Total War: WARHAMMER III

Total War: WARHAMMER III

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Configurable Extra Casualties in Autoresolve (no AI impact)
   
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Tags: mod
File Size
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44.308 KB
6 May @ 10:48pm
7 Aug @ 10:16pm
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Configurable Extra Casualties in Autoresolve (no AI impact)

Description
This is an MCT configurable version of my extra autoresolve difficulty mod: https://steamproxy.net/sharedfiles/filedetails/?id=3240549540
Even on Very Hard, the autoresolver is usually too nice for my liking. In the late game especially, it becomes very difficult to justify fighting battles manually when difficult fights autoresolve with Low casualties.

I typically recommend the +20% version or this mod's default of +30% but you can go all the way up to +90% with this mod if you want!

Changes:
This simple mod bumps up the difficulty by making the player take more casualties in autoresolve engagements. with the exception of siege defense battles.

Why use this instead of other autoresolve nerf mods?
  • Since it's percentage-based and not combat potential-based, very one-sided battles are not impacted as much as closer victories.
  • This mod doesn't change its impact based on difficulty. The impact is the same on all difficulties.
  • This mod doesn't restrict autoresolve use whatsoever
  • This mod is a single highly compatible simple script and modifies no database values, UI, or existing scripts.
  • This mod leaves siege defense autoresolve alone to prevent manual siege defense slogs



Compatibility:
This mod does not modify any database values and is compatible with anything that doesn't use modify_next_autoresolve_battle() in scripts to change the autoresolve balance.

The load order will never matter, and it is save-game compatible (although it will not apply the effect until you engage in a new battle from the campaign map)
9 Comments
Porkenstein  [author] 8 Jun @ 7:35pm 
@Nerevarine, if you have a mod causing a script crash it'll not work. Could you try disabling everything but this mod and MCT?
Nerevarine 8 Jun @ 5:45am 
Does this version actually work? I put it on 90% for a whole campaign to see and I was getting decisive victories constantly from the auto-resolve. I feel your 20% version works, but I am not entirely sure this one does.
Porkenstein  [author] 8 May @ 4:34pm 
@Rohen, fixed the default value
Rohen 8 May @ 6:27am 
to add to my previous comment, i often skipp boring sieges (because ai is complete ass at defending settlements, and its baiscally impossible to lose as the attacker) by setting the battle difficulty from highest lowest which would normally turn most losses into decisive defeat. thouh even with only +20% this now changes nothing, which is really sad since i hoped this mod would force me to play more land battles...not the boring sieges i dread.
Porkenstein  [author] 8 May @ 6:22am 
also thanks, I'll take a look. The default I describe there is for if you don't have MCT installed but I might have accidentally left the MCT default at 10.
Porkenstein  [author] 8 May @ 6:21am 
@Rohen, yeah I'm not really sure what would happen if you try changing the modifier mid-game, I'm at the mercy of MCT there.
Rohen 8 May @ 5:53am 
one thing i noticed, is that when u start a siege, then set the modififer back to 0%, the original modifier is still applied to that siege, only restarting the game with the mod turned off returns it to the vanilla values, not sure if this is intended.
Meraun 8 May @ 1:12am 
It works with SFO , nice
Rohen 8 May @ 12:05am 
"I typically recommend the +20% version or this mod's default of +30% but you can go all the way up to +90% with this mod if you want!"

just installed, went back to my already ongoing dwarf campaign and checked the mod and the default value is +10%, not +30% like described.