Total War: WARHAMMER III

Total War: WARHAMMER III

SWO-RD - Sieges rework and diversity
303 Comments
stephane.f.david  [author] 4 Nov, 2024 @ 8:12pm 
Ladders are not editable. Unbreakable gate wouldn't work, you couldn't destroy them with a ram.
You could try editing the meleee weapon table, and set the building damage multiplier to 0.
Eisen 4 Nov, 2024 @ 6:58am 
In my current campaign, Settra and a Tomb Prince in a chariot, were able to break the gate before the second. I think gates should be unbreakable, since attacking them comes without risk. There's no rock throwing or hot oil pouring like in other Total Wars. The ladders also should not exists. Almost ten years and CA has done nothing to fix the sieges. All they do is orthogonal to the problems we have.
How can I edit that table?
stephane.f.david  [author] 3 Nov, 2024 @ 11:50pm 
With 5.3 update, the damage to building has been reduced even further for most weapons.
- 0.05 : whip, fangs, claws for small monsters.
- 0.1 : Spears, staff, daggers.
- 0.25 : Halberd, Swords, Chariots.
- 0.5 : Medium size Monsters, some hero and lords with larger weapons.
- 0,5: Small Axes, and Hammers, some smaller monsters
- 0,75; Great Axes and Hammer, medium monsters
- 1.0 : The large monsters keep normal damages.
- 1.25: Very large monsters.
- 1.5 : Specialized weapons (warpgrinder, miners’s pickaxe).
stephane.f.david  [author] 3 Nov, 2024 @ 7:51am 
you can reduce the damage to get even more. In melee_weapons table
Eisen 2 Nov, 2024 @ 10:13pm 
Is there any way of making normal units, including LL, do negligible damage to gates? Even with this, any hero or lord can smash the gates in no time. Battering rams are still pointless. Great mod, by the way.
stephane.f.david  [author] 31 Oct, 2024 @ 9:22pm 
Edit the building_effect_junctions table
Eisen 31 Oct, 2024 @ 2:11pm 
How can I use this mod, which I think is great, but not have the minor settlement battles all the time?
stephane.f.david  [author] 7 Oct, 2024 @ 7:43am 
I don't think it can conflict enough to crash. Unless SFO data cored some tables, and some vanilla references no longer exists. But it has good chances tthat some changes are overriden.
Davi 7 Oct, 2024 @ 7:13am 
ok thanks. your mod is in a sfo collection which im trying out so maybe it is compatible or has some sort of patch for it.
stephane.f.david  [author] 7 Oct, 2024 @ 7:08am 
Then it has a lot of reasons not to be compatible... I don't use SFO and never tested it.
Davi 7 Oct, 2024 @ 5:44am 
a lot of things D:
stephane.f.david  [author] 6 Oct, 2024 @ 12:01pm 
Depends what SFO is changing
Davi 6 Oct, 2024 @ 11:09am 
I guess this would be incompatible with sfo?
stephane.f.david  [author] 11 Aug, 2024 @ 5:57am 
Balance update: low level towers have more attacks, Lizardmen magic tower have less. Let me know if mod is better like this
stephane.f.david  [author] 10 Aug, 2024 @ 8:04am 
But it's still buggy: selecting a unit, clicking outside of wall, and then on wall again (to dock/undock it) gives ammo immediately, it's not something you replenish over time as I thought
stephane.f.david  [author] 10 Aug, 2024 @ 7:15am 
It's possible CA fixed the ammo bug, I tried today I couldn't get any ammo back from outside the walls.
stephane.f.david  [author] 10 Aug, 2024 @ 4:57am 
I haves sime time to work on the siege. @Ven, I see that I forgot to factor the explosion damage. Lizardmen magic missile and Cathay gun have similar stats (Cathay is actually better), except for explosion. I'm doing a pass on it, reducing nb of burss for tower with explosion, increasing it a bit for basic missile towers.
Ven 27 Jul, 2024 @ 7:39pm 
Well in the base game, when a unit is ordered on to a barricade (which replinishes ammo), they get the ammo once the first model of a unit touches the barricade, i believe.
It seems that in this mod, it applies as soon as the order is given for attacking infantry to dock on the hostile walls. There were ladders on the wall at the time, so perhaps that has something to do with it.
stephane.f.david  [author] 25 Jul, 2024 @ 9:42pm 
I"ll check that. I thought the effect would trigger when actually on the wall, not simply moving toward the wall. That would be an engine bug from CA, with a side effect.
Ven 25 Jul, 2024 @ 8:42pm 
I need to report another bug. Assuming that this is the mod that makes it so that when entitities dock on a walled settlements walls, they get ammo back?

