全面战争:战锤3

全面战争:战锤3

Auto Resolve Rebalanced Katsuko
111 条留言
Ingovwetrust_1984 10 月 18 日 上午 2:39 
Sir, the mod clearly doesn't work for SFO Greenskins, especially Grom.
Virus 10 月 17 日 下午 4:10 
This favors Dwarfs like A LOT. Army of longbeards gets decisive victory against everything pretty much with minimal casualties
10 月 16 日 下午 4:55 
Does this remove major faction autoresolve bias?
Oz 10 月 7 日 上午 1:01 
Found an issue with this mod
Level 30 Noctilus, Necrofex mount, with all purple equip, and quite a bad army but with his level 9 exp Necrofex, lost to my High Elves tier 1 minor settlement garrison. Very Hard battle difficulty
He should've won with very low casualty. Played manually he solo'ed the garrison
dreamscape 9 月 26 日 下午 10:52 
Keeping in mind the Compatible with Unit Mods section - I played with SFO enabled - the autoresolve outcomes seem heavily weighted against attacker, when attacking settlements. For example a full army of Chaos Dwarf elite (ironsworn, infernal guard, blunderbuss, k'daai, artillery) had a pyrric victory with heavy unit losses against Grimgor's settlements with 12 or so rather basic units. Small unwalled settlement.
WatashiDa! 9 月 22 日 下午 5:59 
Hmm, not sure if it's this mod, but I do notice that even though my mid-tier armies have like +500 base stats, they are still considered weaker than a basic tier 3 garrison in auto resolve. Everything seemed all set until I reached a point in a game where I steamrolled everything, but auto resolve fell in the opposite direction ironically.
Ingovwetrust_1984 9 月 19 日 下午 11:05 
SFO tomb kings, Settra got the new big cat and still barely win the fight first, it doesn't make sense.
KoreanBest 9 月 19 日 上午 4:11 
very easy and cheat mod
Replay64 9 月 14 日 下午 6:47 
It took 5 full stacks of tier 3 to 5 units to defeat a trash stack of skaven only because they had a nuke available. Also most of the time the battle predict makes no sense compared to vanilla, still this mod is a better attempt than any other on the workshop
MacPhale 9 月 8 日 下午 5:39 
Just did Khazrak's quest battle with the auto-resolve quest battle mod turned on. It claimed I would have a close defeat, but I got a close victory with no unit losses
Sly Marbo 9 月 1 日 下午 4:07 
With some factions nigh unplayable and with others a cake walk when we talk about Auto resolve.
oJy 8 月 29 日 下午 12:12 
Is this mod fuckin with the AI Auto resolve? Seems like the AI is winning and conquering terretory too mutch.
lokiweil 8 月 23 日 下午 12:45 
At least played for Elspet and can't farm with artillery. Maybe i played bad, but with vanilla auto-resolve it's much easier to play
KoreanBest 8 月 22 日 上午 6:41 
im korean , i want hard so this mod op -_-;;
SrGnn 8 月 19 日 上午 9:45 
Very nice mod! Congratz.
Is it possible to make quest battles auto-solvable?
WarBlackstone 8 月 12 日 下午 5:53 
valiant defeat while defending a castle front bretonnian peasants and a ram vs a full Garrison vs 6 peasant mobs and a damsel i don't think this mod works anymore
Hauken 8 月 9 日 下午 10:58 
Using weaker tier 1 and limited tier 2 army as empire (karl franz) very early game gives a overwelming victory on auto resolve vs the changeling. I can confirm i got melted in battle, with the mod disabled it was Valiant defeat as it should be.
Realhollow 7 月 28 日 上午 11:51 
How does this work with Ghorst my MP buddys wont let me play him anymore after i made them wait 2 hours over and end turn wile i had to fight 6 battles manuly as they were all zombie armys but with all the buffs he gives made it an easy win in the battle :)
Imperial Obligation 7 月 21 日 下午 1:16 
Chaos Dwarves struggle with this mod as well (at least until changes are made). Their economy and mechanics make it difficult to field multiple effective armies in the late-game, and the mod makes it practically required that you bring 2 armies for every 1 (Ex: Greenskin, High Elf, Dwarf) despite their units being some of the most elite in the entire game across the board.

