Total War: WARHAMMER III

Total War: WARHAMMER III

Configurable Autoresolve Limits
104 Comments
cuchurrumincito23 27 Sep @ 6:07pm 
maybe, i will check that out
Acephelos  [author] 27 Sep @ 2:53pm 
@cuchurrumincito23 - I was able to auto-resolve the first battle for all 8 Warriors of Chaos factions without issue, with only this mod and MCT. I don't see how, but I suppose it could be an issue with your settings for this mod. Or maybe a conflict with another mod.
cuchurrumincito23 26 Sep @ 10:59pm 
hello, i like this mod a lot but i have found a little problem where if you autoresolve with warrior of chaos on the first enemy army (im not aware if this happen with other races, it dosent happen for Helves, atleast not with the loremasters) the game will crash
Acephelos  [author] 25 Aug @ 5:52am 
@RuDo - I don't think so. Not yet.
RuDo 24 Aug @ 6:40pm 
I checked some old reviews but couldn't come to a conclusion, so does multiplayer campaign work now?
Acephelos  [author] 24 Aug @ 7:25am 
@Luck - If you could share the error text from the log, I could more easily identify the issue and fix it. As for hiding the outcome only, I suppose I could include a setting that allows you to toggle the AR point system. The hiding of the outcome feature isn't 100% complete yet either though. I should have time sometime next year to focus on this mod more, outside of bug fixes.
精锐战象 24 Aug @ 7:16am 
Also, do you think you could make a “lite” submod that only hide the auto resolve outcome? Or option to disable other features from mct
精锐战象 24 Aug @ 7:13am 
The mod seems to work fine, but I’m constantly getting “attempt to compare nil with number “ error
Acephelos  [author] 21 Aug @ 2:06pm 
@cybvep - Sorry about that. When I removed the Allow Free Auto-Resolve on Defeat setting in a previous update, I mistakenly uploaded a beta version of the mod that wasn't ready for release yet. I spent the day patching it up, so everything should be stable now. You will have to re-set your MCT settings though. Thanks for reporting it. I usually only play the game when I'm testing my mods.
cybvep 20 Aug @ 11:49pm 
After the update, I no longer can autoresolve the battles against LLs and walled sieges despite turning these options off in the settings. Everything worked fine before the update.
Acephelos  [author] 19 Aug @ 8:40pm 
@IfThenOrElse - Should be fixed now. Thanks for reporting it. Not sure how I missed that.
Omnplayer 19 Aug @ 2:23pm 
Same here
IfThenOrElse 19 Aug @ 12:51pm 
heads up, I got a script fail starting a brand new campaign with jade dragon.

SCRIPT ERROR, timestamp <123.0s>
ERROR - SCRIPT HAS FAILED - event callback was called after receiving event [FirstTickAfterWorldCreated] but the script failed with this error message:
[string "script\campaign\mod\ace_configurable_autoresolve_limits.lua"]:128: attempt to index global 'self' (a nil value)
Acephelos  [author] 19 Aug @ 6:45am 
I've actually decided to go ahead and remove the Allow Free Auto-Resolve on Defeat setting for now. I may find a way to get it working properly in the future. The pre-battle UI is difficult to interact with.
Acephelos  [author] 19 Aug @ 6:34am 
@ItsMaybelline - The new setting that lets you auto-resolve battles that are predicted to be defeats may be the issue there. CA does some number rounding and padding, so even though your army is weaker than the enemy, you'll be given a victory in some situations. I'd try turning the Allow Free Auto-Resolve on Defeat setting off.

