Total War: WARHAMMER II

Total War: WARHAMMER II

Advanced Autoresolver
228 Comments
Vaal 19 Aug @ 11:40am 
так вот из-за какого тупого мода в sfo происходит раз за разом полная херня. Когда полнокровная армия воинов хаоса получает "полное поражение" от полудохлой армии берега вампиров....
Reithan  [author] 10 Jul, 2024 @ 1:55am 
This mod was specifically designed for TWWH2, since TWWH3 dropped, I haven't updated it very often, and not for a long time. I can't guarantee it's still working as intended, however, all modifications that were made are listed in the description.
mr.napop 5 Jul, 2024 @ 2:04am 
Hello, I'm having garrisons under perform when heavily outnumbering the enemy, where their lord has most of the kills somehow, and sometimes successful ambushes result in the army's dragon and LL taking heavy damage when none of the other units are, and somehow losing the battle though it shouldn't.

are garrisons and flying units nerfed?
Reithan  [author] 10 Jan, 2024 @ 1:38pm 
@pepe_silvia This doesn't add any more randomness, it just makes the result more "sane", that being said, there is no randomness at ALL in the auto-resolver as-is. The only randomness is the display. The balance of power bar just has an "uncertainty" zone, that's all.
pepe_silvia 10 Jan, 2024 @ 6:38am 
So in WH2, to me the auto-resolve option always seems predetermined with no wiggle-room on the outcome of a battle. I've long thought that this is the reason why campaigns in WH2 feel less interesting that those in RTW and M2TW, where the same battle when auto-resolved multiple times could result in a variety of different defeats/victories so long as two armies are of somewhat comparable strength. Does this mod make auto-resolve more "random" like in previous titles? If so, have you seen any noticeable difference to the way campaigns play out? :D
Reithan  [author] 29 Jun, 2023 @ 8:47pm 
@Valour yes
V 29 Jun, 2023 @ 1:54am 
Does this mod work for the AI vs. AI battles?
Echo 19 Jun, 2023 @ 4:19am 
I ended up using another autoresolver mod, Autoresolve redone, which does address some of these issues, but doesn't have as exhaustive an approach as your mod did in WH2. Still it's a major improvement (at least from my subjective pov) over vanilla and gives a fighting chance to factions like VCs and Greenskins, which otherwise get destroyed outside of Waaghs.

Well, WH3 is going to have a long life, and maybe eventually we'll see more comprehensive autoresolve mods appear.
Echo 19 Jun, 2023 @ 4:19am 
Hey Reithan, I've now played several full campaigns in IE and can definitely state that the vanilla autoresolver in WH3 is quite bad.
There are a few critical issues:
- Armies are always wiped out
- Lords have a disproportionately high value
- Sieges have a disproportionately high value
- Certain units are far better in AR then they should be (Dwarfs are especially guilty of this, and VCs are on the opposite side of being wiped out 2-3 armies to 1)
- SEM suffer a lot more than their multi-entity counterparts
- (Some) Artillery is still trashed by the autoresolver
Reithan  [author] 18 Jun, 2023 @ 8:14pm 
@Legatus It 'should' this mod works fairly broadly and uses unit categories in places, rather than referencing specific units. Best I can say is try it out and see if it works for you.
Legatus 17 Jun, 2023 @ 2:51am 
Is this mod works with units from mods?
Echo 11 May, 2023 @ 11:21am 
All right, thanks for the reply!
Reithan  [author] 11 May, 2023 @ 11:19am 
@Echo after playing through a bunch of campaigns on TWWH3, I didn't notice any of the glaring issues with the AR system that prompted this mod in TWWH2. So I wasn't planning on making a new version, since it seems unneeded. Additionally, with the addition of the ability to SEE the AR results before you choose to AR makes this even less necessary, since you're never surprised by a bad result.

That being said, if you ARE seeing problematic resolutions, do me a favor and post up screenshots of those here and I'll see if it's something that can be helped.

