Total War: WARHAMMER III

Total War: WARHAMMER III

Siege AI & Mechanics Overhaul
617 Comments
Mongolz 5 Oct @ 11:03pm 
I hate siege in this game so much especially barricades
Myrault's Hinder-Gast  [author] 5 Oct @ 12:03pm 
To Kuroba: Not that I am aware of.
kuroba 5 Oct @ 10:32am 
Is there a mod or method to change unit size for siege battles only? I think it would help with pathfinding and space problems, is that something you could include as an option in the mod
Myrault's Hinder-Gast  [author] 27 Sep @ 9:25pm 
To Ref: This is not possible. Devs changed how attrition works fundamentally. Best I can do is to add siege attrition immunity, and make the AI attack after besieging after 1-2 turns.
Ref 27 Sep @ 8:58pm 
Any thoughts on adding a minimum number of turns before attrition sets in? I feel like that's something Wh2 actually did better. Capital cities with good garrisons can still get insta-starved if they don't have walls.
glospey 19 Sep @ 8:29am 
CA tested pocket ladders with a beta patch but it has not be released officially yet. So, yea, you'll need a mod for that.
Myrault's Hinder-Gast  [author] 18 Sep @ 10:03pm 
There's a mod to disable it I think.
Unsung 18 Sep @ 9:51pm 
How do I turn off the pocket ladders, by the way? Google says there's an option, but I do not see one. Only reason I am asking here, is this is the only siege-related mod I use (besides SFO, so I'll check there, too)
Myrault's Hinder-Gast  [author] 18 Sep @ 7:47pm 
Hi Unsung, I don't use SFO in WH3 so can't comment on the compatibility. But feel free to experiment model orders!

Hi Mora, glad to hear!
Unsung 18 Sep @ 1:49pm 
Namely, this mod's changes to the stat values of towers, walls, gates, etc are now in direct conflict of SFO's siege updates. Which is a shame, because this mod goes very nicely with the overhaul!
Unsung 18 Sep @ 1:47pm 
While this will be "Compatible" with SFO, it looks like their latest update also makes a lot of changes to defensive towers and some siege mechanics. So this will either need to be placed to load before SFO so the latter can overwrite where needed, or a compatibility mod will be required.
Mora 13 Sep @ 1:20am 
It's baffling that the latest version of the game still makes the AI fully starve out defenders despite having overwhelming advantage. It's a huge handicap for the AI because it forces their expansion to be very slow. Thankfully this mod solves that issue.
Myrault's Hinder-Gast  [author] 2 Sep @ 8:33pm 
I will update the mod this week.
Aquinan 2 Sep @ 6:02pm 
This being updated for 6.3?
Chrillo 17 Aug @ 4:23am 
@Ty of Troy - No its fine, I have had both enabled during multiple campaigns and they work togheter.
Myrault's Hinder-Gast  [author] 16 Aug @ 11:20am 
To Ty of Troy: Possibly, this mod also modifies the minor settlement battle and does similar things.
Ty of Troy 16 Aug @ 10:30am 
Does anyone know if this conflicts with the Minor Settlement Battle Returner mod? link for reference https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2876845739
Chrillo 14 Aug @ 1:36am 
Thank you. I will try that, have a great day!
Myrault's Hinder-Gast  [author] 13 Aug @ 7:26pm 
To Chrillo: Thank you for enjoying this mod! Please look into the other mod and see if they're adding new buildings. If so, open my mod file and copy the build effects to the new ones.
Chrillo 12 Aug @ 10:59pm 
Gotcha. It doesent look like it, its still walls and guardhouses for Empire. Any idea how to reset to vanilla building?

To clarify, your mod works great except for Empire with ”Sigmars Heirs” enabled. I have tried with mod manager to disable the effects but that removes the guardhouse and walls buildings completly.

I’m gonna try and edit via RPFM next when I have the time and to the best of my abilities because this mod is a must have for me. Thank you for the reply!
Myrault's Hinder-Gast  [author] 12 Aug @ 6:44pm 
To Chrillo: It is possible that the other mod introduces new buildings which are not covered in this mod.
Chrillo 12 Aug @ 4:39am 
I'm running this with Sigmars Heirs which overhauls the garrisons and walls.