@shooter Jul 31 - I agree. That's beyond the scope of this mod though, and I'm not 100% sure how to go about that anyway.
ItsMaybelline 18 Aug @ 10:55am 
Hey, I'm having to use this mod to tweak autoresolve with my other mods. I want to make it so that you can only autoresolve battles that are one sided, no points involved since I want to have to play close battles out. However, I can't seem to get this mod to work. It's letting me autoresolve pyyrhic victories by default, even though I have no autoresolve points. Any ideas?
shooter 31 Jul @ 10:36am 
this mod would benefit a lot from a proper auto battle balance, remember how Boris and 2 bears can win against almost full army bloodletters? Yeah, thats a big pile of sheet
ExtraCreamy 25 Jul @ 11:03pm 
"I created this mod to force me to play more battles" - i knew i found the right mod soon as i read this. thank you!
Acephelos  [author] 11 Jul @ 4:15pm 
Small update today with some quality of life fixes, more to come when I have time to focus on this mod:

- Added an MCT option that allows predicted defeats to be Free ARs. This is enabled by default.
- Improved the option to prevent auto-resolve battles in sieges, so that this only applies to offensive sieges.
Acephelos  [author] 5 Jun @ 5:52am 
@Paranoidhawklet - I'll look into it. I thought I already had it setup so that you could always auto-resolve defensive sieges, but I may have missed that.
Paranoidhawklet 5 Jun @ 12:59am 
Would there be some way to make offensive sieges unskippable but leave defensive ones? Defensive sieges are usually really easy from my group's experience, while offensive ones have more challenge.
cwj3436 6 Apr @ 11:03pm 
What a great mod !!!! thanks
Acephelos  [author] 25 Mar @ 3:49pm 
The latest update fixes an issue that prevented the game from starting as of game update 6.1.
Acephelos  [author] 9 Mar @ 2:24pm 
@MJD - Glad to hear it. There's more polish to come thanks to Kay's suggestions. I just need to finish my more urgent projects first.
MJD 9 Mar @ 11:49am 
Just coming back to say this again! This is really a game changing mod for WH3. Thank you.
MJD 4 Mar @ 2:39pm 
Really love this mod a lot. Thank you.
sarumanthecursed 12 Jan @ 8:59am 
Great mod, point system is great
Dr. Manhattan 12 Jan @ 2:29am 
This is soooooo good and needed, I love you.
But I'd like to suggest to remove the red flashy thing of the units that you are going to lose, as this contradicts the sense of the mod imho
Kay 9 Jan @ 7:15pm 
This one does the custom button idea, so it could be of help since many things are pretty similar in regards to UI from WH2 to WH3
Kay 9 Jan @ 7:12pm 
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2657619785&tscn=1704335076

This is the Warhammer 2 version that did something similar to my mod originally. I threw out the custom button portion though, since i did not want to maintain it originally and was happy with just hiding the autoresolve outcome. I have permission to port the mod so it should be fine if you want to use some of it as well, since the original author is done with Warhammer until WH3 is end of life.
Acephelos  [author] 8 Jan @ 6:13am 
@Kay - I added my own tag to the vanilla button. I try to handle the button differently in multiplayer though, to prevent desyncs but I haven't gotten that working yet. I like your idea of replacing the auto-resolve button altogether though, that's probably much more doable for hiding the casualties. I might look into that later. You're free to look through the mod if you want too, of course.
Kay 7 Jan @ 8:47pm 
I reckon what one would need to do is hide the left and right pane altogether and rebuild your own version from scratch. Another way would be ,what the Warhammer 2 version of my mod did. Building a new button that does the same as autoresolving, but also applys some kind of custom overlay for the troop overview so that you cant see the troops when hovering over.

Something like that, but as you said it is a messy workaround probably that is a nightmare to maintain if CA desides to change up how the build their window, or rename certain tags.

I’m curious, did you make your own autoresolve button for your mod or did you somehow add a tag to the button pane that achieves the display of the points?
Acephelos  [author] 7 Jan @ 4:39pm 
@Kay - Glad to hear you like the mod. I think the biggest issue with the UI edit required to hide the casualties is that it may also apply to battles, as it's the same UI effect used when units take damage during a played battle. It's messy enough that I don't have any intentions to pursue it further, for now at least. Someone more experienced in UI modding may have better luck.
Kay 7 Jan @ 1:46pm 
I have a mod that only hides the auto-resolve outcome here but have linked your mod in my comment section, since i really like it and it basically achieves more than mine. I also have experimented with the hiding of the lost troops but did not get around to it yet really.
Acephelos  [author] 5 Jan @ 9:56am 
@Lurtz - I've added the option to hide the auto-resolve result. It was only a single line of code so it was easy to add in. I may slightly change how it hides the result later, but this was quick and works just as well.

