygiaomap2000 Aug 19, 2018 @ 7:06am 
test with vampire count , start with Kempler , i win and no enemy dead ( attack lord of templeholf )
thaygiaomap2000 Aug 19, 2018 @ 6:55am 
do this mod update for norsca ? do we have War 2 version ?
TravMat May 16, 2018 @ 3:25pm 
wery wierd mod.sry
Zarkis  [author] Jan 12, 2018 @ 11:36pm 
@Nvader6 That's odd. Did you test with vanilla autoresolve also?

@Kernboom May be possible but I don't know one. There is a value in my mod that reduces losses when retreating. Setting it to zero could help.
KaddySap Jan 12, 2018 @ 6:23pm 
Testing the situation described below, I also had a Thane in the army. Removing the Thane and adding the Runesmith results in a Balance of Power of guaranteed victory.

In summary, having two heroes in my army gives me a drastically worse Balance of Power than having only one, with removing both heroes resulting in a Balance somewhere in between.
KaddySap Jan 12, 2018 @ 6:14pm 
Sieging VC controlled Waldenhof as the Dwarfs. Upon merging a Runesmith to my army, the Balance of Power went from nearly guaranteed victory to nearly fifty percent. This happened with the same Runesmith during an earlier battle as well, I believe against Greenskins.
DOLFKAT Dec 11, 2017 @ 3:45pm 
Im trying to find a mod that doesnt wipe out your remaining army on a valiant defeat, do you know one? This comes closest to it, you should at least know if its possible?
Jolly Nov 17, 2017 @ 9:37am 
I believe you for the most part, I found someone else from google that had the same problem, he says he uses "Minor Mods" but doesn't list them off which is irritating. I posted this issue on Discussions yesterday http://steamcommunity.com/app/364360/discussions/0/2425614361138198260/
first response I got was "Any mods you playing with? Looks like a bug to me." and I was basically like, "Now that you mention it..." I did just add your mod yesterday and this happens within a few turns. Could be coincidence (most likely) or, even the other guy, had your mod OR* a mod that effected the same thing.
Zarkis  [author] Nov 17, 2017 @ 9:23am 
Has nothing to do with my mod. It's a map issue.
Jolly Nov 17, 2017 @ 9:18am 
Almost right away I came across this bug http://steamcommunity.com/sharedfiles/filedetails/?id=1203092709
Beastmen sieging my city from other side of river. This is the only mod I have and have ever used and within a few turns of using it I got this problem
Jolly Nov 16, 2017 @ 10:17pm 
Playing Bretonnia has become almost impossible depending on Auto Resolve. I read about archers being Over Powered for Auto Resolve which sucks for a Cavalry based kingdom, best archers are peasants, Gonna try this out, I really hope this works because suddenly ALL auto resolves have been resulting in losing including ones that show I have >50%:steamsad:
Lampros Oct 25, 2017 @ 3:25pm 
Yes, I'd like to know as well ;)
Atlantika Sep 26, 2017 @ 5:28pm 
Please say your going to update your mod for Warhammer II ! Thank you!
Antonius1871 Sep 23, 2017 @ 10:39pm 
Polymath, i take a mod that give 100% boost to AI when auto resolving, it make me do much more battle manualy.
Dumbfounded Polymath Sep 14, 2017 @ 1:28am 
Is it posible to remove auto-resolve? Trying to do a campaign with all manual battles but it's just so damn tempting to auto when the odds are crazy in my favour, when they should not be.
Zarkis  [author] Sep 6, 2017 @ 9:06am 
Technically yes. Can't say if the mod works well with the changes to units in SFO.
General Jah Sep 5, 2017 @ 8:23pm 
Is this mod compatible with Steel of Faith?
Raviollius Aug 31, 2017 @ 11:07am 
Very well, I will take screenshots of the comps the next time I see it.
Zarkis  [author] Aug 31, 2017 @ 8:11am 
Try to keep the saves or post the exact force composition. I then can simulate the battle. In general don't expect perfect results. There will be odd cases, especially with very loopsied armies (like all ranged units). I am happy if my mod is better then vanilla 80% of the time. Modding auto resolve is like walking in the dark.
Raviollius Aug 31, 2017 @ 6:52am 
Yeah, I noticed some strangeness on the calculations, stuff giving me a staggering advantage or disadvantage that wasn't reflected on the battlefield., and i'm also using the advanced AI mod.
David Aug 31, 2017 @ 1:28am 
Damn, I didn't think about keeping the save. Sorry. I had advanced AI installed, that's it.
Zarkis  [author] Aug 30, 2017 @ 8:14am 
If you have the save still at hand and not too many mods involved send it to zarkis@online.de .
David Aug 30, 2017 @ 5:40am 
Hi. Thanks for the mod. I started a battle, autoresolve gave me 50% chance of winning (with a lot of blur). I reloaded the save I made just prior to this battle, added the green knight to my army, and autoresolve gave me around 25% chances of winning (still with a lot of blur). Maybe it was a mistake on my part, but I'm 90% sure I have my facts right.
Zarkis  [author] Aug 27, 2017 @ 1:31am 
I changed some stuff regarding ranged units and got rid of the AI bonuses. Free company militia is still a bit overpowered, but much less so then before.
Wolfenswan Aug 26, 2017 @ 5:11am 
I'm getting strange results against free company militia. There's a rebel stack that's about 90% of them and they simply crush everything in auto-resolve, including capitals.
Sir Motte Aug 22, 2017 @ 5:09am 
@Venris Thanks man! Just noticed that the mod has been implemented to SFO. Thanks Zarkis for allowing this!
[HN] Aug 12, 2017 @ 1:09pm 
@Venris You've planned some autoresolve stuff?

