Total War: WARHAMMER III

Total War: WARHAMMER III

Better Siege AI
106 Comments
Bop 7 Jun @ 11:18pm 
@Myrault's Hinder-Gast

How about these other values? Will increasing them also make the AI more aggressive? Never clearly understood the descriptions for these and googling them also just leads me to other people confused about them ever since I think even from Shogun 2 times lol. It's like a double positive double negative confusing situation description of sorts.

CAI_VARIABLE_FORTIFIED_SETTLEMENT_FORTIFICATION_MULTIPLIER
CAI_VARIABLE_FORTIFIED_SETTLEMENT_FORTIFICATION_MULTIPLIER_PRE_ASSAULT
CAI_VARIABLE_UNFORTIFIED_SETTLEMENT_FORTIFICATION_MULTIPLIER
CAI_VARIABLE_UNFORTIFIED_SETTLEMENT_FORTIFICATION_MULTIPLIER_PRE_ASSAULT
Bop 31 May @ 12:26am 
Awesome thank you! Will try it out this weekend :steamhappy:
Myrault's Hinder-Gast  [author] 30 May @ 9:56am 
To Bop: Increase it
Bop 30 May @ 4:02am 
@Myrault's Hinder-Gast So i'm a bit dumb and I cant understand the explanation for it, how do I make the AI attack suicidal or even if the odds are against it - do I increase the number or decrease the number for CAI_VARIABLE_SETTLEMENT_STRENGTH_MODIFIER_ASSAULT

?
Myrault's Hinder-Gast  [author] 29 May @ 11:48pm 
To Bop: CAI_VARIABLE_SETTLEMENT_STRENGTH_MODIFIER_ASSAULT should be the one, open the mod file and you can easily find it in cai_variables_tables
To Mumm-Ra: I don't see how it won't work with ass ladder removing mod!
Bop 29 May @ 11:17pm 
@Myrault's Hinder-Gast do you know what entries and values I should change if I want the AI to always attack and siege even if they know they will lose? Basically making them a bit more suicidal?

Im getting tired of always having to be attacked when the AI only has overwhelming odds.
Soul 17 Mar @ 2:56pm 
I am wondering the same things - does this work with SFO? Does it work with AI mods such as Hecleas? Shrug
BoneBone 22 Feb @ 2:56am 
is it work with sfo
Lil125 (not muted) 20 Jan @ 3:48am 
ahh okay good to know thanks
Myrault's Hinder-Gast  [author] 19 Jan @ 12:54pm 
To Lil125: Those are for AI only, and siege equipment influences AI decision to assault or wait when sieging.
Lil125 (not muted) 19 Jan @ 11:23am 
So how do i build siege buildings for ogres ? i dont see the thingies
Obi-Wan Cannoli 17 Jan @ 7:55pm 
anyone know how this mod would interact with an AI mod like Hecleas?
Krakenous 13 Jan @ 2:20am 
Cool beans. I'll check it out :steamthumbsup:
Myrault's Hinder-Gast  [author] 12 Jan @ 1:26pm 
To Krakenous: No update required afaik
Krakenous 12 Jan @ 4:17am 
Does this need updating compared to the main mod, or are we still good to go? :)
Vurcingetorix 15 Sep, 2024 @ 7:52pm 
Thank you, thumbs up and award sent!
Myrault's Hinder-Gast  [author] 13 Sep, 2024 @ 9:42am 
Hi 1342726516, feel free to modify my mod! No problem.
1342726516 13 Sep, 2024 @ 12:33am 
My translation tool is not very good, and the meaning expressed may be slightly different, but the general meaning remains unchanged
1342726516 13 Sep, 2024 @ 12:32am 
Hello! Nice to see this MOD

Can this MOD develop attack and defense strategies based on the formation of armies according to racial factions and branches? If not, can I use MOD to define my own AI race, faction, and branch to form an army and implement attack or defense strategies?

Especially in terms of defense, a certain faction has poor long-range capabilities. Can they stick together in the woods and not leave?

I hope this update is not the end. I wish you a happy Mid-Autumn Festival!
Myrault's Hinder-Gast  [author] 4 Sep, 2024 @ 9:48pm 
Hi Logman, This mod does not guarantee that AI will assault settlement every time, rather it increases the odd. There's no way (that I know of) to achieve that. But if you don't mind some additional changes, check out my other mod that basically guarantees you get a lot of siege battles.
Logman 4 Sep, 2024 @ 8:28pm 
Hi @Myrault's Hinder-Gast. I've been subscribed and have had this mod enabled since it was first dropped on the workshop. I love the idea of this mod but it never seems to be work for me. I've done extensive testing with it, with no other mods enabled, and I've encountered endless scenarios in which the AI still chose to starve me out, rather than launch an assault, even when they have overwhelming odds.

