Total War: WARHAMMER II

Total War: WARHAMMER II

Fight to the Death - Unbreakable Siege Defenders LITE version
27 Comments
Slinkerdeer 10 Jan, 2023 @ 3:56am 
I'm gonna try this one out, as the previous one makes Skaven and Greenskin factions immersion breaking bravery
Мариус 28 Jun, 2021 @ 12:48pm 
Best mod ever!:steamhappy::steamhappy:
Darth Dokuga 2 Jun, 2021 @ 9:35am 
I've played two campains with this mod and I've got to say that this one + decreased tower range make sieges so much more interested and tactical! That's so great, thanks!
Marky Sparky 2 May, 2020 @ 3:20pm 
Hey nelliel! What you say is true, though I think even on legendary the trend tends to be that Ai forces will suffer army loss and break far too often in siege defense battles. It wouldn't matter if the Ai knew how best to position its forces, or for example utilise elite cavalry in sally-out manuevers to disrupt battering rams and such, but the sad fact is that they don't.
So while they do get loads of buffs to leadership on VH/L, the mere fact that most of their low quality infantry or ranged wall-holding units will get trashed first, and fast, the army loss penalty bites them in the ass far too quickly for them to ever get value out of their elite units.
And let's not forget how useless direct fire weapons are in the hands of Ai siege defenders!... It's sad watching as 2 dwarf cannon batteries sit in the courtyard and twiddle their thumbs waiting for a target, where as any player worth their salt would be rolling those things out to blast wall takers or through opened gates.
Realhollow 20 Apr, 2020 @ 7:47pm 
AI have massive buffs to leadership anyway in the form of there cheats if you are playing on anything less than VH or Leg diff then everything expect dwafs and lizards run alot on VH only crappy things like pesants run.
Heitri  [author] 19 Apr, 2020 @ 2:38am 
@Marky Sparky I'm glad you liked it, and you are right, I hadn't considered that, even if I made the plaza bigger and the morale buff only appear there, the AI isn't programmed to use it, it would be wasted on them and the point of the mod was to make longer, harder and maybe even more epic sieges with my limited modding skills. Then if they did hold it, they could be easily nuked, far easier than walls, like you said.
Marky Sparky 18 Apr, 2020 @ 11:42pm 
@Heitri The problem also with the courtyard idea as you have refrred to, is it's so small that if the Ai was encouraged to last stand there, you would simply be able to nuke them even more thouroughly with spells and arty. At least while they hold the walls they are extremely hard to budge.
A good example is sieging a dwarf city, good luck winning with anything other than a courtyard capture running the timer down, as those longbeards on top of the gatehouse are not going anywhere anytime soon lol.
This mod makes you try daring , costly, risky assaults and I think that's awesome.
Marky Sparky 18 Apr, 2020 @ 11:39pm 
I'd like to add that, despite the huge bonuses to the defenders with this, if you have sufficient scare tactics (playing mousillon r-n and im frontloaded with terror troops and leadership nerf bubbles) you CAN still affect a quicker siege win against breakable enemies, but the difference between this and vanilla is HUGE. Bretonnians with their swathes of elite cavalry will actually get a chance to use it in their defense instead of fleeing from the courtyard at the first sign of trouble haha.

Not a perfect solution to the siege issue, but an essential mod to have!
Realhollow 25 Feb, 2020 @ 1:03pm 
I like this if they have no were to go and you assume thre familys etc live in the city ofc they will fight to the death
Heitri  [author] 15 Feb, 2020 @ 6:26pm 
Having said that don't let me discourage you from trying something different than what this mod offers, in fact I'm happy that you are doing it, ideally I would have made the settlement plaza a lot bigger and then give them the buff only there, but that would require modifying siege every map and I wouldn't even know where to begin.
Heitri  [author] 15 Feb, 2020 @ 6:25pm 
The other reason why I didn't thought it was a big deal is that defending walls is almost pointless, I rarely do it, at least in legendary difficulty, your guys get shredded on melee, as soon as the enemy gets there you need to get your units out, the towers don't help them because they stop firing practically as soon as the enemy troops get in there. Your garrison can never win against superior troops with 6+ of chevrons on a fair battle, the only way is using the city choke points and killing them with missiles, artillery, magic and maybe surrounding them or cavalry charge. Of course it's not 100% the case, if they have mostly cavalry then it makes sense to actually defend the walls, or maybe to shoot a really important target that's just sitting there in front of the gates, but 95% of the time it's not worth it.
Heitri  [author] 15 Feb, 2020 @ 6:20pm 
90 is not enough to make them unbreakable, damaged and terror will rout them and they'll break instantly under the army losses penalty.

