Total War: WARHAMMER III

Total War: WARHAMMER III

Modular Compatible Siege Rework
28 Comments
Turin's Love-Child 30 Aug, 2024 @ 7:03am 
The "No Real Time Buildings" mod is gone!!! That was the best mod. Does anyone know why that was taken down and/or if anyone else is planning to take it over?
Vaxar Kun 26 May, 2024 @ 5:43am 
I am getting these passives on field battles - played as beastmen.
https://i.imgur.com/Ima8Ewy.png
https://i.imgur.com/oUQXWbi.png

i used context viewer and it seems its caused by this mod
https://i.imgur.com/kHPOY7H.png
salmonsalmon100 7 May, 2024 @ 1:17pm 
Is there any way to fix ranged units that just don't fire, or hardly fire at all, when placed on walls? Seems to apply to many gun units.
Vaxar Kun 7 May, 2024 @ 4:01am 
can you look at dark fortresses? supposedly main building chain improves tower ammo, but even T4 dark fortress (no garrison building) had weak ammo. Wonder if its intended
Bodongs 21 Mar, 2024 @ 10:39am 
Does this mod increase range while standing on the buildable platforms like stephane's mod? Love it! Thanks for your hard work.
sigmars_disciple 18 Dec, 2023 @ 5:07pm 
And yes, Stby's mods seem to working absolutely fine, unless I'm stupid and miss smth obvious (more than likely, hahaha!). Nah, they work together ;)

Basically, users should choose to either
- add Stby's "Minor Settlement Battles Returner" + "Tier 3 Walls Custom Factions Submod" (+ if relevant the Chorf submod). This is my favorite setup for all Order Tide factions and offers the most variety of battles, as it was before that controversial CA change
- add Stby's "Tier 3 Walls" plus its custom factions submod(s) instead - if they only want the walls back but no minor settlement battles/maps

Or if the player doesn't like the walls nor minor settlements battles: don't add his mods. I don't play much Evil Tide factions but it might be interesting for them.
sigmars_disciple 18 Dec, 2023 @ 4:48pm 
Cool! Thanks :)
And you were referring the mod by Axl, right? Might wanna link that up so there's no confusion which mod you're talking about.
Bastilean  [author] 5 Dec, 2023 @ 7:11pm 
Thanks Soulmind! 360 might come back with CA support. I think CA is interested in making walls more useful and it does that. Might be a while though. The path of heaven is slow and all that.

I like your mod suggestions. Let me know if you find Stby's mods "Minor Settlement Walls returned" & "Tier 3 Walls for custom factions" working ok. I can add them to the list of mod options listed.

Hope you enjoy your holidays.
sigmars_disciple 5 Dec, 2023 @ 4:53pm 
Hey, absolutely LOVE this. I also like that it stays pretty modular, the way you have it set up - so that users can still customize things somewhat.

The "Garrison Training" mod that's not compatible, is that by Axl? I don't think that's particularly famous (although it should be!) so I'd definitely link this up, otherwise it's not clear which mod you're referencing (nor convenient to find it, haha!).

Depending if the two items at the bottom are ever coming back (or are essential from your POV): if rather nope, consider removing them for now. Once gone through the list, users will feel more satisfied. (Sounds like I'm trolling, but I'm not - I've come here at least 10 times to search up the items in WH3MM when setting up a campaign)

I assume this can be run with Stby's mods "Minor Settlement Walls returned" & "Tier 3 Walls for custom factions" (which also covers Sigmar's Heirs)? Oh, and here's a bunch of points <3

Great job!
Bastilean  [author] 25 Nov, 2023 @ 1:53am 
I dropped the 360 degree wall towers mod after I saw the arc of fire was buggy. Seemed like an obvious and simple thing to have, but I guess not.
Bastilean  [author] 24 Nov, 2023 @ 10:12am 
So go download Unique Faction Towers and/or enable it if you have not done so. Link in the description above.
Bastilean  [author] 24 Nov, 2023 @ 12:52am 
Mod updated.

Unique Faction Towers no longer included in this mod because CA buffed walls and towers, so I don't have to. May come back as a module if needs adjusting.