If modding tools permit, would you consider making a mod that guarantees that they will launch an attack after 1-2 turns of besieging?
Myrault's Hinder-Gast  [author] 29 Aug, 2024 @ 10:59am 
Will update soon
Alixsky 29 Aug, 2024 @ 10:52am 
Please update. only mod that makes sieges fun and the ai actually fight them
Parc_o 22 Aug, 2024 @ 10:28pm 
need update not work anymore
Myrault's Hinder-Gast  [author] 19 Jul, 2024 @ 2:41pm 
To BardInThePurple: I don't think this needs an update as long as you can enter the game with it!
BardInThePurple 19 Jul, 2024 @ 6:01am 
Does this need an update? Thank you for your work!
Myrault's Hinder-Gast  [author] 5 May, 2024 @ 10:57am 
To Nighon: It's not a new feature, i'm not sure if I understand you. Could you elaborate a bit.
Nighon 5 May, 2024 @ 4:34am 
,, AI will now assault walled settlements after encircling them for 1-2 turns most of the times, even though the battle may not be a guaranteed win for the AI. This does not mean AI will suicide into towns!!!:

so this is a new feature ? Cause I'm mixed because of your latest comment
Destyre 24 Apr, 2024 @ 12:44am 
Okay thanks for confirming.
Myrault's Hinder-Gast  [author] 23 Apr, 2024 @ 6:01pm 
To Destyre: This mod increases the chance of AI attacking settlement, not guarantee siege assaults.
Destyre 23 Apr, 2024 @ 9:12am 
The mod doesn't work anymore. I've had a small army of elves besieging one of my capital settlements for 4 turns now.
Myrault's Hinder-Gast  [author] 7 Feb, 2024 @ 6:09pm 
To Fezgo: Yes
Fezgo 7 Feb, 2024 @ 1:12am 
Is this mod save game compatible?
Myrault's Hinder-Gast  [author] 31 Dec, 2023 @ 10:07am 
To Tech 99: This mod is okay to use even if it shows "outdated", but I've just updated it. Thanks.
Tech-52 31 Dec, 2023 @ 7:22am 
will this mod be updated?
Guvenoren 26 Oct, 2023 @ 11:54pm 
Sadly this mod I think makes malagor freeze in position on the campaign map
Bop 6 Oct, 2023 @ 9:04pm 
Anyone know which values should I modify to make siege or sieging AI more suicidal? :D
Myrault's Hinder-Gast  [author] 29 Aug, 2023 @ 4:44pm 
To Gleen Cross: Sorry, I don't think I'll have the time to do a SFO patch anytime soon.

To Rennen: Same as above.
Gleen Cross 28 Aug, 2023 @ 12:50pm 
Can I make a request... Is it possible to make a SFO patch? In SFO, for whatever reason they disabled the supply mechanics. Can you add the supplies back and maybe tweak more stuff? It's like the siege mechanics of this game are so broken, not even modders can salvage things smh
KJIuMi 21 Jul, 2023 @ 12:29pm 
I was surrounded by 4 armies, 1 move to surrender ((( no siege, endless siege with another mod
Rennen 15 Jul, 2023 @ 3:48am 
@Myrault's Hinder-Gast Hi, is it reasonable to ask you for separate mod that have only AI modifications so they attack early. That a very important thing and i had many interesting sieges with your mod, which i would never saw at all withour your work. But i think it is not working with SFO, or atlest im not so eager to put it before SFO as it will mess with SFO's equipment points and as i tryed i think something going wrong. I would very apreciate atleast an answer from you. Take a hug from me, man for good and important mod.
SBA77 2 Jun, 2023 @ 10:45am 
@Myrault's Hinder-Gas Ah so they will only do it if they can win, got it
Myrault's Hinder-Gast  [author] 2 Jun, 2023 @ 5:05am 
To SBA77: The AI will most of the time attack only if they have the upper hand in auto resolving.
SBA77 1 Jun, 2023 @ 7:18pm 
How does them automatically attacking after sieging a settlement for two turns not mean they suicide themselves into towns? Do they only do it if they feel they have a superior force?
Elite665 1 Jun, 2023 @ 7:59am 
broken after update
Myrault's Hinder-Gast  [author] 29 May, 2023 @ 8:39pm 
To Gelt's stan: This mod does not guarantee the total elimination of this kind of AI behaviors.
Selfless Narcissist 28 May, 2023 @ 12:22pm 
Thanks for the mod, but in my Cathay campaign, one stack of 17 units Kurgan warband just lay siege on one of my bastion for 3 turns and not attack. Is it normal with your mod?
I Have No Enemies Brother 19 May, 2023 @ 10:56pm 
@Guvenoren

I use Incata's AI mods and his AI decision making mod makes AI travels in stacks of 4 sometimes to attack settlements if I remember correctly. Give it a look if you have not already.
Guvenoren 19 May, 2023 @ 11:52am 
I feel a big issue for the ai is that they don't really have more than 1 army attacking things. They should have like 2-3 armies attacking a settlement together to get the upper hand.