Total War: WARHAMMER II

Total War: WARHAMMER II

Pierce's Better Sieges
498 Comments
soutrain 8 Jan @ 1:01pm 
Could you tell us the name of the tables in which you modified the autoresolve lethality and power for towers, battering rams and siege towers?
piercebuster  [author] 15 Dec, 2023 @ 4:26pm 
@Arma2

Thank you for the feedback.
You make a good point, which is why the power of towers in the autoresolver was already doubled.
Unfortunately, if I make the autoresolver too severe, then the AI will have too much difficulty expanding in the early game, meaning that the human player will have less peer rivals as you progress in the game. As the human player, you get to play out your fights, but the AI off your screen has to fight and expand everything with the autoresolver.
Mick 14 Dec, 2023 @ 3:37pm 
The autoresolve power for the towers is way, way too low. Might as well quintuple it from what it is right now to reflect how OP they are in-game. The third tower upgrade for skaven defenses trivializes all siege defenses to the point of losing *literally* 0 units and just wiping full stacks after destroying the max amount of siege towers the AI can deploy.
Autumnchain 24 Nov, 2023 @ 2:49pm 
All the siege reworks must be making the prospect of porting these mods (as well as Reporting for Duty) to TWW3 quite difficult.
piercebuster  [author] 27 Sep, 2023 @ 9:19pm 
@Autumnchain Probably, but not soon. I haven't played the game yet. I expect it would need some balancing changes and be more than just a port.
Autumnchain 27 Sep, 2023 @ 8:41pm 
Will you ever release this for TWW3?
LiQuiDaToR 27 Jul, 2023 @ 6:51am 
Bet this has already been asked a couple of times, but have you considered breaking up this siege overhaul into separate sub-mods? To make it possible for the user to better adjust the experience to their preference, e.g. picking just some changes they like (or conversely dropping a change they don't vibe with). Even if you only balanced them for use within the whole collection.
piercebuster  [author] 1 Jul, 2023 @ 12:02pm 
@Valour
You asked why the tower firing speed increases, decreases, then increases again. But if you measure it in terms of damage per second, it consistently goes up with each level.

Due to how the game is coded, all units that can climb walls will create ladders to climb them at the wall.
V 1 Jul, 2023 @ 11:56am 
Sorry I still don't understand the Fire Speed values what they actually mean. What do you mean by DPS for the fire speed?

climbing_ladder_speed_modifier and climbing_walls_speed_modifier

Do some units climb walls without ladder?
piercebuster  [author] 25 Jun, 2023 @ 9:33pm 
@Valour
Damage per second.
V 24 Jun, 2023 @ 5:41am 
The fire speed given above for the towers don't really make sense, it definitely doesn't take towers ~20s to fire one shot.

Also why does the number increase then decrease then increase...
piercebuster  [author] 22 Jun, 2023 @ 8:36am 
@Valour

Yes, you're understanding is correct about major vs minor settlements. However there are a few exceptions. A few minor settlements have it always by default (Ubersreik for example) and some minor settlements can gain walls from landmarks or other defense buildings.The Temple of Itzl is one of those buildings. I think that's vanilla game but it might be changed by my Reporting For Duty mod if you're also using that (I don't remember it's been so long). It wouldn't be changed by this mod, Better Sieges.
V 21 Jun, 2023 @ 1:02pm 
With regards to tiers of towers... can you confirm to see if I am right? This is WH2 of course.

• Major settlements always have walls and comes with Tier 1 towers. They have three defense upgrades, allowing the towers to be upgraded three times, to a max of Tier 4 towers.

• Minor settlements don't come with walls or towers. They have two defense upgrades. The first one doesn't give walls or towers, just some garrison units. The second defense upgrade gives walls and Tier 1 towers. They can't get Tier 2 or above towers.
V 21 Jun, 2023 @ 8:32am 
I attacked this lizardmen (defends of the great plan) minor settlement called Sulpharets today.

I checked his infrastructures, and he only had a level 1 settlement and a level 1 temple of Itzl.

