Total War: WARHAMMER III

Total War: WARHAMMER III

Total Siege Redone
150 kommentarer
DroidBishop 27. juni kl. 8:55 
It fixed itself without any changes to my mods...one of those things, I guess
Incata  [ophavsmand] 25. juni kl. 8:29 
@DroidBishop Maybe you are using some mod that modifies the values ​​of this or the autoresolution
DroidBishop 25. juni kl. 4:35 
AI did not attack my walled settlement after the 1-2 turns. May need an update.
EliteGamer11388 9. juni kl. 15:29 
Unfortunately, those mods set the ranges *less* than your 250. It's not THAT big a deal. I just know, playing as wood elves, 2 of my towers I was defending with on a specific map, could barely even reach the ground where troops could even be at. Like, feels like the enemy would have to hug that wall to get touched by the towers. Like I said, not that big a deal, just figured I'd point it out.
Incata  [ophavsmand] 9. juni kl. 14:53 
@EliteGamer11388 The towers are actually more a problem than something else, it is one of the reasons why the sieges are so unbalanced, AI does not know how to use them and the player looks very reinforced when he is the defender. Anyway, there are many modifications that modify the arches or the scope of the towers, simply load one of them with the highest priority than mine. https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2853637689&searchtext=tower https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2808581803&searchtext=tower
EliteGamer11388 8. juni kl. 13:22 
Could there maybe be a sub-mod to revert the range of the defensive towers or to make them a bit more? On some maps, the tower placements make it so some towers will literally not hit anything because the enemy would have to be right up against a cliff wall or whatever to get hit.
Amon 28. maj kl. 1:39 
hello,
Just an idea for a mod.
I was thinking it would be cool if army that is laying the siege is paying lower upkeep. because they are kind of raiding. it would also make it more viable to have a longer siege.
Thanks :)
Incata  [ophavsmand] 20. maj kl. 16:32 
@cho_chocolat I think you can use either of the 2
cho_chocolat 19. maj kl. 4:34 
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2846183349
which is more compatible with your AI mod?
Vékell the Shape-Shifting 20. apr. kl. 8:07 
@Violen I played with this mod and everything was fine. You can't build defenses, it just increases the difficulty a little.
Dilemma 16. apr. kl. 21:34 
You did not disclose that this completely breaks the Chaos realm quest battles. Can it be uninstalled mid game.
Incata  [ophavsmand] 2. apr. kl. 0:09 
@Replay64 I think that happens when the AI ​​besieges a settlement that has been rebuilt in the previous turn, it happens very little but sometimes it happens, in the end it ends up keeping it but it takes quite a few turns (like 10 or so)
Replay64 1. apr. kl. 17:19 
thank you very much i`ve always used your mods never had a problem I`ll see if deactivating this one the problems goes away.
Incata  [ophavsmand] 1. apr. kl. 15:15 
@Replay64 Yes
Replay64 1. apr. kl. 14:05 
can this be uninstalled mid campaign? i`ve run into a bug where ai is stuck on siege and the timer does not run out for starving to death.
Dr. Manhattan 9. feb. kl. 8:27 
Sounds 'bout right :steamsad:
Just ignore that lol
Incata  [ophavsmand] 8. feb. kl. 14:30 
@Dr. Manhattan :lunar2019crylaughingpig:This is normal game behavior, it is because they are considered ranged attackers but their projectiles cannot knock down doors, if you enable the mele combat switch you will realize that they can attack gates.
Dr. Manhattan 8. feb. kl. 14:18 
Just to let you know that while using the mod I'm experiencing discrepancies with units that can attack the gates. I'm using Ku'Gath and despite it being a siege attacker the prompt for attacking a gate doesn't appear (just an X). This also applies to exhalted Plaguebearers, while regular Plaguebearers can attack gates
Incata  [ophavsmand] 8. feb. kl. 4:20 
@Dr. Manhattan Only the last capture point is important, the rest are captured instantly when passing over them but they do not generate any effect so even if the AI ​​tried to capture them it would not waste much time on that.
Dr. Manhattan 8. feb. kl. 3:44 
I see, thank you for the reply.
Just one more question: I tried the mod and I was expecting no capture points at all in siege battles, but I can still see them, how does this work? Does the ai ignore them or...?
Incata  [ophavsmand] 8. feb. kl. 3:18 
@Dr. Manhattan I did this for a while but it creates some problems, I have one to make indestructible walls https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3414460634
Dr. Manhattan 8. feb. kl. 2:43 
can I suggest to increase hp's for walls, gates and towers?
Incata  [ophavsmand] 30. dec. 2024 kl. 4:20 
@ThaddiusX Ok, thanks for your comments and tests, if you have any questions, please feel free to comment.
ThaddiusX 30. dec. 2024 kl. 3:40 
No, I started a new game when the mod was updated to test. AI sieges and then overhead the army where the turn-to-complete-siege has a number some times ends in 0-turns. Not sure what does that, but when the 0-turn is stated there sieges can take a very long time, "forever"-like.