Glade to hear it :D
Venris Aug 11, 2017 @ 6:43pm 
@Motte: I would not say that :).
Sir Motte Aug 8, 2017 @ 5:03am 
Still a must have Mod. Even SFO didn't bother with this. Thanks!
Patrick Bateman Phonk Edits May 13, 2017 @ 2:34pm 
One question, This mod nerf the hellblaster volley gun or organ guns? Because in vanilla they are broken. You can destroy all chaos armys at the same time with 2 or 3 of these in your army
Boonkie Apr 30, 2017 @ 4:39am 
It's "loose" if you got swag.
sana[PP] Apr 18, 2017 @ 8:01am 
This affects ai vs ai battles?
Agent Mahou 002 Mar 17, 2017 @ 3:41am 
Just for future reference: It's Lose, not Loose. Just one O.

"I may lose my pants because this belt is too loose."
Yorae Feb 27, 2017 @ 11:47am 
Thank you for fast update and for this nice mod :)
Darth Tater Feb 21, 2017 @ 3:38pm 
> Is this mod compatible with autorelsolve AI buff?

I doubt it. They're probably changing some of the same numbers.
Darth Tater Feb 21, 2017 @ 3:37pm 
I've played with this mod for awhile now. I think it is unfairly tweaked in favor of the player.

For instance, I fight Empire 2 stacks vs 3 stacks of Chaos and I take something like 10 casualties! That's completely unrealistic. When I fight the battle, I get a pyrrhic victory because Chaos units are tough. Now ofc you actually fight the battle as 2v2 stacks but still.

I don't really like the default algorithm as it tends to do too much damage to my heroes, but this just seems a bit over the top to me in its current state. Do you think it could be changed further? In its current settings, the auto-resolve *always* does better than fighting the battle in my experience, so it encourages you to auto-resolve everything (I don't know...maybe that's the point of it?).
Keluznak Feb 19, 2017 @ 2:55pm 
Is this mod compatible with autorelsolve AI buff?
Theos Feb 7, 2017 @ 10:21am 
Thank you very much!
Zarkis  [author] Feb 7, 2017 @ 10:16am 
Yes, that changes should do it. Also, you can distribute your version as you want.
Theos Feb 7, 2017 @ 4:22am 
Hello there, i've used your mod for some time now, but i noticed that even with your mod i still auto resolve too much. Its prediction is good and since i attack mostly with big superiority i just get way too tempted to autoresolve. So i downloaded PFM and dived into your mod. Changed some values, most did not do what i want but when i changed zar_AI_bonus melee all classes and missile all classes from 0 to 0.25 it changed the autoresolve to make it favor the AI more. So the first battle in the empire with Carl against rebels 1st turn in with just the army you get is with your mod Decisive Victory with 160 lost, on Vanilla its the same but with 120 lost and with tweaked values that i added its a Close Victory with 250 lost.

I just wanted to ask if this is the right way to tweak autoresolve to favor the AI or is there some better way ? Also i would like to ask for your permission to send this modified version of your mod to a couple of my friends?

Zarkis  [author] Jan 19, 2017 @ 8:51am 
I don't know how to make the prediction show the actual auto resolve result. You would think that the game quickly calculates the battle and shows the result but it doesn't.