Total War: WARHAMMER III

Total War: WARHAMMER III

Man The Ramparts - Sieges Realism Segment
57 Comments
Krakenous 18 May @ 4:09pm 
@RagnaroK it appears elements of this has stopped working, such as the sieges and the "no ticking supplies" thing, that seems to be back in force. Hmmm. I know you have IRL stuff to deal with but, just a heads up :).
AETERNA 6 May @ 1:47am 
Turns out the mod isnt the problem, its my reading comprehension - sorry about that.
AETERNA 6 May @ 1:38am 
Saw this mod on gaming for immersion - sounds good, not working at present, running no other mods.
MichaelGFI 5 May @ 12:43am 
Love the concept of the mod and looking forward to testing it. With no supplies ticking up during battle, is the starting amount increased like in the No Real Time Building Reborn mod?
Walkabout 23 Feb @ 1:48pm 
Hey Ragnarok. Love this mod. have you seen the assladders begone mod? Is this something you are thinking of adding to this mod?
flecha 20 Jan @ 8:03pm 
nice!
RagnaroK  [author] 16 Dec, 2024 @ 11:11am 
Mod is updated to work, but no changes made yet as I have run out of time for today :ratcoon:
RagnaroK  [author] 9 Nov, 2024 @ 2:35pm 
Lowered cost for siege engines (siege towers and rams) to the bare minimum. This should result in bigger and quicker sieges by the AI. :ranald:
RagnaroK  [author] 9 Nov, 2024 @ 4:08am 
Yeah I initially looked at it wrong, thinking it would be cool to have time to reinforce, but people prefer faster sieges, which is great too.

I'll change the values tonight, making ai attack faster and siege equipment faster to make. :parts:
Chairman_Meow 8 Nov, 2024 @ 9:50pm 
I wish I could make the AI attack within 1-2 turns. I want to play siege fights :)
RagnaroK  [author] 6 Jul, 2024 @ 2:25pm 
No changes, just updated for 5.1
RagnaroK  [author] 4 Jul, 2024 @ 3:52pm 
Yes, I just haven't fixed everything after the patch yet, hope to do it by tomorrow. :steamthumbsup:
sigmars_disciple 4 Jul, 2024 @ 2:05pm 
This (or the comp) can be used with Distinct Faction Towers, right?
RagnaroK  [author] 11 May, 2024 @ 2:35pm 
@Ace - Sorry for the late answer, somehow I have missed your question. :steamsad:

I have to much on my plate with 75 mods and more coming, so I am skipping on patches, submods, compatability mods etc. but anyone who feels like doing these for any of my mods, has my blessing and I will happily link in my description, should such mods be made.

That said, if you are familiar with RPFM or able to get it and open the .pack file, I can tell you what to delete, to get supplies ticking again, its very simple, so let me know. :lunar2019piginablanket:
RagnaroK  [author] 11 May, 2024 @ 2:32pm 
Updated at long last, see changes in either of the main variants.:steamdance:
Ace 13 Apr, 2024 @ 8:22am 
Hello i really love this mod would you consider making a patch to get back supplies gathering during sieges?
RagnaroK  [author] 4 Apr, 2024 @ 4:26am 
Lowered siege construction cost/time of siege equipment by 50% of my prior values.

This should make siege engines be constructed faster and in bulk by AI and player alike.
RagnaroK  [author] 2 Apr, 2024 @ 11:26am 
True I could lower the cost. I initially thought of the AI, as I haven't built a single piece of siege equipment in any of the Warhammer games.

Pretty sure last time I built one was in Medieval 2, so 20+ years ago :P

Never understood why CA would neglect sieges so much, basically 50% of the game if not more. Even gave them heaps of suggestions multiple times over the years, yet still nothing.

