Total War: WARHAMMER III

Total War: WARHAMMER III

Total Siege Redone
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Update: 5 Sep, 2023 @ 3:32pm

Updated for version 4.0.1

The vanilla damage of the units to the walls has been returned, this forced me to edit some tables that could conflict with other mods and AC updates so for the moment I will leave this feature out of the mod.
Siege towers have been added to the ogre kingdoms, as most of their units can now climb and fight on walls I saw no reason not to do this.

Update: 18 Jul, 2023 @ 5:39pm

Added some major settlements that had not received their artillery.

Update: 17 Jul, 2023 @ 4:16pm

All the towers in the game have been cancelled, in compensation artillery units have been added in levels 4 and 5 of the major settlements (1 in lvl4, 2 in lvl5) The artilleries with the highest parabola in their shots have been added, the factions that they don't have artillery (norsca and VC) add flying units instead.

All units and projectiles now do half damage to structures.

Removed towers as a factor in auto-resolve and reduced their health to 15.

A multitude of units have been added to be able to use ladders and defend the walls. In general any unit that has graspable hands can now be on the wall (this also includes some heroes and generals).

Update: 21 Jun, 2023 @ 3:36pm

All towers now have 250 range (you didn't convince me CA) and a 120º arc. Now I feel like this range and arc feels pretty natural.
Modifications that didn't really have a big impact on the mod have been removed and although they could give the feeling of realism they could also create unwanted situations both in power and functionality, it should also make the mod more compatible with any other mod.

The amount of turns required for the construction of siege engines will be maintained, I will explain it once more. The AI 99.9% of the time will only siege for 1 turn and attack, this means it only has one turn to build siege engines. The player can siege for longer so if I limit this to 4-5 siege engines per turn the player would have a huge advantage over the AI. However, you can look for another mod that modifies the construction times of the siege machines and load it with a higher priority than this one if you want to change this value (or edit the battlefield_deployable_siege_items_tables table and change the value of 1 to whatever you want)

Thanks to Star Princess, Senten and others for their constructive comments.

Update: 27 May, 2023 @ 7:20am

Updated for version 3.1

Some adjustments have been made, the most important one is that the range of the towers has been reduced from 350 to 275.

Update: 19 May, 2023 @ 1:45pm

The original range has been returned to the towers. I could revert this change but since CA already made some changes to this I'll give it a try.
Fix about bonuses for capture points (I must have left this when I upgraded to version 3.0)
Changed the required amount of building supplies to see if this fixes the "ghost tower" issue
All conditions for obtaining supplies have been removed. I don't think it was necessary but I added it too.

Update: 18 May, 2023 @ 11:11am

Introduced a change that should improve the ability of the AI to not crash in unfortified settlements.
Vaul's Hammer and shatterstone they increased their number of projectiles to double.

Update: 14 Apr, 2023 @ 5:26pm

Updated for version 3.0
All new things added.
changes:
Siege engine construction time has been reduced to a minimum.
Siege Towers and Battering Rams have a priority of 4 to 1.
Ca has established some things as they were already in this mod, even so I have not deleted them in case it occurs to them to change it again.

Update: 5 Mar, 2023 @ 10:19am

Fortification bonus for sieges has been reduced, this will make the AI no longer refuse to attack heavily defended fortresses.

Update: 3 Mar, 2023 @ 9:38am