Total War: WARHAMMER III

Total War: WARHAMMER III

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Tougher Siege Tweaks
   
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30 Aug, 2022 @ 12:29pm
16 Apr, 2023 @ 10:02am
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Tougher Siege Tweaks

Description
Various non-invasive tweaks to make sieges tougher, both for the player and AI.


Mod

This mod aims to tweak sieges to generally be less forgiving to the attacker, but through tweaks that are meant to be compatible and not stray from vanilla balance drastically.

  • Towers: Firing arcs are now 180 degrees. No other changes to tower ranged attacks, such as range and damage.
  • Ladders: Take twice as long to climb and are twice as exhausting. This leaves attackers exposed for longer and increases the chance their vigor is fully depleted, adding incentive for use of siege equipment other than butt ladders. This also makes it harder for attackers to get a foothold at the top of a ladder if there are defenders, since they arrive more piecemeal.
  • Gate and Tower Capture: It now takes twice as many unit 'points' to begin flipping a tower flag. IE, if X amount of units were required to begin the takeover it is now double. This should result in less back-and-forth flip flopping, or events whereas soon as a unit reaches the top of the ladder it begins to takeover the tower.
  • Morale: Units standing on walls receive +15 morale, making them less likely to flee. Some screenshots show this buff in effect. Attackers do not earn this buff while inside the walls - only defenders receive it.
  • Capture Points: Capturing a main settlement point takes twice as long (120 seconds), and capturing main and minor settlement points requires three times as many unit 'points' (similar to Gate and Tower Capture changes above). In addition, only the main victory point adds tickets towards victory.

Balance

This is not balanced. This mod is driven by personal taste. Overall, this mod will make things easier for the player, because the player can properly understand these changes and prepare accordingly. The goal is to add incentive to build siege equipment or bring additional artillery or wall breaking units. That being said, the health of structure or siege equipment has not been buffed, nor has the damage from towers changed, so a rush using only butt ladders and token equipment can work, but will require more units.

Compatibility

This mod is highly compatible. It only tweaks variables in the KV tables. It does not affect the health, damage, or movement of any siege equipment, structures, or units. However, more comprehensive overhauls or siege reworks likely make their own changes to the same entries on the KV tables. One will overwrite the other, but they should not crash each other.

This mod contains no scripts.

This mod should be update-proof, as the changed values have not been fundamentally altered by CA since Warhammer 1.

This mod is save game compatible. It may be safely added or removed any time.

Notes

I am considering making the center point basically un-capture-able. It annoys me when a unit retreats into a castle and caps it. For now, I've settled on it taking longer.

The filename is Farce_SiegeTweaks
23 Comments
Opposing Farce  [author] 14 Jul @ 2:36pm 
Probably not, the tables it affects often go untouched, so it should be fine.

Eventually I'll play again, just been playing other stuff for a while.
Nailus Hunter 10 Jul @ 11:13am 
Does this mod requires an update ?
zachariah771 5 Jul @ 7:49am 
@ MichaelGFI
Your youtube directed me here. Thankyou to you and the mod author. Im a big watcher of your channel and appreciate your work you put into your videos!
Scarecrow 26 Mar @ 5:39am 
This mod cause CTD since 6.1.
MichaelGFI 10 May, 2024 @ 11:13pm 
No, I was not using any custom maps. I had a feeling it was vanilla, just wanted to double-check. Thanks!
Opposing Farce  [author] 7 May, 2024 @ 6:47am 
Sounds like a vanilla bug. This mod doesn't touch siege towers in any way. Was it a modded siege map, too?
MichaelGFI 7 May, 2024 @ 3:01am 
@Opposing Farce I ran into a significant bug but it might be vanilla. I'll mention it here in case this mod makes changes related to siege towers. I had 2 siege towers side-by-side reach the walls at the same time, one of them docked and allowed the unit to attack normally, the other looked like it docked but never lost the indicator on the unit card showing that it had, the unit never attacked, and the unit would not respond to any new move orders.

I'm tempted to think it's a vanilla bug, but I thought I would mention it here in case this could be related to something in the mod.
MichaelGFI 6 May, 2024 @ 4:46pm 
Makes sense.
Opposing Farce  [author] 5 May, 2024 @ 2:35pm 
Technically the leadership bonus applies to all defending units, regardless of their location on the map. So it applies if they run outside the settlement walls, or defending an interior control point.
MichaelGFI 5 May, 2024 @ 1:26pm 
@Opposing Farce Great, thanks. Just for clarification, are these changes applicable to minor settlement battles wherever applicable, or just where you mentioned it in the description? Is the leadership bonus on for unit standing on the walls, inside the walls, or anywhere as long as they're defending?