Total War: WARHAMMER III

Total War: WARHAMMER III

Siege Attrition After 3 Turns
21 Comments
Amon 28 May @ 1:40am 
hello,
Just an idea for a mod.
I was thinking it would be cool if army that is laying the siege is paying lower upkeep. because they are kind of raiding. it would also make it more viable to have a longer siege.
Thanks :)
iCT  [author] 5 May @ 11:28am 
@✙Старийꑭ

Yes. But just in case, do not disable it while besieging any settlement.
✙Старийꑭ 4 May @ 12:15pm 
Thank you for this mod. Can I enable/disable it during ongoing campaign?
iCT  [author] 30 Mar @ 3:18pm 
@MightNight

No, because it makes the mod more complicated and increases its incompatibility with other mods as well as increases the chance that new updates will break the mod.
I aim to make the mods I make as simple as possible and provide what is desired with minimal impact on vanilla mechanics.
MightNight 30 Mar @ 1:47pm 
@iCT Have you considered attaching this feature to the "Protection" buildings line? Meaning it starts from +1 turn of no casualties and scales with its building level...this would give a well needed buff to that building chain
Guvenoren 10 Mar @ 12:46pm 
The AI concistently in the game rush into an easy pyrric victroy of close victory for player in autoresolve.
iCT  [author] 10 Mar @ 12:42pm 
@Guvenoren I haven't been the target of a suicide attack since I used this mod. The AI ​​is the same as always. It just doesn't get annoying by laying siege and waiting. Even if this is described as a suicide attack by others, I personally enjoy the game more this way.
Guvenoren 10 Mar @ 11:44am 
"AI will prefer to attack more often when laying siege rather than starve to death."
How does this prevent AI from doing suicide attacks on settlements?
iCT  [author] 25 Feb @ 9:31pm 
UPDATE: With new feature added to the mod, AI will prefer to attack more often when laying siege rather than starve to death.
iCT  [author] 6 Jan @ 12:57pm 
yes
HighKnight 6 Jan @ 2:35am 
Does this still Work?
iCT  [author] 14 Mar, 2024 @ 9:28pm 
@Ol' Scratch Johnson

This is probably due to the part already included in the mod, which reduces the difficulty of producing siege vehicles. If you open this mod with the mod editor program and delete this part, the problem may disappear. If it creates a big problem for you, you can try this method.
iCT  [author] 14 Mar, 2024 @ 9:23pm 
@Ol' Scratch Johnson

Thanks; enjoy the mod. However, I don't think I will be able to fix that bug. It will definitely be fixable, but I am not good at modding or scripting, and I was barely able to make this mod with huge help. Besides, I am not playing this game currently, so unfortunately, I can't fix it soon.
Ol' Scratch Johnson 14 Mar, 2024 @ 9:06pm 
first of all I wanted to say I really love this mod, CA immediately adding attrition from the first turn was never a good idea. However, I do notice a small bug in where if you or the AI siege, retreat, and the re-siege you get 125 crafting power and can basically create a siege tower for every unit in you army in one turn. As a player I just don't use this exploit but the AI doesn't, is there any way you may be able to fix this bug? Thank you.
Puggly the Grey 22 Feb, 2024 @ 2:16pm 
Tanks chu for dis lovely mod. :donpug:
iCT  [author] 22 Feb, 2024 @ 12:06pm 
Updated for 4.2
MushroomMan 5 Jun, 2023 @ 8:16pm 
Absolutely awesome
Pezhetairos 26 May, 2023 @ 10:41am 
Awesome mod, exactly what I was looking for, thanks! :Corinthian:
iCT  [author] 22 May, 2023 @ 7:33am 
@Lycia Pintella Great. I will give it a try.
Lycia Pintella 22 May, 2023 @ 5:17am 
You might find these two mods useful given the changes to siege attrition in this mod: AI Willing To Siege Up To 6 Turns and Attrition Damage Values , which sets attrition fairly high once it does kick in.
Lycia Pintella 16 May, 2023 @ 5:24pm 
Instant subscribe, thanks. The garrison should of course have some stockpile of food! =)