On the other hand though, the time I used this to play Dark Elves, it nailed EVERY estimation of victory and defeat to a T. Algorithm is 100% accurate with Dark Elves.
Playmate 7 月 20 日 上午 9:14 
Sadly this does not work good for Khrone. The auto resolve gave me pyrrhic victory, with high casualties, in a battle where when I played manually, full zog zog no strategy, I lost about 7% of my army. I had full halberd chaos warriors versus a lot of cavalry so it was a massacre. But the auto resolve did not understand that unfortunately.
Playmate 7 月 20 日 上午 7:40 
Does this mod fixes Khorne auto-resolve? Because right now it's really broken, the auto-resolve makes me win against armies that are 3 times my size, and not only trash units.
BakaoAru 7 月 19 日 下午 1:26 
Well undead are mostly crappy units
AwDiddums 7 月 18 日 下午 7:54 
Hm, does anyone else have undead just getting completely destroyed in auto-resolve with minimal kills inflicted (if any at all)?
Mushroomancer 7 月 17 日 下午 7:55 
Does this mod touch the auto resolve logic with spells at all?
Cyntrax 7 月 9 日 下午 5:41 
Added as a friend because I wanted to ask about your mod as a prospective mod maker for multiplayer campaign balance.
Bumblebeepotato 7 月 7 日 上午 1:46 
Does this mod increase the chance that armies will not get wiped out in auto-resolve and survive with many of their units? Friend and I tried this mod out into a 50 turn campaign and we went from never seeing that happen to every 1/2 auto resolves end up with their armies living.
Naldor 7 月 3 日 下午 2:01 
I found playing with WoC who already were good in Autor esolve to be just too good. Campaign became a slog as it was just too easy to autoresolve almost anything with barely any losses. It was really good with Slaanesh tho.
sarumanthecursed 7 月 3 日 上午 4:58 
siege battles also seem to need more harsher results especially when sieging with black arks without siege equipement
sarumanthecursed 7 月 2 日 下午 4:40 
hey wood elves seem very weak in auto resolve, i have a screenshot example
Ry 7 月 2 日 下午 2:12 
Update appears to have fixed the problem, thank you so much :D
Ry 7 月 2 日 上午 9:18 
Thanks for updating the mod, will test this out tonight and see if it's any different. Fingers crossed :D

@o'Hearty Yeah we're literally playing vanilla apart from this mod and 1 other auto resolve for quest battles mod.
o'Hearty 7 月 2 日 上午 2:00 
@Ry we also had a desync problem with this mod on, but it seems that issue was with side software (zapret). Seeing that you are from UK, you and your friend most likely don't use it
Katsuko  [作者] 7 月 2 日 上午 12:35 
I’ve made an update, maybe it will help, but from what I can see there are no errors in this mod.
Ry 7 月 1 日 下午 1:21 
To expand on my comment, we've just gone ahead and loaded a different mod, and the desync is not occuring. Only seems to be happening with this mod, on turn 1.

We are playing Durthu and the Sisters of Twilight, Immortal Empires. The only other mod we had installed was Auto-Resolve Quest Battles.

What is weird is this mod was working fine a couple of days ago. It seems tonight we cannot play a coop campaign at all with it loaded.
Ry 7 月 1 日 下午 1:15 
I'm now encountering desync at the end of every turn whilst playing with this mod in coop. Turned off my only other mod, and the desync still occurs. Turning off this mod solved the desync.

The game tries to cycle through the turn, gets to about faction 64-66 in Immortal Empires and then desyncs. Reloading the save takes you back before the end of the turn, and ending the turn again desyncs the game once more. We cannot seem to get past turn 1.

