Total War: WARHAMMER III

Total War: WARHAMMER III

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More Consistent Siege Attackers
   
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23 Feb @ 6:45am
28 Jun @ 8:30am
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More Consistent Siege Attackers

In 1 collection by Antagonistes
More sensical WARHAMMER 3
35 items
Description
Features :

I created this mod in response to the incredible Assladders Begone mod (shoutout to Frodo45127 and ChaosRobie) to serve as an incentive for the player and the AI to build more siege equipments before engaging in a siege battle.

The mod essentially removes Siege Attacker from every unit that DO NOT belong to the following categories :
  • Artillery : cannons, rocket batteries, mortars, catapults, trebuchets, bolt throwers, doom diver catapults and every other artillery unit in the game.
  • Heavy War Machines : tanks and tank variants with the exception of Steam Tank (Volley Gun)
  • Giant Single Entity Monsters

These changes don't apply to the Ogre Kingdoms unit roster as they are unable to build siege equipments and rely on a battle ability to destroy walls and gates.

Disclaimer :

This mod causes Malus Darkblade to not be able to conquer his first settlement on turn 1, however this is counterbalanced by the fact that the garrison is likely to sally out during the end turn so you can kill them and immediately take the settlement. Although, you won't be able to recruit new units immediately.

Recommended mods :

Here are the mods I recommend for improving sieges in addition to this mod :
29 Comments
Antagonistes  [author] 10 Jul @ 2:17am 
I am not the creator of More Thematic Wallbreakers, you would have to take that up to them. There is a specific DB entry for Tamurkhan mounted on Bubebolos which is the one I kept Siege Attacker for.
VitaliyMa007 30 Jun @ 12:02pm 
For those who concern, it is Not work with SFO, unit like the ROR chaos spawn which SFO change it into single entity become 16 entities with extreme hit point (x16)
Deg 29 Jun @ 10:28pm 
does this work with SFO?
Antagonistes  [author] 29 Jun @ 10:56am 
That includes the units covered by More Thematic Wallbreakers, btw. Most of which are giant single entity monsters.
Antagonistes  [author] 29 Jun @ 10:39am 
Thanks for the showcase! Appreciate it.

Miners don't have Siege Attacker in vanilla as far as I know, only the "Good Against Gates" attribute. Adding Siege Attacker for them could be a thing, although that would trivialize most if not all Dwarf campaigns by removing the incentive to build siege equipments (Miners being the cheapest and most accessible unit for Dwarfs). That would be more immersive, but would also go against the idea of the mod.

As for units with Wallbreaker, most of them are either giant single entity monsters or warmachines meaning they retain Siege Attacker in this mod. Those that are not are part of the Ogre Kingdoms roster, which is not covered by the mod (because of their inability to build siege equipment).

Warp-Grinders are currently the only exception where they retain Siege Attacker. They are a tier 2 unit so I decided to leave it like in vanilla.
MichaelGFI 29 Jun @ 8:11am 
@Antagonistes I made a short showcase for your excellent mod: https://www.youtube.com/watch?v=ESOf_HBzSjA . Hopefully, I did justice to it. Thanks again for your work.

The only other question that came up during testing was whether units like Miners, particularly those which get the Wallbreaker trait added, should retain Siege Attacker. Have you considered that?
MichaelGFI 28 Jun @ 9:15am 
@Antagonistes Thanks for the fast reply. Leave it to me to find the weird unexpected exceptions, that was always something I had a knack for back in my programming days.

Your explanation makes sense and I think your solution is the best one. A bit odd that CA would hardcode that trait, but I'm not surprised considering all the trouble they've got with sieges in general. They may have needed to do that for the AI.
Antagonistes  [author] 28 Jun @ 8:25am 
I looked around and it seems that artillery units are "hardcoded" to have the ability to directly attack walled settlements, whether the Siege Attacker trait is enabled or not in their database entry.

I'm going to update the mod right away and restore the Siege Attacker trait for the artillery units that are concerned. I will also change the description to specify that all artillery units should have the Siege Attacker trait without distinction.

Thank you for reporting this issue! Cheers.
Antagonistes  [author] 28 Jun @ 8:25am 
Hey Michael! So the idea was that you can only directly attack with heavy artillery like cannons, rocket batteries and catapults.

The doom diver catapult is what I classify as an anti-infantry artillery. As it is essentially launching goblins at you, I wouldn't consider it capable of the necessary concussive force to bash gates open and destroy walls thus the reason why I removed its trait.

However, it seems that you were still able to directly attack a walled settlement with a doom diver catapult in your army which is not normal.
MichaelGFI 28 Jun @ 7:41am 
I'm trying it with Grimgor knowing that he doesn't start with a walled capital and needs to take one right away to finish his first province. I see the Siege Attacker trait is removed from Grimgor (expected) and the Doom Diver Catapult (unexpected). But then when I attack Karak Vrag I expected to not be allowed to attack right away since no one in my army has the Siege Attacker trait, but it's allowing me to anyway. I'm probably misunderstanding something.