Yet it has walls and towers when I went into battle? Screenshot: https://i.imgur.com/J7lTxMG.png

Is this because of this mod or is the vanilla game already like this (sorry I'm new to the game).
piercebuster  [author] 20 Jun, 2023 @ 7:56am 
The AI can put ratling guns on the wall, yes. However sometimes they choose not to. If they don't start the fight on the wall, they are unlikely to move to it.
V 20 Jun, 2023 @ 6:48am 
I see. So with the "On the wall" changes, does that mean the AI will now put their Ratling Gun and Wrapfire Throwers on the wall? Or does it only mean the player can?
piercebuster  [author] 20 Jun, 2023 @ 5:39am 
@Valour
Sounds like the math just worked out that way. This mod doesn't take the total siege atttritionn number and then change it, it changes the values of a couple things that are used to calculate the siege attrition.
V 20 Jun, 2023 @ 12:28am 
In your screenshots, the turns for siege attrition went from:

Vanilla 8-14 ➜ Mod 5/10

But mine went from Vanilla 8-14 ➜ Mod 4/9

Any idea why this is?
Baal.knockout 16 May, 2023 @ 8:55am 
Why does the time to climb ladders remain the same? It's not slowed down :(
Torment 23 Jan, 2023 @ 12:42pm 
Take your time! I'm just happy to hear you do plan on it eventually. This is definitely a must-have mod for me.
piercebuster  [author] 3 Nov, 2022 @ 9:01am 
@Smache Gorax

Thanks Smache. I intend to. Hopefully soon.
Smache Gorax 2 Nov, 2022 @ 10:42am 
This mod made sieges actually fun for me in WH2, made holding the walls worth it (firing arc) and generally improved the entire system. I hope piercebuster finds the time/wants/will port it into WH3, would make them less of a slog.
Dalai Llama 29 Oct, 2022 @ 10:46am 
For reference: Idling restores 18 vigor per tick. Fighting melee uses 19 per tick. Charging uses 34 per tick.

Climbing a wall uses 10000 per tick.
Dalai Llama 29 Oct, 2022 @ 10:37am 
"Climbing speed has also been reduced by 40%, making siege towers much more important! Especially when your generals remember that uncovered troops on ladders can still be shot by towers..."

With this mod I was always happy when the enemy started climbing. It takes them forever, drip-feeds them into the fight and exhausts them pretty much from the first second of fighting. Also applies to you, of course, so using ladders will mean crippling fatigue debuffs - just not worth it most of the time.
Rök'n'Stön 29 Oct, 2022 @ 10:05am 
Does this mod counter the "arse-ladders" in any way?
piercebuster  [author] 20 Sep, 2022 @ 6:20pm 
@Omck4heroes

Nope! And why should it? Allowing unsupervised hostiles to roam inside your base unopposed is not recommended for the health and safety of your settlement and its inhabitants.
Omck4heroes 20 Sep, 2022 @ 6:14pm 
Does this mod do anything to stop the AI from breaking morale and running inside your walls only to then rally and cap your town square?
Bambaro 12 Sep, 2022 @ 9:48pm 
hope we see this and reporting for duty patched for WH3 I think what they do for towers and garrisons would work amazingly with the new siege mechanics.
Dalai Llama 23 Aug, 2022 @ 10:32am 
@razvedchiki
Same way you beat them before.

Have a designated target unit run around being fired at, like a lord or other single entity, while your artillery takes down the towers. Or just get on/through the walls with siege towers or breaching the walls (with units or agents).

Of course it's a lot harder - for once the defensive upgrade actually means something. But it's far from impossible and you have in fact several options.
razvedchiki 23 Aug, 2022 @ 7:17am 
how you are supposed to beat lvl 4 cannon towers?they outrange everything and do massive damage.
Squaul 22 Aug, 2022 @ 7:32am 
Would be nice to have somemods who put real and logical siege defense like idk how to say in english but mini bunker and airlock with killing zone around the fort while having some need defense like balista cannon hot oil and sands medieval fire etc ... + well some neat coherent fantasy one too .
Squaul 22 Aug, 2022 @ 6:15am 
Ho also more spells too ?

(kinda feel unfair that only a hand of faction got a change and that only a fraction of those faction military power are used too )
Squaul 22 Aug, 2022 @ 6:14am 
Hope you are looking into tw wh 3 and that the game has better modding capabilities and that the problem encoutered in the 2 for the base game and modding scene have been corrected and give more freedom.