I have no time today, but will lower the cost tomorrow, probably like 50% or so.
Bodongs 2 Apr, 2024 @ 9:23am 
I love this mod but I definitely don't see why we would INCREASE the cost of building siege equipment, it is already something virtually nobody uses because they take too long to build and you just start the siege on the first turn anyway. I prefer mods that DECREASE building costs, that way you are actually incentivized to build for a turn since it'll actually provide a few siege towers.
RagnaroK  [author] 23 Mar, 2024 @ 3:47pm 
Tiny update - Fixed a minor bug that would cause a CTD. Gave siege towers a tad more HP from 7000 up to 8500.
Holy Sock 11 Mar, 2024 @ 1:16pm 
Thanks. It was Cathay T2 towers if it helps - bullets. Red Fortress being attacked by Chaos Dwarfs. Could have been a lucky map coz I could get 4 towers shooting in most cases. But that was helped a lot by the 180 degree arc of fire also from this mod.
RagnaroK  [author] 11 Mar, 2024 @ 11:55am 
Thanks for the feedback Holy Sock, I can up the siege tower health a tad. I initially wanted siege towers to be able to be destroyed on any defense tier, as it was mostly tier 4 towers etc. that was able to break them in time.

Need a good middle ground, as I want tier 1 towers to be able to destroy them, but obviously not all 10 towers if this is valid.
Holy Sock 10 Mar, 2024 @ 3:09pm 
I love the ideas here but it makes all siege defence battles utterly trivial. I think the biggest issue is the siege towers are too weak and become a liability. I shot down all 10 of the attackers towers no problem and thus took out nearly half their forces in the process.
RagnaroK  [author] 10 Mar, 2024 @ 8:46am 
@Lampros - Sadly I am not adept at scripting MCT options even though I wish I were, as that would be so much easier to handle my mods and their options.

Mod titel name and mod image description is the best way for you to know which you have, sorry it can't be more precise. :/
Lampros 3 Mar, 2024 @ 8:17pm 
Also, it'd be nice if you can tell us what the original values were, so we can precisely know the degree of change ;)
Lampros 3 Mar, 2024 @ 8:16pm 
How do I know what "version" among the three I am using? I just downloaded, and there are no versions in the MCT? But the mod seems to be working, as I am seeing all the changes you describe.
RagnaroK  [author] 27 Feb, 2024 @ 1:34am 
Odd as by reading the changes of that mod, we don't adjust anything similar except gate health, granted I have not looked into the files, so can't say for sure.
yaksirius 26 Feb, 2024 @ 10:21pm 
@RagnaroK Report: This section was updated today to conflict with “the longer battles” mod
I Darkstar X 25 Feb, 2024 @ 12:45pm 
Oooh mayhaps! Thank you!
RagnaroK  [author] 25 Feb, 2024 @ 11:32am 
That sucks. You could always ask chopchop or iDon'tSpeakRussian for a patch to suit your needs, those 2 fellas are spewing out patches on factory level speeds. :)
I Darkstar X 25 Feb, 2024 @ 9:31am 
No dice, alas. Oh well, maybe someday. ;^^
RagnaroK  [author] 25 Feb, 2024 @ 7:20am 
Make sure its saved as a .pack file and maybe with a random different name.

Also make sure you no longer have my mod enabled/subscribed, since they would share the name and your new file most likely would not show up.
I Darkstar X 25 Feb, 2024 @ 6:54am 
I saved it in the data folder, but Its not showing up as a blue folder icon.
RagnaroK  [author] 25 Feb, 2024 @ 6:25am 
Alright, sorry currently working on another mod.

-battle_secondary_currency_sources_links_tables

-toggle_system_building_variants_tables

Hit those 2 folders and delete them, when you hit save, make sure the packfile is in your warhammer 3 "data" folder.

Unsub from the mod and make sure you activate the packfile via your mod manager, will be marked with a blue folder icon.

That should be it, if not, let me know and I'll see if I forgot something.
I Darkstar X 25 Feb, 2024 @ 6:08am 
I'm in now.
I just want to enable supplies accruing during sieges, because I like all the otehr stuff your mod does! I just like being able to build lots of pewpews and angry boxes. ^^
RagnaroK  [author] 25 Feb, 2024 @ 5:59am 
RPFM - Rusted Pack File Manager, its the program Frodo made for the rest of us to mod very easily compared to not having it.

