Total War: WARHAMMER III

Total War: WARHAMMER III

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Logical Siege Lords
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9 Sep, 2022 @ 1:26pm
4 May, 2024 @ 11:55am
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Logical Siege Lords

In 1 collection by MrSoul
Soul's WH3 Mods
20 items
Description
Updated for 3.0/chorfs

Removes siege attacker from most LLs unless have a logical reason to have it like they're huge, or have a mount which has it by itself. Tried to be thorough as went through, but if think missed any let me know and I'll correct it.

That is all.




Some of my other mods for TW3
Organic AI AI balance mod that nerfs anti bias, and includes few sliders for MCT to tailor to your preference
Da Mega Mod All me stuffz in onez place ya gits
Druchii Overhaul Mod WIP but contains the two above mods, as well as some mods to raiding and black arc stances

Things I might add to this(or an offshoot mod) in the future(but have no real timeline of when or even if do it, feel free use for inspiration own mod too):
- Some manner to have butt ladders apart of what you build...also figure out how to account for having artillery which would still suggest they have insta butt ladders...
- Make army size more meaningful for manpower or w/e it's called...also figure out how that whole system works. Idea here, smaller armies won't even be able to build fancy stuff like siege towers, or at least at a severely reduced turn count versus a 20/20 army.
- Increase duration of all siege equipment(when figure out butt ladder solution, to compensate for their being a new baseline 1 turn siege equipment to build)
- Add some skills etc, play off blueline and/or tech trees I'm thinking, reflect things like your army has proper supply wagons etc so, that's why have insta butt ladders(reduce build time for siege equipment, enable siege attacker for all your lords as a later game tech etc, would be examples of actual wording, but I've just got butt ladders on the mind obviously), increase or decrease siege attrition etc, in a dream world an end game skill too, parallel to lightning strike lets force a field/unwalled town battle(likely a pipe dream though), my idea being reflect having sappers and moved past the main walls before fight even started, maybe restrict to certain factions like skaven(again, pipe dream likely, anyone reading this don't get hopes up, just writing these down so don't forget when come back to this mod in future)



I recommend using Prop Joe's mod manager. If you haven't seen it yet, here is the link.
Download link is in the description, not the mod itself.

Like this mod? You can help others find it too!
52 Comments
Tsu 15 Feb @ 9:25pm 
:(
Shadowslasher 6 Dec, 2024 @ 2:33am 
update?
2chuu4u 30 Oct, 2024 @ 12:07pm 
Vlad should definitely have Siege Attacker. That was part of his character before they just gave it out to everyone.
Tsu 30 Jun, 2024 @ 3:29pm 
Of course, it would also be nice if CA could remove ladders from the game completely or at least allow modders to do it, and then sieges would be finally fixed forever... but, ah well.

It actually looks like the game was designed without ladders in mind and ladders were added in at the last minute or something.
Tsu 30 Jun, 2024 @ 3:25pm 
I just found out through testing that Vlad no longer has Siege Attacker anymore like he always used to have.

Also, while on the topic of siege attacker... It would be nice if there was a mod that could merge or imply the Wallbreaker attribute to all units that have Siege Attacker, since currently Siege Attacker does absolutely nothing and makes no difference in battles, and only affects the campaign by allowing you to start battles immediately. It doesn't allow units to attack walls or even gates like the tooltip implies, since every single unit in the game can attack gates with or without the trait. So it would make a lot more sense if all units with Siege Attacker also had Wallbreaker, like CA has already done with the Ogres, and presumably has not gotten around to doing so yet for the other races... AFAIK not even gargantuan monsters have Wallbreaker in this game, which makes no sense.
Blecco 30 Jun, 2024 @ 12:47pm 
Hi @Mr.Soul checked the mod with RPFM and I saw a few lines that were missing or that shouldn't be there IMO. I took reference from TWW2 and TWW3 pre patch 2.1 to check what had Siege Attacker and what didn't.

Just to name a couple of examples I noticed Belegar Ironhammer lost his Siege Attacker trait, as Be'lakor did. Going by pre patch 2.1 standards they both should have it.

On the other hand I noticed a couple of later entries were not given the skill by CA. I'm referring to the Ice Witches on the Frost Wyrm, when the beast has the attribute itself.

Let me know if you are interested in checking what I did and possibly use it, either fully or partially, to update the mod, or if you prefer I keep it as a separate option to this. I'm happy to do either.
Tsu 29 Jun, 2024 @ 12:04pm 
Does Vlad still have siege attacker like he used to have before they made the braindead decision to give it to everyone?
Dark Side Cookies 2 Apr, 2024 @ 10:47am 
Mod is causing a CTD when right-clicking on a unit card, inside and outside of battle. Verified by launching game with only this mod enabled and starting a new campaign with different races. Existing saves with the mod previously enabled work fine after disabling the mod. Game version 4.2.2.
Shadowslasher 2 Mar, 2024 @ 3:23am 
Update
Omnplayer 28 Feb, 2024 @ 11:09pm 
It seems that when selecting Skarsnik with this mod enable causes the game to crash