Total War: WARHAMMER III

Total War: WARHAMMER III

More Consistent Siege Attackers
29 Comments
Antagonistes  [author] 10 Jul @ 2:17am 
I am not the creator of More Thematic Wallbreakers, you would have to take that up to them. There is a specific DB entry for Tamurkhan mounted on Bubebolos which is the one I kept Siege Attacker for.
VitaliyMa007 30 Jun @ 12:02pm 
For those who concern, it is Not work with SFO, unit like the ROR chaos spawn which SFO change it into single entity become 16 entities with extreme hit point (x16)
Deg 29 Jun @ 10:28pm 
does this work with SFO?
Antagonistes  [author] 29 Jun @ 10:56am 
That includes the units covered by More Thematic Wallbreakers, btw. Most of which are giant single entity monsters.
Antagonistes  [author] 29 Jun @ 10:39am 
Thanks for the showcase! Appreciate it.

Miners don't have Siege Attacker in vanilla as far as I know, only the "Good Against Gates" attribute. Adding Siege Attacker for them could be a thing, although that would trivialize most if not all Dwarf campaigns by removing the incentive to build siege equipments (Miners being the cheapest and most accessible unit for Dwarfs). That would be more immersive, but would also go against the idea of the mod.

As for units with Wallbreaker, most of them are either giant single entity monsters or warmachines meaning they retain Siege Attacker in this mod. Those that are not are part of the Ogre Kingdoms roster, which is not covered by the mod (because of their inability to build siege equipment).

Warp-Grinders are currently the only exception where they retain Siege Attacker. They are a tier 2 unit so I decided to leave it like in vanilla.
MichaelGFI 29 Jun @ 8:11am 
@Antagonistes I made a short showcase for your excellent mod: https://www.youtube.com/watch?v=ESOf_HBzSjA . Hopefully, I did justice to it. Thanks again for your work.

The only other question that came up during testing was whether units like Miners, particularly those which get the Wallbreaker trait added, should retain Siege Attacker. Have you considered that?
MichaelGFI 28 Jun @ 9:15am 
@Antagonistes Thanks for the fast reply. Leave it to me to find the weird unexpected exceptions, that was always something I had a knack for back in my programming days.

Your explanation makes sense and I think your solution is the best one. A bit odd that CA would hardcode that trait, but I'm not surprised considering all the trouble they've got with sieges in general. They may have needed to do that for the AI.
Antagonistes  [author] 28 Jun @ 8:25am 
I looked around and it seems that artillery units are "hardcoded" to have the ability to directly attack walled settlements, whether the Siege Attacker trait is enabled or not in their database entry.

I'm going to update the mod right away and restore the Siege Attacker trait for the artillery units that are concerned. I will also change the description to specify that all artillery units should have the Siege Attacker trait without distinction.

Thank you for reporting this issue! Cheers.
Antagonistes  [author] 28 Jun @ 8:25am 
Hey Michael! So the idea was that you can only directly attack with heavy artillery like cannons, rocket batteries and catapults.

The doom diver catapult is what I classify as an anti-infantry artillery. As it is essentially launching goblins at you, I wouldn't consider it capable of the necessary concussive force to bash gates open and destroy walls thus the reason why I removed its trait.

However, it seems that you were still able to directly attack a walled settlement with a doom diver catapult in your army which is not normal.
MichaelGFI 28 Jun @ 7:41am 
I'm trying it with Grimgor knowing that he doesn't start with a walled capital and needs to take one right away to finish his first province. I see the Siege Attacker trait is removed from Grimgor (expected) and the Doom Diver Catapult (unexpected). But then when I attack Karak Vrag I expected to not be allowed to attack right away since no one in my army has the Siege Attacker trait, but it's allowing me to anyway. I'm probably misunderstanding something.
Antagonistes  [author] 28 May @ 3:03am 
This is a bit out of scope for the mod, sorry.
Amon 28 May @ 1:38am 
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 :)
Antagonistes  [author] 19 May @ 4:47pm 
Thank you for letting me know, I updated the mod and removed Siege Attacker from them.
Domekabc 19 May @ 4:32pm 
@Antagonistes The Tree Kin Alarielle can recruit are different from Wood Elf ones, so they kept their siege attacker
< blank > 10 May @ 2:29pm 
mods that u listed in Recommended mods compatible with https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2846183349 ?
< blank > 9 May @ 12:04pm 
we need sfo patch for that
Moboru 25 Apr @ 11:50am 
God bless you guys
Mumm-Ra 13 Apr @ 7:03pm 
nice. i couldn't get Frodo's TWPatcher to run my game without CTD
warbossrok 22 Mar @ 5:34pm 
Honestly I have been thinking about a version of the game that just doesn't have siege attackers at all, and in fact make siege engines cause faster attrition to an enemy under siege.
Antagonistes  [author] 16 Mar @ 12:39pm 
Please read the description, thanks.
Soul 16 Mar @ 11:01am 
When playing cathay and defending bastions, it doesn't seem like the AI builds any siege equipment when sieging them tho.
Soul 16 Mar @ 9:04am 
Nooooo, these mods would be perfect with SFO :(
Antagonistes  [author] 13 Mar @ 4:48am 
If SFO changes the availability of Siege Attacker for certain units then yes, if not then no.
Delta-118 1 Mar @ 6:21am 
There'd need to be an SFO patch for this to use them together, right?
Nobyl 26 Feb @ 1:03pm 
Thanks for the great mod. To check, would it be possible to create a version where legendary lords still have siege attacker?
Antagonistes  [author] 23 Feb @ 3:39pm 
I'll add it to the description, thanks for mentioning it!
And thank you for the support as well, cheers!
Matthew39 23 Feb @ 2:26pm 
Oh yeah, and thank you for another mod that won't leave my mod list lol
Matthew39 23 Feb @ 2:26pm 
I'd also recommend everyone to use "More Thematic Wallbreakers" mod, to give Wallbreaker ability to unit that should logically have it, but just don't :)

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3399454565
krishkrush 23 Feb @ 12:16pm 
SFO and custom faction compatible?