Well, you can be the attacker, click to dock on the enemy walls hundreds of feet away and as the start to move towards the ladders, they get ammo back. This means that attackers can, effectively, have infinite ammo against walled settlements so long as the unit can dock on the walls.
It doesn't appear that the AI abuses this, like how it abuses the ammo replenish for barricades in the base game, though i could be wrong.
Ven 17 Jul, 2024 @ 9:44pm 
Alright thanks!
stephane.f.david  [author] 17 Jul, 2024 @ 8:35pm 
I'm busy working on the Dwarves at the moment. I'll check siege when I have some spare time, first to see if there's some error in the tables, and then balance.
Ven 17 Jul, 2024 @ 8:21pm 
Even a single crane gunner model can kill dozens of skavenslaves before she runs out of ammo. Could even kill 1 or 2 in melee. But the tower can barely kill 2 skavenslaves, which were bunched up attacking a blocker below the tower, in 5 minutes? And the Lizardmen magic missile tower can kill hundreds of peasant spearmen in that time?
It doesn't really make much sense to me thematically either - Cathay is all about constructing static defences. Surely they should actually be comparable or slightly better than skaven structures if not lizardmen? Like the crane gun tower does a measly 9 damage. The magic missile tower on the other hand does i think it was 20 something, shoots a 3 round burst, each projectile has splash damage I think. And considering one volley took off 10% of my lords HP, it's 100% NOT 20 something damage.

I really would encourage you to look at the balancing please! Other than that, i love everything else this mod does.
Ven 17 Jul, 2024 @ 8:20pm 
I love most of what this mod does. However, i think you may need to a look at the balancing and themetics of the buildable towers.

Skaven can build Catapult towers, but Cathay is limited to small arms fire from towers. Why?
Lizardmen magic missile tower is ridiculously powerful. One tower killed several hundred Peasant Spearment in only a few minutes, before i could capture the point.
On the other hand, all 4 types of Cathay buildable towers are really bad. I tried all 4 types in one battle which i couldn't quite win, the tower was in the same place every time and the enemies were attacked for the same time each time, the AI did the same reach rematch.
The tower would shoot at some skavenslaves, which spent a good several minutes munching through a blocker, with the tower shooting down on them.

The peasant archer and jade crossbow tower killed, in about 5 minutes, a grand total of 6 skavanslaves.
The iron hail and the crane gunner tower killed.....3 and 2 skavenslaves respectively.
xpldrox 28 Jun, 2024 @ 7:31pm 
Does anyone tested with SFO?
stephane.f.david  [author] 3 Jun, 2024 @ 8:57pm 
No idea, I don't use SFO. I suppose it's likely to have some conflict, but I can't tell for sure.
Shizuri 28 May, 2024 @ 5:26pm 
is this compatible with sfo?
stephane.f.david  [author] 1 May, 2024 @ 9:22am 
I will not have access to my computer for the next 3 weeks. Mod will be updated for ToD the last week of May at best.
SaladOhm 21 Apr, 2024 @ 11:21am 
I noticed the same thing, there is ticket bleed, but I wasn't entirely sure if it was this mod.

In any case I just wanted to leave my appreciation and thoughts: Really love this mod! Your overhaul of sieges make them truly brutal, which is hard to get used to at first. However it's also meant that I've had to rethink my army comps when attacking walled settlements, using units like cannons or deathshriekers, units I wouldnt normally use

This still makes early game sieges quite challenging, especially when you dont have any units to work with, and also means the wall towers can be a huge challenge, which sometimes I found annoying. I particularly like the chance of settlements sallying out and attacking you, though I still feel it happens quite sparsely.