Also, if you haven't seen, I also brought forward "Please Stop Cheating" into TWWH3, which removes a bunch of imbalanced cheats the AI gets in AR, so that might even be the main source of the issues you see.
Echo 11 May, 2023 @ 4:13am 
Will this be ported to WH3? The ones that already exist aren't as balanced or good.
Reithan  [author] 8 Apr, 2023 @ 12:03am 
@123 Yeah, unfortunately, the way this mod was setup is mostly broad tweaks to avoid certain bad outcomes. If you notice a pattern of certain types of units, or certain types of lords that aren't being calculated properly I may be able to fix it. But if it's just certain specific lords, there's probably not much I can do.
123 7 Apr, 2023 @ 1:38am 
Okay, just thought I'd let you know that the mod is giving god mode to this specific unit. I've used this for a long time and haven't had any issues with anyone else. Thanks for the mod.
Reithan  [author] 6 Apr, 2023 @ 11:42pm 
@123 the purpose of this mod isn't to make targeted nerfs or buffs to any specific units.
123 6 Apr, 2023 @ 11:27pm 
Level 1 Rakarth is still broken and solo kills full armies + reinforcements without losing any hp.
Reithan  [author] 15 Mar, 2023 @ 7:18pm 
Just got a comment about my other TWWH2 mod on one of my other ones.

Full disclosure, I haven't seen ANY of the comments on here, I don't know when or why, but I guess Steam stopped giving me notifications about posts here.

I just assumed it was still working and that TWWH2 hadn't gotten any/many updates since TWWH3 beta dropped.

I'll see if I can get just a general refresh on the mod up sometime soon so anyone who still wants to use it can.

Sorry it's been so long.
Juggernaut999 4 Nov, 2022 @ 11:19pm 
Hello.

I'm working on a total overhaul mod with a team for Warhammer 2 and we are wondering if we could incorporate this mod into it. May I have your permission to use it and give you due credit for your work?
Pimpin Pippin 16 Feb, 2022 @ 1:15pm 
Thank you for this great mod.
Can you please tell me what lines/packs do i need to change so that in auto-resolve the chance for a unit to die in a winning army is non-existent (or minimal)?
I am trying to make a mod so that units will always survive (or as close to always as possible) a auto-resolve if their army is victorious in auto-resolve.
Naylind 20 Sep, 2021 @ 5:36pm 
Hi, highly appreciate the mod, i'm using it before been integrated into SFO II, it's possible to adjust this value, look at the 2 beastmaster heroes into Dark Elf army