Despite putting this in a higher load order with Prop Joes mod manager and various other things I cant get this to have priority. Any ideas?
Myrault's Hinder-Gast  [author] 4 Aug @ 6:40pm 
Let's see when the siege rework comes out!
TheRealWookie 4 Aug @ 5:43pm 
Heya just wondering what the plan will be for when the siege rework rolls out. Will it be a sit on the sidelines and see how everything plays out? Or, will this mod be updated regardless of what CA brings to the table?
JonnycXD 20 Jul @ 5:41am 
Really enjoying this mod but wanting to try DeepWar AI too, looks like both mods have some crossover, are they compatible?
Myrault's Hinder-Gast  [author] 16 Jul @ 9:43am 
:) glad to hear
Tag_Ur_It--> 15 Jul @ 9:54pm 
Honestly this mod is the sole reason why I haven't disabled small settlement battles all together. Nice work
Myrault's Hinder-Gast  [author] 11 Jul @ 12:30pm 
To Vonotar: I sure hope they can do a good enough job that renders this mod obsolete!
Vonotar 11 Jul @ 1:10am 
Myrault's Hinder-Gast - thanks for the fix :) Though I've moved on from beastmen now. Apparently CA are doing a siege rework? I'd be happy if they just copied this mod
glospey 9 Jul @ 12:52pm 
Have Steam verify the game's files.
FranzFerdinand 9 Jul @ 8:55am 
Yeah I tried uninstalling and reinstalling. Same thing
Myrault's Hinder-Gast  [author] 8 Jul @ 7:20pm 
To FranzFerdinand: Try re-enabling the mod
FranzFerdinand 8 Jul @ 5:09pm 
Did the hotfix break this mod? I haven't changed any of the mods I use, all of which have worked with this mod in the past, but in an Ikit Claw campaign all my defensive buildings are vanilla
Ooh-la-la, It's GAGA!! 23 Jun @ 2:51am 
Yeah i'm having that problem too, i think it's vanilla bug
Louie04k 22 Jun @ 8:06pm 
ai will place mutiple armies on a settlement and just keep siegeing im having the same problem
Myrault's Hinder-Gast  [author] 21 Jun @ 5:03pm 
To Dietrich: Really? I've just played 60 rounds as dwarf and AI works fine.. Can you describe the scenario a bit more.
KnightlyDietrich 21 Jun @ 4:31pm 
AI is always sieing indefinitely for me. :(
Louie04k 19 Jun @ 8:19pm 
one thing im noticing is the ai will siege a settlement for a few long time, i know its not supposed to but seems to be happening
Myrault's Hinder-Gast  [author] 18 Jun @ 2:20am 
To Vonotar: Fixed
Myrault's Hinder-Gast  [author] 31 May @ 3:58pm 
To Vonotar: Interesting, I'll look into it when I have some time, thanks for bringing this up.
Vonotar 31 May @ 3:12pm 
HI - this is my most noticeable for having a great campaign. Well done!
I'm just playing beastmen now - I notice that there is at least 1 special herdstone (Naggarond) where there's no defence points. There's probably more. Small point - excellent mod.
Myrault's Hinder-Gast  [author] 29 May @ 9:29am 
Thank you! Glad to hear it!
Deichmann 29 May @ 1:25am 
Just wanted to drop in and say thanks. This mod has become an auto-include and can't imagine doing a campaign without it.
Myrault's Hinder-Gast  [author] 14 May @ 5:24pm 
Thanks! Yeah the man power issue is annoying but I am afraid it's here to stay. Regarding SFO, I don't use it myself so it'd be hard for me to keep it updated even if i were to create a submod :(
Neeyz 14 May @ 6:10am 
Or may be the battle type changes alone so it can be more compatible with other mod.
Neeyz 14 May @ 6:05am 
Great mod! I love the way your work on minor settlement defensive buildings. But for some reason, sometimes you need to send turns on building one single siege equipment due to the man power bug. And it would be great if you can release a balanced version that works for SFO.
< blank > 10 May @ 2:55pm 
pls we need sfo submod
cho_chocolat 6 May @ 3:08am 
Is this mod compatible with deepwar AI
Myrault's Hinder-Gast  [author] 1 May @ 5:20pm 
To 彩虹小马: Can you be a bit more specific?
To MrCloner: Yes it's a mod tool.