Advanced Autoresolver
⚪ Last updated 2023Preview
🔍 Analysis
- 👍 0.0% endorsement rate
- 🏆 #314 of 561 mod, Campaign mods in this game by downloads
📋 About This Mod
Click here if you'd like to give a small tip as thanks for this mod. *Compatible with SFO Inspired by both other's posted observations of the AR's inability to keep artillery and monsters from spontaneously combusting, as well as my own experiences with the same, I set out to better understand the Autoresolver's system. Months of testing and tweaking later, and having roped at least 2 other people into my madness, I feel like I have a decent handle on exactly what the AR system MIGHT be doing behind the curtain. So, we are now releasing the mod we've been playing with and working on. You can find a full accounting of the implemented changes the mod has below, but the tl;dr version is that your lords and heros should have more representative results in battle, and get killed and injured less frequently. Your artillery should perform better and die less often, and the casualties your army takes should be better distributed and be more likely to damage lesser units while saving your elites for the future. Terms: Combat Potential / CP: This stat seems to be used by the AR to determine the overal balance of power, which units target which units, and which units it 'protects' from injury by moving kills/damage from that unit to other 'surrounding' units and removing the injured unit from combat. Base CP values are set in the land_units table, but modifiers to this are applied using 'ai_usage_groups' defined in the main_units table. Overall, it's a pretty blunt instrument that is hard to make specific unit-to-unit changes with, without drastic modifications to the data. Kills Per Second / KPS: KPS is a stat we've assumed to stand for 'kills per second' and seems to map directly to the damage output the AR assumes for a give unit. There are modifiers that can be applied based on some VERY basic unit_class keys, as well as matchups between different unit_class keys. Again, this is very hard to target changes at specific units, or even at unit types more specific than "melee
📊 Mod Details
- Game
- Total War Warhammer Ii Mods
- Author
- 76561197997161318
- Version
- N/A
- Downloads
- 4,465
- Endorsements
- 0
- Category
- mod, Campaign
- Created
- 12/31/2019
- Updated
- 3/29/2023
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