Total War: WARHAMMER III

Total War: WARHAMMER III

Siege AI & Mechanics Overhaul
590 Comments
Myrault's Hinder-Gast  [author] 11 Jul @ 12:30pm 
To Vonotar: I sure hope they can do a good enough job that renders this mod obsolete!
Vonotar 11 Jul @ 1:10am 
Myrault's Hinder-Gast - thanks for the fix :) Though I've moved on from beastmen now. Apparently CA are doing a siege rework? I'd be happy if they just copied this mod
glospey 9 Jul @ 12:52pm 
Have Steam verify the game's files.
FranzFerdinand 9 Jul @ 8:55am 
Yeah I tried uninstalling and reinstalling. Same thing
Myrault's Hinder-Gast  [author] 8 Jul @ 7:20pm 
To FranzFerdinand: Try re-enabling the mod
FranzFerdinand 8 Jul @ 5:09pm 
Did the hotfix break this mod? I haven't changed any of the mods I use, all of which have worked with this mod in the past, but in an Ikit Claw campaign all my defensive buildings are vanilla
Ooh-la-la, It's GAGA!! 23 Jun @ 2:51am 
Yeah i'm having that problem too, i think it's vanilla bug
Louie04k 22 Jun @ 8:06pm 
ai will place mutiple armies on a settlement and just keep siegeing im having the same problem
Myrault's Hinder-Gast  [author] 21 Jun @ 5:03pm 
To Dietrich: Really? I've just played 60 rounds as dwarf and AI works fine.. Can you describe the scenario a bit more.
Dietrich 21 Jun @ 4:31pm 
AI is always sieing indefinitely for me. :(
Louie04k 19 Jun @ 8:19pm 
one thing im noticing is the ai will siege a settlement for a few long time, i know its not supposed to but seems to be happening
Myrault's Hinder-Gast  [author] 18 Jun @ 2:20am 
To Vonotar: Fixed
Myrault's Hinder-Gast  [author] 31 May @ 3:58pm 
To Vonotar: Interesting, I'll look into it when I have some time, thanks for bringing this up.
Vonotar 31 May @ 3:12pm 
HI - this is my most noticeable for having a great campaign. Well done!
I'm just playing beastmen now - I notice that there is at least 1 special herdstone (Naggarond) where there's no defence points. There's probably more. Small point - excellent mod.
Myrault's Hinder-Gast  [author] 29 May @ 9:29am 
Thank you! Glad to hear it!
Deichmann 29 May @ 1:25am 
Just wanted to drop in and say thanks. This mod has become an auto-include and can't imagine doing a campaign without it.
Myrault's Hinder-Gast  [author] 14 May @ 5:24pm 
Thanks! Yeah the man power issue is annoying but I am afraid it's here to stay. Regarding SFO, I don't use it myself so it'd be hard for me to keep it updated even if i were to create a submod :(
Neeyz 14 May @ 6:10am 
Or may be the battle type changes alone so it can be more compatible with other mod.
Neeyz 14 May @ 6:05am 
Great mod! I love the way your work on minor settlement defensive buildings. But for some reason, sometimes you need to send turns on building one single siege equipment due to the man power bug. And it would be great if you can release a balanced version that works for SFO.
< blank > 10 May @ 2:55pm 
pls we need sfo submod
cho_chocolat 6 May @ 3:08am 
Is this mod compatible with deepwar AI
Myrault's Hinder-Gast  [author] 1 May @ 5:20pm 
To 彩虹小马: Can you be a bit more specific?
To MrCloner: Yes it's a mod tool.
MrCloner 1 May @ 10:20am 
What is RPFM? is is like a mod menu in game or the warhammer 3 modding tools?
彩虹小马 30 Apr @ 11:26pm 
sir,It makes the AI no longer able to build tower defenses
Myrault's Hinder-Gast  [author] 27 Apr @ 5:59pm 
To MrCloner: Thanks for enjoying the mod! You can make changes to it however you like using RPFM. But Maintaining different versions of the same mod is not what I would like to do.