Download that, open the program, choose open file and go to your warhammer 3 content/workshop files. In there you will find a numbered folder with my mod pack file inside it, thats the one you open.

The fastest and easiest way to find my mod, is by unsubbing, wait 5 secs, resub, wait 5 secs and then its the latest folder in above mentioned folder.

Once you open the pack file, you double click "db" and in there there will be a couple of different folders/tables.

Should you be able to get that far from my scrappy instructions, I can tell you which tables to mark and hit delete with. ;)
I Darkstar X 25 Feb, 2024 @ 5:50am 
I know nothing of this RFFM, but I would be more than willing to learn!
RagnaroK  [author] 25 Feb, 2024 @ 5:49am 
Hey,

No I disabled it and sadly I am not well-versed in MCT adding such options, maybe some day.

Do you know RPFM? If so, I can tell you which table you should delete in order to remove the things here you do not like. :)
I Darkstar X 25 Feb, 2024 @ 5:34am 
Supplies DURING Settlement & siege battles, I mean.
I Darkstar X 24 Feb, 2024 @ 2:55pm 
Is there a way to toggle it so we continue to get supplies?

I like building stuffs
RagnaroK  [author] 24 Feb, 2024 @ 12:29am 
Sorry for the late answer, but yes it does as Dizzy loeuy was kind enough to answer. :steamthumbsup:

It is mentioned under "Defensive buildings". :)
Dizzy Ioeuy 23 Feb, 2024 @ 9:31pm 
Yes it does
iDon'tSpeakRussian! 22 Feb, 2024 @ 5:27pm 
Awesome. Just to clarify this one does not disable building stuff in settlement after battle starts right?
RagnaroK  [author] 22 Feb, 2024 @ 5:37am 
Thank you for the kind words HeavyMetalClown. :steamthumbsup:

I believe in good communication and as long as people address their issues, considerations, requests and more in a decent manor, I will mirror that courtesy if I can. :)
HeavyMetalClown 22 Feb, 2024 @ 5:26am 
Or, to clarify, someone who does not like how some bits of your mod interact with certain factions. It's a niche issue, and making an adjustment mod for folks who want that changed is great. Thanks for being nice!
HeavyMetalClown 22 Feb, 2024 @ 5:24am 
Seeing how you handle requests and complaints is making my day, RagnaroK. Making a (sub)mod just for someone who doesn't like certain aspects of your content is above and beyond, and I salute you!
RagnaroK  [author] 21 Feb, 2024 @ 10:01am 
Just had a look and the DS are the same for anyone on any tier etc. so I am assuming you refer to the Welf outpost only going up to tier 1 right?

3 of the buildings they can make gives 1200 too making it 2400 for a tiny outpost. I still understand that you find it lackluster, but as of now, I will keep it as is, as its on par with every other factions.

That said, I will be making a mod (tomorrow I hope) to increase welf/chaos outpost and their infrastructure from tier 1 to 3 for vanilla as well as tier 4 and 5 variants. DS will go alongside that and put those 2 factions on par with eryone else.

I hope to get it all done within a single day of modding. Hopefully this will offer you some kind of solution. :)
Ramyam 21 Feb, 2024 @ 9:22am 
The Defensive building and ammount of Defensive supplies need some tweaking for sure, and as of right now kinda fks over wood elves for example.

You have no walls to begin with, and you can't get more from upgrading walls or settlements, you'll never even be able to build the higher tier towers as you'r stuck at 1200 defensive supplies.

I like the idea of defensive Supplies not ticking in over time and not beeing able to build AFTER battle started, but we should still get almost the same ammount of supplies, just at the start.

The Wood elven Defense map is basically built around the Defensive supplies, but doesn't work with this mod basically.
Walkabout 19 Feb, 2024 @ 8:46pm 
This is awesome thank you. I play with a lot of additional unit and race mods for flavour and unfortunately they aren't consistent with your unit changes. So this is perfect thank you.
Rincewind322 19 Feb, 2024 @ 6:45pm 
Thanks so much!