No Barricades is now a stand alone module and not included here.

360 wall towers mod is also now available as a stand alone module in case you are interested.

Thank you! Thank you to CA for the Rework.
Saw It In A Pro Game Once 23 Nov, 2023 @ 9:43pm 
That's might kind of you, thanks.
Bastilean  [author] 23 Nov, 2023 @ 7:27pm 
True. When I have time, I will see what needs to be done to make it an addition
Saw It In A Pro Game Once 23 Nov, 2023 @ 6:03pm 
Np man, just thought that with your rework, garrison training would be a logical continuation.
Bastilean  [author] 23 Nov, 2023 @ 12:29pm 
Ok, thanks for letting me know!
Saw It In A Pro Game Once 23 Nov, 2023 @ 11:58am 
I got a game crash after turn 1. turned off the other mod and was able to continue.
Bastilean  [author] 23 Nov, 2023 @ 11:49am 
@Vaxar Yeah, not today, but yeah
@Saw maybe quite possibly but haven't tried. Let me know
Vaxar Kun 21 Nov, 2023 @ 11:21pm 
do you think you could make a submod that restores the barricades?
Saw It In A Pro Game Once 20 Nov, 2023 @ 12:09am 
Hey, was just wondering if garrison training would be compatible with your rework
Agent Tower 19 Nov, 2023 @ 11:28pm 
Just replays saved from campaigns available from the main menu 'Battle' option. I just ran a test with your new update, and an old version I kept as backup and can confirm your update fixed it, thanks

What I was doing when testing it was loading a fresh new campaign as Archaon, finishing the first battle with the nearby enemy army, saving the replay then backing out to the main menu and watching the replay and checking the unit stats to see if their speed was debuffed

I was doing this in vanilla Immortal Empires with just your mod, and a modlist I built around the Old World mod. The fix I found was retroactive, and made previously broken replays work again. Very peculiar, sorry you weren't able to recreate it, I hope I didn't cause you too much trouble

Also, thanks for making this mod, should of said so in my first post. I like how lightweight it is so you can have it compatable with other tweaks out there, it makes siege/settlement battles much more fun to play, many thanks.
Bastilean  [author] 19 Nov, 2023 @ 12:22pm 
What do you mean by replays? Do you mean a 'rematch' after a loss or after losing a unit at the end of a battle? Or do you mean replays? I tried both a rematch and a replay and I didn't experience an issue
Agent Tower 18 Nov, 2023 @ 9:52pm 
The mod had an weird bug that completely corrupted replays. It would flat debuf speed by about half, even when fighting the battle again. For someone who enjoys replays, it was a real headache to narrow down.

I did fix it, though. I removed the entries for

scalar_speed
in
db/special_ability_phase_stat_effects_tables/bastilean_equipment_missile_deflection

And now the replays work ok, from my initial test. I think this table has something to do with the battering ram or something, from your description? I didn't see it apply missile resistance or anything. The speed debuff was for everything of the players, inculding cavalry. Just thought you should know.
Guts 25 Oct, 2023 @ 12:03am 
Poggers
Bastilean  [author] 24 Oct, 2023 @ 5:10pm 
I don't want to homogenize the towers, so until I have a lot of free time, I am going to stick with the base game tower damage with the caveat that all towers have 250 range which makes sieging them with artillery far more practical.
Bastilean  [author] 24 Oct, 2023 @ 4:28pm 
I was worried about that.

The tower damage is based on Jadawin's numbers. I will look into it. Thank you for the feed back. It's welcome and appreciated.
Potato 24 Oct, 2023 @ 7:53am 
2 tier 3 orc wall towers destroyed 6 of my siege towers before i could reach their walls, as well as snipe karl franz on a pegasus out of the sky, all within like 10 seconds.

You might have gone a bit *too* far in buffing the towers.
Krakenous 17 Oct, 2023 @ 7:31am 
This is absolutely what I've been wanting/trying to tweak to achieve for a while now! Great timing on this one haha, thank you :). I'll test it all out this evening.