To revert the changes to skirmish/minor settlement/major settlement battles, you can remove all the effects called 'wh3_main_effect_unfortified_settlement_battle' and `wh_main_effect_settlement_walls` from all of the buildings in the `building_effects_junction_tables`
MrCloner 27 Apr @ 1:29pm 
Could you possible make a version of this mod that doesnt change what level/combo makes provinces a skrimish/minor/siege. I love the enemies actually attacking me thank you for mod
Myrault's Hinder-Gast  [author] 6 Apr @ 11:03am 
To Haerzog: The auto resolve is biased towards attacker, and AI sieging armies are encouraged to launch frontal assaults. It should not cause AI to sally out against the attacker.
Haerzog 5 Apr @ 1:57pm 
Is this mod why I can't ever siege anyone down? Literally never have the opportunity to encircle and siege for multiple turns because, unless the battle result would be 'Decisive Victory', they always sally against the sieging army. There needs to be a much larger difference between the combat capability of a sallying army versus the combat capability of that same army behind defenses.
Myrault's Hinder-Gast  [author] 12 Mar @ 6:45pm 
To Leaf: I think it should be compatible with no ass ladder, pls let me know if it does not.
Leaf 12 Mar @ 8:27am 
how will this interact with NO ass ladder? also is it compatible with A.I overhaul mods?
Myrault's Hinder-Gast  [author] 19 Feb @ 11:16am 
To iCT: Not really
iCT 19 Feb @ 8:12am 
Hi. I look into your mod and saw some auto resolve values are changed. Does this affect my auto resolve bonus? What I mean is, is this mod make my game easier? Thanks.
MightNight 17 Feb @ 5:59pm 
Didn't even know that is how it worked haha. Thanks!
Myrault's Hinder-Gast  [author] 17 Feb @ 5:41pm 
To MightNight: Feel free to modify the mod as you like! The main reason to have -100% attrition resistance is to decrease the wait time till AI decides to do an assault on besieged settlements. This game calculates the man power for constructing siege equipments based on the remaining turns to starve out the defenders. So say if the enemy has like 80% attrition resistance, it may actually take a long time for the attackers to build even one siege equipment... This was not a problem in TWWH2
MightNight 17 Feb @ 9:22am 
Hey @Myrault's Hinder-Gast thanks for the superb mod! I was wondering if the defensive buildings protection vs siege attrition could be nerfed? Perhaps start at -20% and go up by increments of -20% each level? I say this because there are a few landmarks that give -100% defense vs siege attrition and I feel like this mod makes them obsolete. I feel like a reduction in attrition compared to the elimination of it would be more appropriate for it
SloppyJoppy 23 Jan @ 10:00am 
omg im so sorry, i did do a quick read through the description, guess i quick read it a bit to fast tho, thx for the fast answere tho xD
Myrault's Hinder-Gast  [author] 22 Jan @ 6:31pm 
To SloppyJoppy: "This will unfortunately introduce one side-effect: when the attrition protection reaches over 100%, the enemy will never starve you out, but the game cannot handle that (unlike WH2) - so it shows that your army will be wiped out in 0 turns. Don't be afraid as this is purely cosmetic."
SloppyJoppy 22 Jan @ 3:01pm 
only mod i have on that does stuff to sieges and like, but sometimes when either i or the ai siege something the starveout timer is just 1 for some reason, its really on and of and rarely happens, donno if it this one but as said its the only siege related mod i have on but could mby be a conflict with something? :D
Aran Linvail 19 Jan @ 9:36pm 
@myrault's: thanks!
Myrault's Hinder-Gast  [author] 19 Jan @ 8:46pm 
To Ref: If a mod adds a new faction with new building chains then those will not be modified by this mod.
Ref 19 Jan @ 7:24pm 
Does this work with southern realms? I think the top wall buildings at Tier 3 (minor) didn't add walls, only unwalled settlement battle
Myrault's Hinder-Gast  [author] 16 Jan @ 3:36pm 
Hey Aran Linvail: siege man power is really weird, the total man power is divided by the remaining siege turns to determine how much man power you have per turn. You can edit the values in battlefield_deployable_siege_items_tables to reduce cost for each race's siege equipments.
Aran Linvail 16 Jan @ 1:25am 
Hello, I will try out your mod since from the description alone it looks great :).

I do have one request though, any chance you can increase the number of siege equipment that can be built per turn even more? Due to how the game works, I would like to be able to get a good enough number of siege equipment units after one turn, say build 2 2x Siege towers at once. Any chance either you can make that or let us grunts know how to make that happen?

Thanks a bunch!!
Foddzy 29 Dec, 2024 @ 9:27am 
Myrault's Hinder-Gast Amazing! Will check it out thanks!
Myrault's Hinder-Gast  [author] 27 Dec, 2024 @ 12:10pm 
To Foddzy: There's a linkin the description to my other mod that just modifies the AI behavior.
Foddzy 27 Dec, 2024 @ 10:22am 
I would like a mod that just causes the AI to not siege down minor settlements senselessly. The additions to this like the added health to barricades are good for some perhaps but for me seems un-fun.
PhazezGova 21 Dec, 2024 @ 4:11pm 
no problem. i am looking forward to your mod, tomorrow i will use it, i just saw that it is savegame compatible
Myrault's Hinder-Gast  [author] 21 Dec, 2024 @ 2:28pm 
Alright updated the description, thanks for the reminder
glospey 21 Dec, 2024 @ 1:38pm 
@Phazez: Given the date of the last update, it's probably an oversight.