https://gtm.steamproxy.vip/ugc/1625226792538340609/63AF67A3CFB71E5AA96180384D349B9FF3387661/?imw=5000&imh=5000&ima=fit&impolicy=Letterbox&imcolor=%23000000&letterbox=false
Tayo 22 Jun, 2021 @ 5:01am 
The one thing I want is for this or another AR mod to not wipe out an enemy stack that wouldn't be wiped out after 1 fight, so that I can get two fights out of them for more xp. Is this possible?
cybvep 29 Apr, 2021 @ 11:19pm 
A lord, 2 Heroes and an eagle would easily destroy that weak garrison, so the result is ok. But yeah, heroes and lords can get ridiculous values in AR. I've seen 1 lvl Rakarth with no units winning against the starting Norscan army in ME. It's easy to test - start as Rakarth, disband troops and attack the Norscans.
Nicolas 29 Apr, 2021 @ 4:50pm 
Something is off with this mod around heroes/lords and range units. SFO integrated this mod, and there is a clear difference. Here is an example - https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2471690132
Lord Rahl 25 Apr, 2021 @ 6:54am 
Hellblaster Volley guns seem a bit OP with this mod (Play SFO). Playing a coop campaign as Empire/Bretonnia on legendary, my Balthasar gelt with three hellblasters, a bunch of greatswords and some gunners has taken out about 8-10 Orc armies full of blackorcs, arachnaroks and other nasties within a couple turns taking next to no casulties, the only kills always being done by the hellblasters. All in autoresolve of course.
=[NK]= Col. Jack O'Neil 24 Apr, 2021 @ 7:04pm 
Isn't this now implemented rather than compatible?
cybvep 17 Apr, 2021 @ 1:01am 
The changes nade in the mod already make situations like that occur less often. Unit-nuking is not as common as in Vanilla.
Pimpin Pippin 16 Apr, 2021 @ 4:31pm 
Even today CA autoresolve kills units like Feral Bastiladons while leaving the rest of the army at 95% health.
Can your mod please fix that so that low tier fast moving monsters don't always die in auto resolve?
Vanidas 14 Apr, 2021 @ 1:04pm 
Just tried to auto-resolve like 5 battles as Clan Moulder. Even when the odds were laughably one-sided, I lost my Mutant Rat Ogres every battle, even when I had a full stack of high-end Skaven units with high-end augments. After I disabled this mod and auto-resolved the same battles, everything worked just fine, no dead rat ogres. Fix would be greatly appreciated.
Areophany 19 Mar, 2021 @ 3:58am 
@alexandre.bfk this can happen with all mods, and is mostly down to load order. Are you using Kaedrin's Mod Manager and are you and your buddy both using the EXACT same load order? If you are following both of these points you'll likely not have any issues
alexandre.bfk 22 Feb, 2021 @ 1:01pm 
This mod makes coop unplayable, game says "incompatible versions". Shame because otherwise it's great!
Lampros 27 Jan, 2021 @ 4:01pm 
Thanks, Reithan.
Reithan  [author] 27 Jan, 2021 @ 3:44pm 
Yes this mod affects AI vs AI autoresolves.
Lampros 27 Jan, 2021 @ 1:15pm 
Pimpin,

I play with a mod that disables confederation, but disabling alliances seem a bit drastic, so I've been reluctant to do so. Also, it likely means that many campaigns cannot be won at all. But I might have to try it.

Anyways, does this mod affect AI vs. AI auto-resolve?
Pimpin Pippin 27 Jan, 2021 @ 1:12pm 
Only way to decrease order tide is to nerf/disable diplomacy, especially confederations and alliances.
But as far as i know this mod does affect all autoresolve in the game, including the AI vs AI.
Lampros 27 Jan, 2021 @ 9:20am 
Does this mod applies to AI v. AI results, too? I am trying to find any ways to decrease Order tide.
ArrantFlame 18 Jan, 2021 @ 8:37am 
There seems to be a problem when attacking a settlement in mortal empires when playing a coop campaign if one person is encamped and the other person attacks the game auto resolves as a close defeat when you want to fight the battle
Reithan  [author] 16 Jan, 2021 @ 9:08pm 
@The Baron For AI v AI the campaign uses the autoresolve, which is called directly, and is basically black-box. So doing a total replacement won't work. For Player vs AI or Player vs Player in the campaign you still can't replace the AR, but you could add another button to the UI to call some alternate script that could do your own version, and apply battle results directly, and then just 'skip' the battle.
The Baron 13 Jan, 2021 @ 2:53pm 
Anyway I got sidetracked ... the crusader kings model while not simple to make is quite simple and works well to a achieve a way to simulate a battle far better than what TW offers. Whether it is uncertainty, better reflection of terrain and its effects on troops, impact of leaders and 'heroes' in battle and much more. this is without even counting how much it is better when it comes to retreating as well ... so while not perfect it is so much better than TW at the moment that I just don't know what else can be done - tired of fighting\not fighting battles just because game is broken.

I barely played two battles in ToB because of how bad the AR was which is such a shame :(
The Baron 13 Jan, 2021 @ 2:53pm 
@Reithan I did start look into modding Total War only recently, can you elaborate on the statement regarding AI vs AI ? does player build scripts can't be applied to the AI ? you can't tweak the AI to work within a new frame?

