Total War: WARHAMMER III

Total War: WARHAMMER III

Siege Defenders Buff
10 Comments
Dr Faisal 2 Feb @ 9:52am 
Hi
My thoughts:
Although it does not seem like a huge buff, i am testing this with Skarbrand level 1 and maruaders, and the defenders will not rout due to this buff.
It raises the question of why make the buff identical to the hold the walls mod?
If the floor and the walls offer the same buffs as each other, you return players to a situation where the floor is superior to the wall.
I agree the floor should be buffed, but it should be less strong than the hold the walls buff, to further encourage use of the walls by the player.
Also with this buff on all the siege map, the battles become a real slog with an almost unbreakable army.
iDon'tSpeakRussian!  [author] 18 Feb, 2024 @ 7:37am 
Shameless Self advertisement, You can also try out this
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3163433239

This pretty much ports Warhammer 2 difficulty cheats AI had into the game (campaign only). Its early version but it looks already pretty much usable and stable from my testing. I haven't made any adjustments to battles yet, but with this there should be way more battles and they should also be more challenging with added XP for AI
iDon'tSpeakRussian!  [author] 18 Feb, 2024 @ 3:31am 
Possibly, but I could see that being more suitable to being on the walls. I dont want to copypaste Strains's mod to implement it here so I would suggest to ask at hold the walls mod for that buff :)
Tingu 18 Feb, 2024 @ 3:25am 
Good idea, consider change Range and rate of fire?
Krakenous 17 Feb, 2024 @ 11:20am 
Yeah to be fair...it would be nice if the route borders didn't enter the rear of the settlement cities and as you said they were a bit more multi layered.

I wonder if this is all hard coded...perhaps when content from CA finally stops they'll hand over the full development tools and source code for us to fuck about to our hearts content. Although maybe something can happen sooner with all these amazing custom maps people are making!
iDon'tSpeakRussian!  [author] 17 Feb, 2024 @ 7:05am 
Also, with additional mods I linked in description you reach a point on very hard battle difficulty + very hard buffs for AI where even when Army Losses trigger during siege, AI will still stay until they get at least 20 percent damaged till they route/crumble. (Without any -Enemy leadership traits in your army)
iDon'tSpeakRussian!  [author] 17 Feb, 2024 @ 6:59am 
I remember back in original Rome and Medieval you had siege defenders route towards the city center where they got unbreakable. I would love to see that in WH3 and that would surely make big cities more viable. Sadly I don't know if that would be possible due to layouts. In medieval and rome you had city/castle in the center of the map and no close borders to route. Here units just route behind every corner as each maps have those wide borders around the city. Maybe one day
Krakenous 17 Feb, 2024 @ 6:16am 
Neat! Do certain capture points not allow the usage of global buff activation? You could maybe just give all units not on a wall "unbreakable" or perhaps they could have a new passive that "looks" for number of capture points obtained or lost. Guess it could end up being script heavy...anyway! This sounds good, anything to make siege battles feel more epic and last a lot longer!
Rincewind322 16 Feb, 2024 @ 6:45pm 
Thank you :steamthumbsup::steamthumbsup::steamthumbsup:
ChopChop 16 Feb, 2024 @ 8:25am 
HOLD THE LINE! :WH3_clasp: