Total War: WARHAMMER III

Total War: WARHAMMER III

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Siege AI & Mechanics Overhaul
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Tags: mod
File Size
Posted
Updated
867.785 KB
7 Aug, 2022 @ 5:09pm
22 Jun @ 10:10pm
35 Change Notes ( view )

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Siege AI & Mechanics Overhaul

Description
This mod changes how siege works in significant ways. Recommended to use with a mod that increases difficulty. Compatible with Ver. 6.2

This mod aims to improve vanilla WH3 and IE experience. A separate mod that modifies only the siege AI & ogre siege equipment has been published!


**** SAVE GAME COMPATIBLE ****
**** COMPATIBLE WITH MOST GARRISON MODS ****


--- Why I created this mod:

I hate it that AI factions starve the siege defenders to death 9 times out of 10.
I hate it that players are forced to play the offensive in siege battles time and time again.

--- What this mod does:
  • AI will more often attack walled/minor settlements rather than starving defenders to death.

  • Defensive buildings provide huge protection against siege attrition; also provide small public order bonus, ammunition bonus (during siege battles) and upkeep reduction (local army). This will unfortunately introduce one side-effect: when the attrition protection reaches over 100%, the enemy will never starve you out, but the game cannot handle that (unlike WH2) - so it shows that your army will be wiped out in 0 turns. Don't be afraid as this is purely cosmetic.

  • Players and AI factions cannot build towers and barricades after the battle begins. Initial supply (including buildings, technologies, effects) increases by a lot to compensate. (inspired by fraggenburg's mod)

  • Losing control of the key building no longer bleeds ticket (Fixed by CA since 4.0), add a 15% missile block buff to key building's buff, add a stronger speed debuff to traps.

  • Increase health of city gates, defensive barricades and walls, increase health for siege towers and ram, increase attack power of ram. (Minor value tweaks for 4.1)

  • Siege equipment can be built more quickly.

  • Enable unused models for higher tier towers.

  • Rework how minor settlement defensive buildings change settlement battle type:
    • Level 1 and 2 minor settlement WITHOUT defensive buildings - skirmish
    • Level 2 minor settlement WITH Level 1 defensive buildings - unwalled settlement battle
    • Level 3 minor settlement WITH OR WITHOUT defensive buildings - unwalled settlement battle
    • Level 3 minor settlement WITH Level 2 defensive buildings - WALLED settlement battle
    • Level 2 Dwarf&Bretonnia minor settlement WITH OR WITHOUT defensive buildings - unwalled settlement battle
    • Level 3 Bretonnia minor settlement - WALLED settlement battle

  • Ogre AIs can now build some siege equipments, so that they too will initiate siege assaults more often.


    Let me know if you encounter any bug or have suggestions for improvement/balancing!
Popular Discussions View All (1)
26
16 Jul @ 9:43am
Bug Report & Discussion Thread
Myrault's Hinder-Gast
603 Comments
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?