The downside is that you will still be able to see which units will be killed in battle, as removing that would require a UI edit that isn't optional. It would be removed for everyone using this mod in all cases, and if they didn't want that they'd have to stop using this mod. So it's not perfect, but it's a step closer to what you asked for.
Lurtz 5 Jan @ 7:01am 
@Acephelos Yeah, thats what i mean. I dont want to know if it is a win or a loss. Or if you hover over the Autoresolve button, i dont want to see what expected losses on Units i take. If you can somehow do that - it would be much appreciated :D
Acephelos  [author] 4 Jan @ 8:27pm 
@Lurtz - Probably, it depends on what you mean by that exactly. Do you mean hiding the "Close Victory" text and the like? If so, it can be done, but I don't think I have an option for that yet. It should be easy to add though, if that's what you're looking for, and if you're feeling brave enough, lol.
Lurtz 4 Jan @ 5:31pm 
If there is a way to make the Win chance hidden (like in ambush) im all in for it!

maybe even a seperate mod
Acephelos  [author] 25 Dec, 2024 @ 3:38pm 
@LWH♔sama - I'm not sure if I'm understanding you correctly, but you can change how the mod works using the MCT settings, that may help. I will also point out that certain factions have stronger units than others, which can make auto-resolving against their faction cost more AR points on average.
lwhのsama 25 Dec, 2024 @ 9:10am 
:steamthumbsup:就是怎么都无法解决自己这边城市兵少还要进去手动打一架的问题,你解决这个天经地义的省事都还需要你手动积累有ar点数才行
Acephelos  [author] 14 Dec, 2024 @ 12:45pm 
Another update. This time I've attempted to address a bug where auto-resolving a battle with more than 1 army would cost you as many AR points as the number of armies you owned.

Let me know if you run into any new issues after the update.
Acephelos  [author] 14 Dec, 2024 @ 7:43am 
@So1dier - Playing a Free AR battle shouldn't grant you any AR points, I designed it that way. It's been a while since I tested that though, so let me know if that's not the case.
So1dier 14 Dec, 2024 @ 1:18am 
Thanks for the great job! Just one question: can you achieve AR points in free-AR battles? I mean, farm them in easy battle to spend for the others. And if yes, is there a way to block it?
Acephelos  [author] 12 Dec, 2024 @ 3:00pm 
This update blocks the Esc key when auto-resolve is locked to prevent an exploit that would unlock it. Thanks to Krautjaeger for reporting it.
Acephelos  [author] 26 Oct, 2024 @ 6:06pm 
@Alexander Pistoletov - My Discord username is the same. You can try adding me as a friend, or you can start a new Discussion thread here, that way we aren't spamming the comments and have more room for text.
Alexander Pistoletov 26 Oct, 2024 @ 4:59pm 
I can paste the Error here if you want, it's 2 lines only.
Alexander Pistoletov 26 Oct, 2024 @ 4:58pm 
Alright I found it, what's the discord?
Acephelos  [author] 25 Oct, 2024 @ 4:31pm 
@Alexander Pistoletov - In the game directory, where the game is installed. Usually somewhere like this: C:\Program Files (x86)\Steam\steamapps\common\Total War WARHAMMER III
Alexander Pistoletov 25 Oct, 2024 @ 12:10pm 
I have enable logging, where is the file located?
Acephelos  [author] 24 Oct, 2024 @ 5:55am 
@Alexander Pistoletov - That's an interesting problem. I'd enable the logging setting while in the campaign, and play a few turns so it can start logging. You can send that log file to me on Discord if you'd like.