The mod aims to improve battle simulations (both players Send troops and AI battles between each other) by removing most of the RNG from damage calculation, and adding damage and defense modifiers based on Party Leaders Leadership and Tactics skill. The mod also adds extra modifiers by introducing tactics for each formation. (Inspired by CK2)
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Changelogs
Version 1.3.0
Implemented new (1.5.4) perks from the Tactics and Scouting skill trees
Updated to 1.5.7 beta
Version 1.2.2
Updated to 1.4.1 stable and 1.4.2 beta
Version 1.2.0
Fixed crashes
Updated to 1.3.1 stable and 1.4.0 beta
Added toggle in the config to enable/disable the mod for AI battles (note, that currently, the battles that were started by AI, but which a player joined, still wont work with the mod, and the default simulation will take place).
Added modifiers for siege defenders for balance.
Added new tactics, and rebalanced old ones a bit.
Exposed most of the modifiers that balance the game into config.json (located in AdvancedAutoResolve/bin/Win64_Shipping_Client).
Version 1.1.0
Implemented troop health, so each strike reduces the health (troop will die or get wounded at 0 health), instead of damage being just a chance to kill/wound.
Most of the battle types are now supported (Field Battles, Sieges, Sally Outs, Village Raids etc.)
We're back! Updated by MajikalExplosions, with permission. I no longer have time to maintain this mod; if anyone wants to pick it up, please feel free to do so. For those of you who want something similar, maybe consider this mod. The description is still being updated, so it may not reflect the most recent version of the mod. There's a stickied post (by me) that you should probably read, but that's up to you, I guess.
About The mod adds each of the parties troops into it's own list of soldiers, while splitting them up by formations. A series of modifiers decide how much the attackers damage and defenders defense are changed. What happens in vanilla, is a random troop from each party is selected, and one attacks, while other defends. The calculation is very simplified, and damage is mostly decided by RNG. This mod aims to remove the randomness.
Vanilla Formula
Spoiler:
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attackerPower and defenderPower - values are calculated using troop tier, and gives 50% bonus to Heroes, or 20% bonus if the troop is mounted.
strikerAdvantage - value is based on the battle type, settlement (if siege, and uses the wall level), and the party leader tactics skill (that's calculated by DefaultSkillEffects.TacticsAdvantage.PrimaryBonus * (tactics skill / 100) )
strikerAdvantage - (numbers are unchanged from vanilla) value is based on the battle type, settlement (if siege, and uses the wall level), and the party leader tactics skill (that's calculated by DefaultSkillEffects.TacticsAdvantage.PrimaryBonus * (tactics skill / 100) )
troopNumbersAdvantage - calculated by dividing attacker troop count by defender troop count. Numbers are capped by NumbersAdvantageModifier HighCap and LowCap
attackerPower - value is calculated using troop tier, and gives 50% bonus to Heroes, or 20% bonus if the troop is mounted. Extra 5% per troop tier is added.
attackerTacticModifier - AttackBonus from current tactics selected by the troops formation
attackerSiegeModifier - AttackBonus added from SiegeDefendersModifiers if the troop is a siege defender
attackerExtraPowerFromLeaderPerks - Extra power from Tactics perks such as Tactical Superiority, or Ambush Specialist.
attackerLeaderAttackModifier - AttackBonuses from Leader Leadership and Tactics skill levels. Formula is 1 + (LeadershipSkillLevel * (AttackBonus - 1) / 100) + (TacticsSkillLevel * (AttackBonus - 1) / 100)
makesSenseToAttackUnitModifier - If it doesn't make sense to attack troop, damage is reduced by 90% (modifier set to 0.1)
finalAttackerPower = attackerPower * attackerTacticModifier * attackerSiegeModifier * attackerExtraPowerFromLeaderPerks * attackerLeaderAttackModifier * makesSenseToAttackUnitModifier defenderPower - value is calculated using troop tier, and gives 50% bonus to Heroes, or 20% bonus if the troop is mounted. Extra 5% per troop tier is added.
defenderTacticModifier - DefenseBonus from current tactics selected by the troops formation
defenderSiegeModifier - DefenseBonus added from SiegeDefendersModifiers if the troop is a siege defender
defenderLeaderDefenseModifier - DefenseBonuses from Leader Leadership and Tactics skill levels. Formula is 1 + (LeadershipSkillLevel * (DefenseBonus - 1) / 100) + (TacticsSkillLevel * (DefenseBonus - 1) / 100) .
Compatibility The mod should be compatible with most other mods out there. The Harmony patches are only used to run some code on the side and don't change any of the vanilla code, except replacing a single method that actually calculates simulated damage. The only mods that might screw with this one are ones that patch 'ApplySimulationDamageToSelectedTroop'. Exception: Troop overhauls are the only category that may break this mod - use them at your own risk. If there is one that is incompatible, feel free to add it to the bugs tab, along with details (name of troop overhaul mod, details about the error and what you were doing, and so on). I will try, but I may or may not be able to fix it.
Modifiers Please note that most of these numbers are arbitrary and are subject to change. In future versions, the values will be made configurable, and more tactics will be added.
Spoiler:
Show
Tactics Tactics are randomly selected by party leader (if one exists) at the start of each Simulation Round. RNG decides how many formations will change the tactic, and then random tactic will be selected. Check config.json for tactics breakdown. You may edit, and/or add new tactics, if you want.
Party Leader Some leader skill also affect the simulation
Leadership: 5% attack and defense per 100 skill points (For example: 50 skill points will give 2.5%)
Tactics: 5% attack and defense per 100 skill points (For example: 50 skill points will give 2.5%)
Pre-1.3.0 Perks Most of the simulation perks from Tactics skill tree are implemented (except the "Ambush Specialist" perk, which will be implemented as soon as I figure out how to get the Terrain Type of the battle):
Tactical Superiority: +5% damage to all troops
Hammer And Anvil: cavalry units get +50% damage against archers
Phalanx: infantry units get +50% damage against cavalry and (currently) horse archers
Ambush Specialist: ranged troops get +60% damage to all enemies if the battle is in forest terrain
1.3.0+ Perks All relevant Tactics and Scouting perks have been implemented. This mod also fixes bugs from the base game's implementations of these perks.
Troop Tiers Each troop tier adds 5% to base power of the troop. It should work fine with other mods adding higher tier troops than vanilla (tier 7+) as long as CharacterObject.Tier is set correctly.
Other Modifiers that reduce attackers damage by 90% (meaning that it doesn't make any sense that the selected attacker could get to the defender and attack them on the battlefield):
Infantry troop trying to attack an Archer that is in Skirmish Tactic, while the enemy still has infantry that archers can cower behind
More might be added later...
Troop number advantage is calculated, which means that outnumbered troops deal less damage (capped at -60%), while troops that outnumber their enemy deal extra damage (capped at +50%).
Notes The mod doesn't aim to buff auto resolve to make it easier for the player. Instead, the mod tries to add more complexity to the simulation, so that the results make more sense.
To install, drop the files into your Modules/ folder, and don't forget to Unblock the .dll files inside AdvancedAutoResolve/bin/Win64_Shipping_Client
Config with some options available in AdvancedAutoResolve/bin/Win64_Shipping_Client/config.json