My problem with doing that is that the city center is just too small, you can only fit a couple units in there, on Shogun 2 the entire top of the fortress made troops unbreakable, even the walls, on medieval 2 it was just the city center but it was huge, you could fit at least an entire army in there, Warhammer maps are just too small, it wouldn't make much of a difference in the outcome of the battle, unlike those games I mentioned where you needed a much bigger army go take on defenders or you will suffer heavy losses.
Owly 15 Feb, 2020 @ 5:45pm 
Hi! Fun mod, I love the idea of a good last stand, even if it is the enemys. My only pickle is that most last stands, do not happen on the battlements. They happen at the last place men (or elf, orck, goblin, vampire... what do you mean ratmen? They dont exist!) can run to. At a total war siege thats the objective(s) so i fished around under the hood of the sfo mod, fund this little guy: ume_encouraged_settlement_plaza
Gave it the same +90 as you did for the fortifications. Gonna try it out tomorrow hope it works as inteded. :D
Thank you for starting me on this experiment!
Marky Sparky 14 Nov, 2019 @ 7:25am 
Can confirm this and the 'full' version are both working perfectly fine on the latest versions. Even with over a dozen other mods that affect garrisons and towers, this still applies its morale bonuses to defenders.
As to being OP, I disagree. While it might give your guys an advantage, the biggest effect of this mod is forcing you to commit yourself to risky siege attacks. No longer will the Ai run away while it still has several regiments of shock cav waiting in the courtyard.
Doubly nightmarish against fully fortified undead cities. This mod makes you work for that win.
Highly recommended if you find the derp Ai too easy even on legendary.
Heitri  [author] 7 Nov, 2019 @ 3:09am 
Yes, or at least It should, it only edits one number on the morale tables and it's not something CA is likely to change in any patch, but even if they readjusted the numbers as long as the wording is the same it will still work. Glad you like it.
Marky Sparky 6 Nov, 2019 @ 6:00pm 
Any idea if this wonderful mod is still working with the latest version up WH2 with all the updates?
Ronin 18 Aug, 2019 @ 12:00am 
Too OP.
Discerning Divinity 13 Jul, 2019 @ 9:04pm 
alright, thanks for the reply I will have a look into those.
Heitri  [author] 13 Jul, 2019 @ 10:12am 
Yes, if you are attacking, the AI defenders will get the bonus, if you are winning easily it's probably because the defenders are getting the army losses penalty, which means you killed most of their forces anyway, also low morale races are easier to break.

There are mods that adjust the autoresolve bonus that the AI gets against you, your best bet would be looking into that.
Discerning Divinity 12 Jul, 2019 @ 11:43pm 
does this mod also apply to enemies when I am attacking their settlements? feel like I am winning siege battles whilst attacking really easily compared to seeing enemies struggle at my defences. As a side note I know this would be really hard to do but it would be nice if enemy AI accounted for the leadership buff when deciding whether or not to attack a city, I have fended off plenty of attacks since subscribing this that I otherwise would have lost but the enemy doesn't account for the buff and so keeps on coming with armies that aren't big enough to overcome it
Heitri  [author] 19 Jun, 2019 @ 1:15pm 
No, for sieges it was easy because I took an already existing morale effect bonus for defenders and increased it, but I don't think there's anything differentiating a regular battle and one where you had already retreated, except what happens after the battle.

There are mods that make your units unbreakable in every battle, you could enable them only on specific battles, but I see how that could be annoying, and they would also not affect the AI in the defense too.

I'm sure it's not impossible but it's not something I would know how to do.
Buffalo 19 Jun, 2019 @ 3:53am 
@Heitri can you do the same for the battle where you can't retreat?
LethalOwl 14 May, 2019 @ 5:48pm 
Glad you made this version, too! The super-unbreakable one was a bit on the heaviest side of things in my current campaign :D
Zulais 23 Mar, 2019 @ 7:03pm 
Thanks for the mod, certainly makes the game a lot harder while also making plenty of sense lore wise!
Codfish107 18 Mar, 2019 @ 9:00pm 
This is good thank you. I always hated seeing Ironbreakers and other super defensive units break at half health just because the rest of the defending units were gone.
Heitri  [author] 18 Mar, 2019 @ 6:16am 
You are welcome dude, i'm glad some people are finding it enjoyable.
Epyon (AnimeToxic) 17 Mar, 2019 @ 7:21pm 
thanks for your hard work man :) <3