Total War: ATTILA

Total War: ATTILA

Autoresolve
24 Comments
hahaha 7 Jun, 2022 @ 11:09pm 
Siege weapons die too much
Somanom 1 Jun, 2021 @ 7:21pm 
Hey Greq7, using your mod, what values could I increase or decrease in the database to make the autoresolve match our personal battle results? My friend and I don't have any unfair advantages over the AI, but even when we are at a significant troop quantity disadvantage, we end up pulling out a heroic victory. We just want the autoresolve to reflect more accurately. Getting tired of forcing ourselves to fight easy wins. Any help would be great, thanks.
Greq7  [author] 30 Jan, 2020 @ 2:32am 
Gaius I will look into this as soon as possible. Ill let you know here in the comments once its repaired. Pls subscribe to thread. Thx
大黄太阳枪 27 Jan, 2020 @ 4:05pm 
Doesn't calculate cavalry archers at all. My 3k hun army full of hunnic bows vs 1.3 k barbarian army, and I still lose 600 men. This obviously shouldn't happen, considering the fact that cavalry archers should never be touched by the enemy.
菠萝神选 18 Mar, 2019 @ 5:53am 
隐藏自动战条
Greq7  [author] 26 Jul, 2018 @ 5:17pm 
@to all users of this mod: My advice is to always choose balanced battle stance. Aggressive and protective stances are very very tricky and works only in some circumstances. For example Protective stance would make sense if your army could retreat after defeat to near settlement, otherwise AI would just follow and destroy what's left of your army. Aggressive seems to work when you have numbers or more powerful units but this can lead to defeat if the numbers are not much greater than your opponents.
Greq7  [author] 26 Jul, 2018 @ 2:39pm 
I gave penalties for missiles and for ammo and this worked like a charm. Also reduced number of kills they inflict. This mod is still more bloody than in Vanilla and I want to keep it that way but thanks to your feedback littleShepherd It has been improved towards more realistic and logical approach. Thx
Greq7  [author] 26 Jul, 2018 @ 2:36pm 
Yeah you are right now the settlements has more imaginary towers so it should do and ranged units are not too op now Im certain. I have tested some battles that in vanila basicly player lose because of ranged units of AI and now with this mod you win! still marginally but at least its a win so its an improvement from Vanilla. That is why we need a proper mod for AI army composition.

I think Xai's is very close to optimal But I have to look at it more closely and test some more. I might create my own soon
Sheph 26 Jul, 2018 @ 12:49pm 
Why not just increase the power of towers and walls in autoresolve? Ranged should be very powerful for settlement defense, especially for cities. Slingers though are pretty much useless in minor settlements. Archers with a high altitude shots do pretty good.

What mod do you recommend to rebalance armies to be 80+% melee and cav?
I know the table, but not how it works.
Greq7  [author] 26 Jul, 2018 @ 8:22am 
Now with this mod you guys need good modification for AI recruitment policies.
Greq7  [author] 26 Jul, 2018 @ 7:53am 
this will change the game completely. I think I am very very close to the results what player would actually have after manual battles. If you think otherwise please provide screenshots from outcomes
Greq7  [author] 26 Jul, 2018 @ 6:30am 
I am revisiting the mod again and balancing it towards melee littleShepherd
Greq7  [author] 24 Jul, 2018 @ 5:55am 
ok I have looked into this littleShepherd and have slightly weakened settlement troops I think but the problem is if I go too far the autoresolve will always endup on players side making us overpowered over AI because we can easily adjust our army composition. AI has no tools to adjust compositions in this game therefore autoresolve has to be tricky making settlements harder to get as well as winning battles. If you think I should make ranged units even weaker please tell me what lines exactly and in what table in the mod you see as too strong. I will try to move them slightly towards vanilla but I have to test it first. This mod is a very complicated stuff so I need to know what lines exactly before I start testing again. I have spent a lot of time making this mod so I don't want to start over if you know what I mean. More details is needed. Thank You for your feedback.
Sheph 3 Jul, 2018 @ 6:00pm 
The AI's decision making should take priority. I think it's best to just make the towers more powerful than making the settlement troops stronger in the calc. It was very funny seeing me lose so badly to a garrisoned army of slingers with several spears. In attila battles, projectile units, and especially slingers and skirms, are essentially useless unless they have a side-back angle. But focus on the AI and their stupid attack decisions rather than our complaints. I'm eager to see an explanation for some those fields over a new system.
Greq7  [author] 30 Jun, 2018 @ 11:16am 
I will do some extra tests later on next week maybe to improve on it but really I haven't had much problems with taking settlements so far. I just had to remember that it is more difficult and its risky
Greq7  [author] 30 Jun, 2018 @ 11:12am 
I didn't know about 0 taking place before @ actually
Greq7  [author] 30 Jun, 2018 @ 11:08am 
I have done this intentionally. Settlements are too easy to take in vanilla and it is not encouraging me to play battles because I always know the outcome. With this mod you need slightly more troops to take settlements but not necessarily always because of the uncertainty change.
Sheph 30 Jun, 2018 @ 9:15am 
I am finding that this mod gives a bit too much bonus to settlements. I just autoattacked a settlement full of slingers and spears with heavy infantry and cav. I suffered a major defeat. I would look into that. I find that autoresolving on offense it not on option when attacking a settlement with this mod.

I like that I found that I need to change your mod to start with 00 to override my autoresolve tables. Did you know this?
That 0 takes precedence over @ and _? I just found that out this week. I think it wasn't always the case.
Sheph 30 Jun, 2018 @ 9:13am 
I am finding that this mod gives a bit too much bonus to settlements. I just autoattacked a settlement full of slingers and spears with heavy infantry mostly. I suffered a majored. I found that I need to change your mod to start with 00 to override my autoresolve tables. Did you know this?
That 0 takes precedence over @ and _? I just found that out this week. I think it wasn't always the case.
Greq7  [author] 28 Jun, 2018 @ 9:57am 
@AdrRM actually it might take a while but most important tweaks are out and probably all new mods and submods will be save game compatible
Greq7  [author] 27 Jun, 2018 @ 8:58pm 
with this I was just changing multipliers slightly down and up and tests over and over again until I was satisfied. I will not be able to explain all of it because some lines just does not make any sense to me without seeing the actual engine. When I have a little bit more time I will give more info.
Sheph 27 Jun, 2018 @ 7:48pm 
Can you provide commentary in discussion about what each line means to you? This is an important table. I have my own versions as well. Why should I use this one? What I don't like is how little advantage the home team gets. I agree that that one faction shouldn't be able to conquer 3 regions in one turn.
Greq7  [author] 27 Jun, 2018 @ 3:09pm 
only two mods left so 2/3 days max. Please let me know how it all works with Fall of the The Eagles. I will try to make all of them as compatible as possible with that project
AdrRM 27 Jun, 2018 @ 1:54pm 
Hello friend, great work, any prediction of when all the mods leave the "Very Hard Campaign Overhaul" separately? I really want to start a campaign with all these mods. I do not like Radius, I use "Fall of the Eagles" as a base