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
4 Sep @ 8:09pm
36 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. 6.3

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
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!