As said, I need to play longer like last time to see any patterns, if any, and how the rest of the map progresses.
Incata  [ophavsmand] 30. dec. 2024 kl. 1:11 
@ThaddiusX I don't quite understand what you mean, but if the siege was already started before the mod update they won't change their attitude and will persist in the siege, I haven't been able to test the mod in depth but I have seen attacks on walled cities that last 1 turn and attack it. Anyway, when I have my other mods updated and can play a campaign I will tweak something if necessary.
ThaddiusX 29. dec. 2024 kl. 16:21 
I'm about 40 or so turns in to an Ikit Claw campaign and I saw the beastmen siege a city for a long time. I wanted the city so I couldn't wait and took them out and the city. It seems to me when/if a siege goes to '0 turns' remaining it's a toss-up of they do it or not. If it is 1+ turns left, it can happen. I need to play further to be more "definite". :-)
Incata  [ophavsmand] 29. dec. 2024 kl. 14:09 
From what I have been able to test, the siege and a turn later he attacks, the desired behavior
Incata  [ophavsmand] 24. dec. 2024 kl. 10:56 
Updated for version 6
Some parameters have been modified with the intention of making the mod work as it did before, it has not been tested so I don't know if it will have a real impact, any feedback is appreciated.
The modification on units that allowed many more to use ladders or defend walls has been removed, this is now in a separate mod.
Ran 21. dec. 2024 kl. 9:54 
Is this mod still working after the patch/DLC?
ThaddiusX 6. dec. 2024 kl. 10:13 
@Incata Tried that, but didn't seem to do much either now. So yeah, could be CA changed a parameter somewhere that messes with the decision to do the siege.
Incata  [ophavsmand] 6. dec. 2024 kl. 3:14 
@ThaddiusX I haven't played for a while, maybe CA changed something, you could try https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2848282302&
ThaddiusX 29. nov. 2024 kl. 10:20 
Just to add, like some others I've now started to experience never ending (ish) sieges where the AI don't want to engage for man, many, turns. First I got besieged and I just fast-forwarded turns but they just sat there and more and more stacks came in to reinforce their siege-army. Nothing came of in and I reloaded and resolved it by sallying out before the reinforcements came.

As my map opened up, and I got alliances and better real-time map view I saw the same happening to AI. In the end, after about 12+ turns the AI did initiate their AI on AI siege-battle auto.

Not sure when this change happened, I have been using this mod for so long but also had a longer break from the game so just game back not long ago. Earlier, the "instant siege" worked pretty well, for AI siege of me or AI on AI. Also have this mod at the top of load order.
Incata  [ophavsmand] 13. nov. 2024 kl. 12:24 
@Alpharius It should work by loading this mod with higher priority, the problem is the change of units to be able to use the walls that could undo some changes on those units in SFO, maybe I will remove it since it is also in another individual mod
Alpharius 13. nov. 2024 kl. 10:53 
I don't suppose there's a way to make this mod work with SFO?
Incata  [ophavsmand] 6. nov. 2024 kl. 14:33 
@Handsome Devil This mod does not affect AI behavior in real battle.
Handsome Devil 6. nov. 2024 kl. 10:57 
My main problem with sieges that the enemy attacks from 3-4 different places instead of one big army ...is this mod help this issue ?
Incata  [ophavsmand] 8. sep. 2024 kl. 11:37 
@Logman It shouldn't happen, but if the siege has already been started placing this mod on top will do nothing
Logman 4. sep. 2024 kl. 23:33 
Hi @incata, have this mod at the top of the load order, but AI greenskin waagh army insists on starving me out rather than launch an assault, despite the odds being incredibly in their favor. Is this a present issue on your end?

If mod tool permit, would you ever consider creating a mod that guarantees AI to launch an attack after 1-2 turns of encircling? (:
Incata  [ophavsmand] 16. juli 2024 kl. 9:18 
@OBAMA If you prefer it another way, buildings can only be built in campain
Virus 16. juli 2024 kl. 9:15 
So, am I missing something or " before or during a battle "in battle"" means that they get completely removed from the gameplay? Or am I missing a trick?
Incata  [ophavsmand] 16. juli 2024 kl. 9:09 
@OBAMA Buildings cannot be constructed before or during a battle "in battle"
On some specific occasions an AI may lay siege to a settlement for longer but it is not common, if this happens regularly it means that another mod is modifying some of its parameters.
Virus 16. juli 2024 kl. 7:41 
Hey. According to the explanation it should be at least possible to build towers before the battle starts, but in reality neither AI, nor me can actually build anything at all, it is just greyed out completely.
Also I have seen through multiple campaigns that AI still mostly sieges for 5-6 turns even.
Incata  [ophavsmand] 25. juni 2024 kl. 4:44 
@Sly :steamhappy::lunar2019wavingpig:
Sly 25. juni 2024 kl. 4:36 
btw this mod is goated. Thanks heaps
Incata  [ophavsmand] 5. juni 2024 kl. 11:55 
@Zzensan The reduction works, I don't know what you mean
Zzensan 5. juni 2024 kl. 9:17 
Just as a fellow modder your attrition_sieging entry should be changed to attrition_besieged to have the defender take reduced attritiion damage
Incata  [ophavsmand] 9. maj 2024 kl. 6:49 
@Trianqren Normally if a mod is updated it will work fine, even some not updated ones too. As for which one to use, that is everyone's decision, you can try a different one in each game and thus decide on the one you like the most.
Trianqren 8. maj 2024 kl. 23:15 
there's like four or five different siege mods and i don't know which ones of them even work and which ones are good or not :(
Incata  [ophavsmand] 25. apr. 2024 kl. 23:48 
@god_of_gaming It is not difficult to do, I may do it to add the list of affected units, you also have a couple of similar mods that add some of these units. https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2854736437 and https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3089557713
god_of_gaming 25. apr. 2024 kl. 16:18 
i like Garrison and Siege Battles Overhaul sieges more but i am a big fan of the more units on the wall is it possible to make a mod with just that so i can use it with Garrison and Siege Battles Overhaul if its not possible no problem