Also even if it break immersion "even more" at this point would eb nice that you do a standalone where you make every unit able to climb and be on walls ( apart from the one hardcoded in a bad way obviously) .
Armstreng 16 Aug, 2022 @ 12:04am 
Nice mod!
Weaver 11 Aug, 2022 @ 5:35pm 
oh gotcha, thank you! then yea they were level one walls.
piercebuster  [author] 11 Aug, 2022 @ 1:56pm 
@Weaver
It's the level of the walls, or the level of the settlement if it's a settlement that naturally has walls.
Weaver 11 Aug, 2022 @ 1:21am 
How do you tell what tower tier you'll get? and how do you level them up? only asking cause i got teamed up by three armies and only had (what i assume to be the tier 1 towers) to defend myself. luckily with some well placed spells and use of some artillery i was able to hold the city.
Barcode 1 Aug, 2022 @ 8:30am 
Hey man, first off love the mod you really made sieges fun. Second I was wondering are you planing on porting it to WH3. Cheers.
Dalai Llama 28 Jul, 2022 @ 7:49pm 
There's 2 things I'd like to point out, first one is more of a bug report:
-The rams do move quicker, however, I've noticed that the unit MANNING the ram doesn't. Which will lead to the ram eventually moving too far away, and then wait for the unit manning it to catch up before it resumes movement.
-The leadership buff on AI garrison is unneeded and too much. I have several screenshots of normal difficulty sieges where even trash units like clan rats held with 4 hp while under missile/artillery fire, essentially fighting until completely wiped out. The AI already gets bonuses for defending points, your mod basically makes most units unbreakable. And that is, again, on normal battle difficulty, if you go any higher any and all units of the garrison will never rout and always fight to the last man.
ratmanwarhammer 23 Jul, 2022 @ 12:07pm 
not sure why but I can't put weapon teams on walls any ideas? I don't have anything else that could affect it
Darth Tater 20 Jul, 2022 @ 11:07pm 
Good mod. Sieges really shred the AI though when player is defending. They put their units in dumb places right in front of the towers and don't move them.
NorscanWarlord 18 Jun, 2022 @ 3:59pm 
Are you going to make this available for Warhammer 3? i'm dying for the amazing half circle towers again
Dalai Llama 8 Jun, 2022 @ 11:35am 
Fantastic! Thank you, I'll stay tuned. And once again: Great work!
piercebuster  [author] 8 Jun, 2022 @ 1:13am 
@Dalai Llama Sure thing, I can do that when I finish up a contract I'm working on and get back into modding this, which is about 1 month out I figure.
Dalai Llama 7 Jun, 2022 @ 2:58pm 
Fantastic mod! Can't imagine the game without it at this point.
Could I bother you to reevaluate khainite assassins (dark elf hero, supposedly "good against gates") performance against gates? For the literal "nightmare of all doors in the old world", it does take them a long while to break through - not to mention they are quite exposed when trying to do so.
Chuckawookie 29 May, 2022 @ 8:27am 
@Aurora
Yes at lvl 4 they are pretty destructive which is good when you're defending against overwhelming odds but tough to beat. My strategy is to build many towers and put them against the same wall instead of splitting them up. At worst the siege towers provide defense against their fire because your men would have been obliterated if they ran to the wall instead.
cybvep 28 May, 2022 @ 5:58pm 
This heavily depends on wall lvl. High lvl towers are potent and have huge range as well, but low lvl towers aren't a big deal. Also, just as in Vanilla, some races (Lizardmen, Skaven) have super strong towers so if Wulfhart occupied a Lizardmen city and used their towers, they can hurt a lot!
Aurora 28 May, 2022 @ 3:20pm 
Mod is bugged or it's just making siege towers useless af.
Had all of my infantry in siege towers against Markus Wulfhart.
3 volleys from the towers to kill the siege towers, losing half of my army before they even got to the wall.
Is this supposed to happen? Seems kinda pointless.
Illuminous 11 Apr, 2022 @ 10:59am 
Hi! Is this coming to warhammer 3? Im missing this mod almost as much as SFO TT_TT