Ad regarding the second part, well I though so but I am starting to get desperate on CA improving the game, They take one subject which they actually give work on per game - Troy resources, Three Kingdoms Diplomacy and the rest of the features are being neglected. that could have worked if they incoperated the previous work done in the newer titles - so for example improving a core feature like Diplomacy in Three Kingdoms and then have a slightly even more improved version of it in Troy, but after seeing Troy diplomacy I lost all hope for WH3 and with it all hopes for any other core features to be improved such as allied AI coordination tools within battles or on a campaign, auto resolve, trade systems and much more.
Reithan  [author] 13 Jan, 2021 @ 2:06pm 
@The Mighty Quinn, any chance you could provide a screenshot or save file?
Reithan  [author] 13 Jan, 2021 @ 2:04pm 
I suppose it would be possible to edit/change the UI to completely bypass the AR and give you the option to run through a different script that could apply damage to and/or kill units as part of it's resolution, but it would be a HUGE undertaking, as you'd have to find ways to read/apply all sorts of different unit stats which don't have easy ways to do in the current engine - and that would still probably only work for the players' battles, while the AI vs AI battles would still use the default AR resolutions as they do, now. :stress: :vdsour: :steamsad:
The Baron 11 Jan, 2021 @ 2:14pm 
@Reithan I haven't seen much auto-resolve related mods and it seems from what you wrote that the auto resolver is quite a BlackBox for you as well - however, I am was curious, do you know if there is a way to maybe replace it completely within the game or tweak it to the point it functions completely in a different manner?

For years auto resolver seemed to be one of the biggest weakness for Total War games (in my humble opinion) either it was an auto-resolve fest (Rome II - Thrones of Britannia) or it was a slugfest (Warhammer II) often the result of the system fails to understand the functionality of a bridge(choke point) or units basic strategies.

Beyond it with later games of the serious everything became deterministic, which kills part of the game - So for many years I wrote about how it can be changed and then came out Crusader Kings 3 with a much superior auto resolver attached to it.

So can a script be used to replace or change it to function similarly to CK3 ?
Reithan  [author] 10 Jan, 2021 @ 1:41pm 
Checking in here, based on replies and activity here it seems like the mod is still functional. If there's any outstanding issues, I can check everything over again and make sure all the tweaks are still functional, or at least do a no-OP update so the workshop doesn't show as outdated.

If there's an important bug or issue you want address, it helps to open a discussion thread.

Thanks for all the support. :steamhappy:
Quinnigoal Montoya 4 Jan, 2021 @ 12:28am 
I installed this mod, and it just gave the AI (lord, and three heroes, nothing else extreme winning odds vs a level three phoenix gate dark elf stack very very easily beats the AI in manual battle under any conditions. Without the mod, it favours my stack very heavily as it should.
Guts 3 Jan, 2021 @ 4:51am 
I have tested the autoresolve on several battles with and without this mod now with heroes attached to the armies. Without this mod the heroes either get almost killed or killed. With this mod they survive and take much less damage. This was done on Legendary campaign difficulty with normal battle difficulty, so much higher penalty to the autoresolve. Mod works really well. A lot of the battles would have been easy to do manually. Some of the battles had about even odds, and other times very good odds. Very nice mod to have when you don't feel like fighting every battle, but if you don't your heroes get killed.
AmbiguousMonk 28 Dec, 2020 @ 4:34pm 
I appreciate the replies. I just really wish that auto resolve wasn't such a better tactical option compared to manual fighting, even with how CA has it now. Sure, you might lose more units under auto resolve, but it's well worth the price to guarantee that you annihilate their entire army without having to spend extra movement and fight them again
cybvep 28 Dec, 2020 @ 4:09pm 
Not really. I've played with and without this mod under the T&T patch. The results are certainly better with the mod enabled on. Vanilla AR is just atrocious, there is no other way of describing it.
Pimpin Pippin 28 Dec, 2020 @ 3:39pm 
@AmbiguousMonk
This mod is 12 months out of date and CA has recently tinkered with auto-resolve.
It is probably unwise to use this mod with the latest version of TWW2 because it possibly can have all sorts of unintended impacts on the changed auto-resolve.