Total War: WARHAMMER III

Total War: WARHAMMER III

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More Consistent Siege Attackers
   
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File Size
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252.241 KB
23 Feb @ 6:45am
13 Sep @ 5:10pm
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More Consistent Siege Attackers

In 1 collection by Antagonistes
More Sensical WARHAMMER 3
59 items
Description
Features :
I created this mod in response to the incredible Assladders Begone mod (shoutout to Frodo45127 and ChaosRobie) to serve as an incentive for the player and the AI to build more siege equipments before engaging in a siege battle.

The mod essentially removes Siege Attacker from every unit that DO NOT belong to the following categories :
  • Artillery : Cannons, rocket batteries, mortars, catapults, trebuchets, bolt throwers,...etc.
  • Heavy War Machines : Steam Tank, Iron Daemon, Skullcracker, Thunderbarge,...etc.
  • Single-Entity Monsters : Giants, dragons, greater daemons, mammoths, constructs,...etc.

Additionally, I added Siege Attacker to the Sky Junk as it is essentially a Heavy War Machine like the Thunderbarge.

These changes don't apply to the Ogre Kingdoms unit roster as they are unable to build siege equipments and rely on a battle ability to destroy walls and gates.

Disclaimer :
This mod causes certain Legendary Lords to be unable to conquer their first settlement on turn 1, thus impacting their ability to recruit new units right away.

Compatibility :
This mod is incompatible with other mods that overwrite the main_units table, and will require a submod to function together.

Recommended mods :
Here are the mods I recommend for improving sieges in addition to this mod :
33 Comments
ProR2D2 26 Oct @ 9:55am 
In my game, infantry units can attack walls even without having siege attacker. Is this a bug? Does this mod fixes that?
King of Fools 16 Oct @ 11:15am 
He used to be the only foot lord with the "siege attacker" trait. The great Tariff even made a video recently about it. youtu.be/EbWgyM7xmfY

It sort of makes sense considering just how damn old and unique he is among his kind, plus having been a unique trait of his since the first game. I'm just throwing the idea out there as a fun little suggestion, but the decision is up to you, Boss.
Antagonistes  [author] 9 Oct @ 3:28am 
@King of Fools : Anything that is human size would logically not be capable of the necessary concussive force to bash gates open.

Even if he is a vampire with superhuman strength, he is not comparable to something like Taurox; a giant bull whose speciality is ramming.
King of Fools 8 Oct @ 4:15pm 
What's your opinion on Vlad and his Siege Attacker ability? (Used to be unique until CA gave Siege Attacker to everyone).
Antagonistes  [author] 10 Jul @ 2:17am 
I am not the creator of More Thematic Wallbreakers, you would have to take that up to them. There is a specific DB entry for Tamurkhan mounted on Bubebolos which is the one I kept Siege Attacker for.
VitaliyMa007 30 Jun @ 12:02pm 
For those who concern, it is Not work with SFO, unit like the ROR chaos spawn which SFO change it into single entity become 16 entities with extreme hit point (x16)
Deg 29 Jun @ 10:28pm 
does this work with SFO?
Antagonistes  [author] 29 Jun @ 10:56am 
That includes the units covered by More Thematic Wallbreakers, btw. Most of which are giant single entity monsters.
Antagonistes  [author] 29 Jun @ 10:39am 
Thanks for the showcase! Appreciate it.

Miners don't have Siege Attacker in vanilla as far as I know, only the "Good Against Gates" attribute. Adding Siege Attacker for them could be a thing, although that would trivialize most if not all Dwarf campaigns by removing the incentive to build siege equipments (Miners being the cheapest and most accessible unit for Dwarfs). That would be more immersive, but would also go against the idea of the mod.

As for units with Wallbreaker, most of them are either giant single entity monsters or warmachines meaning they retain Siege Attacker in this mod. Those that are not are part of the Ogre Kingdoms roster, which is not covered by the mod (because of their inability to build siege equipment).

Warp-Grinders are currently the only exception where they retain Siege Attacker. They are a tier 2 unit so I decided to leave it like in vanilla.
MichaelGFI 29 Jun @ 8:11am 
@Antagonistes I made a short showcase for your excellent mod: https://www.youtube.com/watch?v=ESOf_HBzSjA . Hopefully, I did justice to it. Thanks again for your work.

The only other question that came up during testing was whether units like Miners, particularly those which get the Wallbreaker trait added, should retain Siege Attacker. Have you considered that?