Thank you for the mod and would love to see it fixed, it's such an amazing mod.
o'Hearty 7 月 1 日 上午 2:02 
Possibly encountered a bug.
We are playing multiplayer campaign with your Auto Resolve Rebalanced mod and Auto Resolve Quest Battles mod.
I'm playing Mother Ostankiya, and still have to do some of the quests manually. 2-3 times my game crashed on loading quest battle. Could be something to do with "infinite" waves of enemies untill goal is reached.
I'll be looking into it myself too to provide more info
Flow 6 月 30 日 上午 11:10 
Agreed with the Dwarfs being underpowered in auto-resolve. Many battles when I play them myself I can scrape by with barely anny losses, but using autoresolve would give me many losses.
Zate 6 月 30 日 上午 10:33 
in my campaign experience it seems that even after the update dwarfs seem to still be at a large disadvantage especially againts orks, what happened was ungrim ironfist went from strength rank 3 with two armies to strength rank 196 after fighting azhag's strength rank 60 one army, i didnt manage to get to a good look to ungrim's army but azhag did have 3 orc boar boyz with about 4 ork big uns, the rest are expendable tier 1 units which to me is odd how azhag is able to decisively win againts ungrim's 40 units with that. aside from that the casualties i got when i was playing as karl franz and arbaal seems reasonable.
Katsuko  [作者] 6 月 29 日 上午 10:33 
Tweaked multipliers for Ogres, Dwarfs, Skaven, Greenskins — more realistic values.
Dodge 6 月 28 日 下午 8:40 
mod seems good in most case except for the fact that it buffs greenskin auto-resolve to heaven. Full stack of trash somehow will deal huge damage or outright destroy an elite stack from other race. In my 2 campaign (one vanilla and one with sfo), greenskin faction consistently stomp everyone around them, dwarf gets deleted in 20 turns. Is this intended somehow?
Katsuko  [作者] 6 月 28 日 上午 11:43 
Doomstacks of missile units don’t have the same punch as before anymore.
DnW 6 月 28 日 上午 3:23 
Does this mod fixes the darkshards stacks being always a decisive defeat?
Apreciiate ur work pal :Fistofdosh:
Notteger 6 月 26 日 上午 9:10 
I also suggest disabling the exploit that lets players switch the battle difficulty to the lowest setting for an easy auto resolve victory.
:) 6 月 26 日 上午 1:00 
Ah, so that's how it is, I see. But still, I would like the early-mid game auto resolves on high difficulties to be a little simpler, because at some point it becomes too tedious to fight every army on the manual...

I think it's does a pretty good work for some other factions like Kislev, where even a hard army losses can be managed from global recruitment in one turn :shadowheartlaugh:
Katsuko  [作者] 6 月 26 日 上午 12:48 
The goal of the mod isn’t to give you zero losses, but realistic ones—as if you were fighting against a thinking player. By default, autoresolve treats the AI like an idiot who just stands there and gets shot, so it’s possible that artillery units go down too easily. But I’ll be making adjustments :)
:) 6 月 26 日 上午 12:21 
It's working good with some high-tier balanced armies, but with low-tier units even if they are just a filler units to get army to 20, and on your army you have actual good untits, they will die pretty much every time. It's more punishing on that factions, because you have huge army limits until late game and you need this filler units.

Thanks for your work anyways. Logic of your mod still works better than vanilla resolve, will be waiting on your tweaks!
:) 6 月 26 日 上午 12:21 
I've played Chaos Dwarfs and Tomb Kings campagins and there is something with artillery strength in auto resolve. On Chaos Dwarfs sometimes it's dead to a bunch of Cathay peasants and one unit of air cavalry or they are just killing 4-5 squads of low tier untis such as Orc Labourers or my Hobgoblins, but on manual resolve I have almost zero losses by simple strategy 'stay and shoot'. Same applies to Tomb Kings, but armies of zombies just destroying my frontline, always.

Feels like I've played in every campagin almost every battle manualy up to 70-80 turns, until I got better units... becasue there is too much enemies to fight, and I can't have entire squad losses, I've played on Legendary campagin/Hard battle difficulty.
Katsuko  [作者] 6 月 25 日 下午 12:09 
Thank you for the feedback and kind words. Once I finish the diplomacy mod and I'm fully satisfied with it, I'll start tweaking things here more precisely – I’ve noticed that Slayers do seem to have some hidden boost, although I played a few campaigns with Ungrim and managed to get results like that, or even much better :)
Notteger 6 月 25 日 上午 11:44 
I've just finished a campaign as Ungrim with this mod. IMHO, unarmored units should probably take heavier losses in auto-resolve than they currently do... My Slayers were destroying everything, and I won battles on auto-resolve that I couldn't have won manually without taking significant casualties.

At the same time, ranged units seemed to deal noticeably less damage than they should (and Gyrocopters are still weak, in my opinion:) ). They get far more kills in manual battles. I think these parameters could still use a bit of recalibration.

And a special thanks for your efforts to make the game better!