Total War: WARHAMMER III

Total War: WARHAMMER III

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Autoresolve Redone
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21.470 KB
Feb 3, 2023 @ 1:35pm
Jun 21 @ 10:37am
22 Change Notes ( view )

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Autoresolve Redone

In 2 collections by Incata
Total War Warhamer 3: Gameplay Mods
76 items
Multiplayer
80 items
Description
This mod modifies the automatic resolution system of the game.

This mod is a revision of my TWW2 mod Autoresolve Redone To be honest this mod is very different from the version I created for TWW2 but the purpose is the same, to make auto-resolving combat as similar as possible to manually resolving combat.

Before getting into the matter, I want to clarify that although I did the best I could, there are many things that cannot be simulated in autoresolution for various reasons, player ability, the little variety of unit classes, opportunities offered by the map, sieges where the AI He doesn't know how to play and many other things. This means that you can still obtain a better result in manual battle, even winning battles that you would lose in automatic resolution.

The main objective of the mod is that a balatta that you could not win manually cannot be won in automatic resolution either.

Specific changes:

-Removed all AI bonuses against the player and vice versa
-Lords bonus has been delete
-The cavalry bonus has been delete
-Bloated Corpse, Explosive Scribble, Explosive Scribble (def) no longer autodies on autoresolve
*The AI will attack walled settlements as soon as possible. Has been deleted. This will be handled in Total Siege Redone
-Chance to capture artillery has been increased from 10% to 25%
-The survivability of the units has been considerably increased, there will not be as many casualties and the possibility of not losing complete units increases
-Increased efficiency of melee units (seems like ranged units always had a sizeable advantage)
-Unfortified settlement no longer have towers (WTF)
-Precision variance has been removed
-Reduced turret mortality and bonus power per turret level (totally exorbitant)
-Increased army survivability after a autoresolve, now there are more chances for the losing army to survive (as in a manual battle)
-Damage taken by flying units has been reduced
-Removed a lot of silly bonuses that were offered in different situations
-Increased the maximum bonus a unit can gain due to buffs
-The artificial bonus has been reduced in types of besieged, ambushed and fortified battles
-Individual entities now have a greater impact on autoresolve
-Ambushed armies will have a penalty to the KPS of ranged weapons.

They can test the effectiveness of the mod in any save they have and thus know if they are convinced by the new results they will obtain. Even with all these changes, you will normally get fewer casualties in real time, although this also depends on other factors as I mentioned before.

Finally I created a paypal account in case anyone wants to thank me for my work in this way
Donate Paypal Incata[www.paypal.com]

Subscribing and adding to favorites is fine, but if you want other people to see the mods you like, after trying the mods if you like this press 👍. I see mods with 3000 downloads and only 80 reviews, that makes me☹️. People who are dedicated to modifications will appreciate it. Thank you.

Remember to take a look at the mods in my game collection, I use them all, but even if I only use a few the game will improve a lot, and it's completely modular.

-Collection of gameplay mods
-Visual collection and utilities
-All my mods total war tww3
-All my mods total war tww2
Popular Discussions View All (1)
1
May 25, 2023 @ 5:23am
AI vs AI battles
Almatar
133 Comments
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
Virus 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.
Virus 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.
Virus 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.