In any case it's made me rethink my approach to sieges which was a nice bit of fresh air, thanks for the mod man!
物理系魔法师 21 Apr, 2024 @ 6:11am 
Thank you. I'll wait quietly
stephane.f.david  [author] 21 Apr, 2024 @ 5:53am 
I don''t have time at the moment, but end of may, when I'm back from vacation, I'll update all my mods for the new DLC. And I will double check this part of siege. I prefer to wait a bit and see if CA changes something
物理系魔法师 21 Apr, 2024 @ 5:34am 
Yes, something like that. I do think it's a better setting. (Also, this method was not proposed by ca, and there have been many mods that have implemented this change in previous versions. As ca changes, they are no longer updated.)
stephane.f.david  [author] 21 Apr, 2024 @ 4:03am 
I changed a bit the values in y original siege mod, it's possible that I kept my changes when CA changed things in 4.1. I'll have a look at it.
I suppose with your message that you prefer the new method from CA?
物理系魔法师 21 Apr, 2024 @ 4:01am 
(Yes, I am not good at English, I am sorry, let me explain again:)
Prior to version 4.1, there was a count bar at the top right of the screen, which changed when the enemy captured the victory point, and when the count bar turned red, even if you still had a large number of troops, it was considered a failure. I was referring to this. In version 4.1, ca removed this setting and changed the count bar only when it captured key victory points, and other ordinary victory points no longer affected the count bar.
(But when I enabled the mod, normal victory points being captured still caused the count bar to start changing, so I wanted to ask if you did this deliberately or did you leave this out when updating? Or maybe you've changed it and need me to re-subscribe to the mod to make sure it works?)
stephane.f.david  [author] 21 Apr, 2024 @ 2:42am 
I'm not sure what you mean with bleeding. Maybe a translation issue.
物理系魔法师 21 Apr, 2024 @ 2:21am 
I remember that ca seems to have removed the bleeding mechanism for victory points, but when I enable the mod, losing victory points will still cause bleeding failure? Is that by design?
DawianTool 16 Apr, 2024 @ 3:53am 
@stephane.f.david And @SaladOhm Its really work. Minor settlements realy can sally out and start fight
stephane.f.david  [author] 15 Apr, 2024 @ 7:53pm 
It's just a variable in a table. Some say it doesn't work and has been deprecated by CA... But with my games, I've seen some random chances to have land battles or minor settlement, so it seems to be actually working.
SaladOhm 15 Apr, 2024 @ 12:57pm 
Hi Stephane! Thanks for your work on the mod, it's really made my army comps be mroe thoughtful and required me either to make a siege specific army or bring along specific anti building artillery. It was tough to change my approach Ill be honest lol

Could you explain in greater detail your line about the AI having a 40% chance to sally out for minor settlements? This line was the main reason why I downloaded this mod, as I like the idea of brave or foolish commanders taking to the field (and therefore more land battles!) but I just want to confirm that this is how it works?

Thanks again for your effort and time
Zadur 7 Apr, 2024 @ 5:04am 
The jezzail skaven towers on the walls are insane for damage output. They don't have the negative of accuracy as a tower
DawianTool 15 Mar, 2024 @ 4:14am 
- Tzeentch has burst projectile (4 of them) -
If you mean the tier 3 tower of Tzeentch, the tower information says x9 shots, but it fired once, and if we compare explosive towers, they are very weak (and I understand your balance in terms of what they should not be exactly equal, but even so they are very weak)

x9 shot - https://i.imgur.com/8kUoOzX.jpeg
DawianTool 15 Mar, 2024 @ 4:02am 
stephane.f.david  [author] 15 Mar, 2024 @ 3:57am 
I'm not sure what you mean about "2 first lvl tower" and "2 second lvel" for Empire. Deployable? Wall tower?
stephane.f.david  [author] 15 Mar, 2024 @ 3:55am 
Tzeentch has burst projectile (4 of them)
DawianTool 15 Mar, 2024 @ 3:45am 
@stephane.f.david Hello again, my friend! Im tested Towers 4 lvl many time for diffrent faction and have one question. Why is the tower of Tzeentch sooooo weak among others? them Iridescent tower shoot like arrow tower 1 lvl of other faction. Tzeentch magister of magic and he's magic tower is no a magical))
It only fires one shot at a time and then reloads within 8 seconds, other towers that have one weak shot fire many times, not to mention those that have an explosive shot or some kind of debuff.
What if give them some special things, like small vortex (like exalted flamers of Tzeentch) or shoting many times per shot or have debuff or at last explosion shot. I think they need have some special shot and more damage.

And i found 1 bug (or not if you confirm) Empire have 2 first lvl tower and 2 second lvl, but different stats.
And thanks again for this mod, it's great
stephane.f.david  [author] 14 Mar, 2024 @ 9:34pm 
No. That's one line to change in the db, I won't make a mod just for that.
Anyway, I'm not even sure it actually works: CA set the value to 0... But changing that does not seem to much effect.
Ol' Scratch Johnson 14 Mar, 2024 @ 9:27pm 
Is there anyway you can make a version that it just the siege attrition timer? I hate that CA took that part out.
stephane.f.david  [author] 3 Mar, 2024 @ 1:59am 
There's nothing I can really do about that, we don't have access to AI behaviour
If your action is not faired compared to AI...Wlell, don't use it.
DawianTool 3 Mar, 2024 @ 1:35am 
@stephane.f.david But this makes the battle unbalanced. I can upgrade my tower in battle for focusing on the first line of battle, but AI ​​doesn't do that, they doesn't upgrade the tower, stay on first lvl, and me more easily siege they cities and defence my cities because im upgade all my tower