Naval Autoresolve Fix
You all might be fimilar with the BetterNavalAutoresolve.pack ( link), which does a decent job at making naval autoresolve more tolerable. However, it isn’t free from faults and so I have decided try myself at ironing some issues out since e.g. Sengoku Bunes and Nanban Trade Ships still underperformed.
I am happy to announce that I have mostly sorted these problems out. The second image shows the Nanban Trade Ship obliterating an autoresolve, when previously this would have been far closer. I also managed to get rid of the nonsenical amounts of hull damage ships take during naval autoresolve (at least for vanilla), so there is that. Not much else to say, other than that the autoresolve is still what it is and you will get better results when fighting manually.
FOTS is also improved. I did try my best to make Ironclads much better in autoresolve, and they should lose in less autoresolve matchups.
I am planning to eventually include this in the 2025 Bug Fix Bundle, but first I want to hear some feedback on this and how well it holds up against the original Autoresolve Fix in public opinion. After all, there is not point in including something nobody wants.
There is a table called battle_autoresolver_balances_tables, which handles unit class balances for the autoresolve. When investigating naval autoresolve I noticed that the table contained no naval unit classes whatsoever for some reason. This is what seems to have caused the ships to perform so strangely. Unlike land units, they had no additional balances applied to them, causing them to all be treated equal – which needless to say they aren’t.
As an example, "galleons" (a.k.a. Nanban Trade Ships and The Black Ship) have their ranged potential muliplied by 1.5 against everything, causing them to dominate all matchups. Furthermore, Medium Ships have higher melee potential multiplier against light ships but a lower one against heavy ships. And so on and so on.
Then there was other cursed stuff, e.g. missile damage against hulls/crews being multiplied by 6, which is what caused the ludicrous hull damage in autoresolve.
It seams like we finally have found a fine granular way to control autoresolve, which means some of the problems larger overhaul mods have with it are finally fixable.
If you want some more details on the actual balances, I’d humbly suggest to either ask or better, use RPFM to take a look at it yourself.
Revisions:
Old revisions of this mod are available below. Click the link to download.