Total War: WARHAMMER II

Total War: WARHAMMER II

164 ratings
Better Siege AI
   
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Tags: mod, Campaign
File Size
Posted
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286.470 KB
23 Nov, 2018 @ 3:42pm
20 Mar, 2021 @ 2:34pm
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Better Siege AI

Description
As with most Total war games the Siege AI prefers to sit and starve you out when it doesn't have an overwhelming advantage, personally this does not give me a challenge, so I created this mod.

This mod does the following:
- Changes the AI's behaviour so it will attack more frequently when the odds are not completely in their favour, they will even try an attack when the odds are pretty balanced and they may not succeed
- Decreases the build time on seige equipment to ensure lengthy seiges are not required
- Makes the AI more aggresive in nature

This mod is only recommended for experienced players who are after a challenge....the chances are you will lose lots of provinces quickly if you do not stay ahead of the AI or leave towns undefended, which IMO has a real warhammer 'feel' having the cities as the last bastions of men.

It is save game compatible.

It should be compatible with most mods, as long as they do not change the CAI tables, or the battlefield deployment tables (anything that tampers with seige equipment).
52 Comments
threepwood 5 Apr, 2023 @ 9:20am 
I'd completely forgotten it was even possible to play siege defense battles in WH:TW. Now I'm just sitting in my dwarf holds nice and comfy, remembering how fun Medieval 1 and 2 siege defenses were. Thanks for this one.
Bladeuk  [author] 4 Apr, 2023 @ 2:35pm 
@mrzhuyk, it's is strong enough or it wouldn't attack, and the other army is clearly not trying to move there or it would. It's not a problem, it's literally in the description that the mod "Changes the AI's behaviour so it will attack more frequently when the odds are not completely in their favour, they will even try an attack when the odds are pretty balanced and they may not succeed"

What you are asking for is the vanilla game where it will only try to attack with overwhelming odds and chances are it will always succeed.
mrzhu_turkey 4 Apr, 2023 @ 12:48pm 
If it's not in reinforcement range then it won't join the attack, it should wait a round and two army together fight siege battle. But the problem is that the siegeing army directly attacks and the behind army don't move to reinforcement range after a round. Also, the siegeing army isn't strong enough. Is this a problem with mod? I just want more ai army to together attack.
Bladeuk  [author] 4 Apr, 2023 @ 10:45am 
@mrzhuyk, if it's not in reinforcement range then it won't join the attack, if the first army is strong enough it won't wait for them...is that what you mean?
mrzhu_turkey 4 Apr, 2023 @ 8:36am 
Don't quite understand. I mean the back army should move forward siegeing army first then attack. But siegeing army first attacks.
Bladeuk  [author] 4 Apr, 2023 @ 6:54am 
@mrzhuyk No, it doesn't effect reinforcement ranges or probability. I have seen this before in vanilla when an AI does a lightning strike in range of a reinforcing army, and it negates it's own reinforcements like an idiot, maybe that's the reason?
mrzhu_turkey 4 Apr, 2023 @ 5:22am 
There are two enemy armies. One of them siege my city and the other is in the back. In the second round, siegeing army directly attacks but the other is still in the back. Is this a compulsory offense required by the mod?
Bladeuk  [author] 6 Jul, 2022 @ 2:04am 
@HughJanus69 Probably not SFO, overhaul mods change so many files they probably change the ones in this mod as well causing a conflict

Should work fine with OvN
HughJanus69 5 Jul, 2022 @ 5:52am 
compatible with OvN and SFO?
Altria丿 16 Apr, 2022 @ 7:52pm 
Thanks a lot! I highly agree that the rift is so annoying that i have to use another mod to shut them down.:steamfacepalm: