Total War: WARHAMMER III

Total War: WARHAMMER III

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Spire's Better Autoresolve
   
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23 Aug, 2022 @ 8:38pm
23 Aug, 2022 @ 9:12pm
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Spire's Better Autoresolve

In 1 collection by Spire
Spire's Campaign Changes
4 items
Description
This mod is part of a campaign change series, which can be found here:
https://gtm.steamproxy.vip/workshop/filedetails/?id=2853287087

Description
TWW3 has a game-breaking issue with its auto-resolve. When you autoresolve a battle, there is a 99% chance that the losing army will be WIPED OUT completely, regardless of the balance of power.

This is game breaking because when you fight a battle manually, generally most units survive the battle and the losing army retreats instead of being destroyed.

This means using the autoresolve removes a fundamental part of the game - retreating - which completely changes how the campaign is played. Frankly I am astounded that this bug has not only remained unfixed since game 2, but actually got worse.

This mod fixes it.

Changes
  • When an army is defeated in autoresolve, it is now no longer wiped out
    • Instead, it survives with a few units and retreats, just like a normal battle
    • Armies that have already retreated this turn will be wiped out, like normal
  • Units are generally less likely to be killed in autoresolve (no more suicidal artillery pieces)

Compatibility
Compatible: mods that affect player-only autoresolve (e.g. mods that remove the player bias).
Not Compatible: mods that affect general autoresolve outcomes.

Known Issue
The autoresolve doesn't correctly show when units will die in battles anymore. As a general rule, units will die less frequently anyway, but do be aware that you can no longer trust that your units won't get killed just because the game doesn't show it. It doesn't happen often, but I suggest quicksaving right before autoresolving very close battles just in case.

If you like to fight close battles and only autoresolve lopsided ones, this won't be noticeable at all. If you like to autoresolve all your battles, then you'll either need to get used to the preview being incorrect or not use this mod.
40 Comments
Spire  [author] 20 Oct @ 12:41am 
Good to test for sure, but to be clear this mod just changes some numbers in the autoresolve calculation - it's not possible for it to have effects on other mechanics in the game.

The one thing it does affect is the AI's willingness to attack, because the AI partly bases the decision off expected autoresolve outcomes.

Because of that it's also not really going to 'interact' with other mods either, except to overwrite each other if they both edit the same numbers. This mod should really be the *last* item on your list of suspects :)
minigranja 19 Oct @ 8:01pm 
it's probably a bad interaction with some other mod on my list. I have yours off now and I didnt get my siege lifted when I defend from a sally out on a battle I just had. That Parravon castle i mentioned upgraded during the end turn, but it wasnt suposed to. I sieged it with 1 turn left on it's upgrade, they sally out on me during end turn, i win the battle, siege is lifted anyway, upgrade completes and garrison respawns, except stronger. quite shit for me, killed the LL but the city is just immortal kekw

ill test it with just your mod on to see if i get that behaviour too, without all the other shit
Spire  [author] 19 Oct @ 6:20pm 
Sally outs don't break sieges unless you lose, and the garrison isn't supposed to be able to heal while you're sieging. Garrisons also aren't supposed to be able to fully replenish dead units in a single turn (unless the city upgrades).

All of that behaviour definitely has nothing to do with this mod! The mod isn't perfect, but it can't interact with the campaign map in this way - it only changes the outcome of autoresolve calculations.
minigranja 19 Oct @ 5:47pm 
I was sieging a parravon castle, they attack me with the army in the city, plus the garrison, easy auto resolve, garrison wiped out, except for some 3~ units if i remember right. next turn the enemy army inside the city is still dead, just the lord remaining, but the siege has been lifted and the garrison is literally fully replenished. I autoresolved 18 units to death during end turn and the garrison just replenished out of the blue
minigranja 19 Oct @ 5:37pm 
You will start the end turn with a beaten up army outside a half healed/half respawned garrison, no siege equipment (in fact you're just there on normal stance, no siege) and with less troops, while your enemy enjoyed replenishment during end turn. I was sieging the brass keep; even tho i won a battle agaisnt warriors of chaos, as they sallied out, I had my siege broken. And, because the brass keep is mountain terrain, it gave me attrition, so I lost a priest to attrition, one that barely survived the last battle. I even had to sacrifice some flagellants to get through that battle, it was dramatic, im telling you! the warrior priest surviving the battle then dying to mountain pass dmg was really sad.
minigranja 19 Oct @ 5:37pm 
hey, Grim,
Im having something similar, its not just rebellions.
sieges get way more drawn out, i havent been able to build many siege equipment, I just get attacked during the end turn while building siege equipemnt.
heres the thing, even if you win against the enemy sally out attempt, your siege will be broken.
Espritviril`` 27 May @ 1:08pm 
I really wanted the AR not completely wiping out enemies, but not being able to see which units will die is frustriating. It shows 0 units to be killed, then I try the AR and I lose 3 units. Insane.

Would love to use this mod but sadly with AR not correctly showing which units will die, kills this mod for me. If you can fix that issue(if its fixable to begin with) would be amazing.
Grim 29 Jan @ 1:34pm 
Hi, great mod but there is one big issue. Rebelions can sometimes attack multiple times and its very annoying. Here is the situation. I've got a vampire rebelion at altdorf that sieged me next turn so i sallied out with garrison and killed em. Next turn the same which made me already loose 2 turns of building and recruiting. Thid time he attacked with only lord on 1 hp and gues what... lord survived and attacked me next turn. I repeated it 10 times in a row and every turn its the same, lord survives on 1 hp and continue to encircle me next turn. I suggest two solutions. If there is only lord and few units then army gets wiped becuase they're to overwhelmed or rebelions get wiped by default
IfThenOrElse 20 Jan @ 2:29pm 
Hey, I really like this mod. I'll need to get some time to test this.

I'm trying to find a way of tweaking the campaign so that a battle defeat is not a "game over" scenario and this mod feels like its part of that solution. I'd love to pick your brains about AR values and how it all works... would you mind if I pinged you on Discord via modding Den?
Spire  [author] 13 Dec, 2024 @ 5:26pm 
@Cerb no reason, I've never used the dependency tab before so honestly I'm not sure why it's in there. Seeing as data.pack is just the main game pack file it will always be loaded first anyway, so including / not including it in the dependencies shouldn't do anything.

Thanks for pointing it out, I'll delete it from all my mods that have it for the next time I update them.