Total War: WARHAMMER

Total War: WARHAMMER

Booze's Siege Tweaks
44 Comments
Boozebeard  [author] 2 Oct, 2017 @ 10:33am 
Some of it would carry across, but a lot of the fields are race specific so those parts would only cary over to the warhammer 1 races towers.
Rachel L 2 Oct, 2017 @ 7:23am 
There is a chance this mod works without having to make any changes btw.
Boozebeard  [author] 2 Oct, 2017 @ 7:05am 
I don't know, depends how much sieges bother me. Probably wont be soon, am kind of busy. Feel free to do what ever you want with my mods, it's just changing some numbers around, I don't feel any particular ownership.
Ciel 30 Sep, 2017 @ 7:02pm 
@ Boozebeard Any plans to remake this for TWH2? I love the feel it adds to sieges. If not, I'd love to update it for the new races.
Rachel L 16 Sep, 2017 @ 12:21pm 
@Boozebeard i merged your mod with GnomeGnuts Faster Siege Equipament mod, i hope there isnt any problem, if you want me to remove, i will do it.
Here is the link: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1136704723

@Ana, this mod works fine. I have a heavilly modded game. Do you use any Overhaul?
dizzy 28 Jul, 2017 @ 12:57am 
I dont know what my mod conflict is, but its not working for me. Shame, this looks like the best siege mod on Steam with the changed youve done.
dizzy 27 Jul, 2017 @ 2:55pm 
Does this work in campaign?
Ω 23 Jun, 2017 @ 5:30pm 
Great mod. Thank you.
Boozebeard  [author] 20 Jun, 2017 @ 4:03pm 
I can't recreate the prolbem in custom battles. If you have other mods installed please try disabling them and just running mine to see if it still happens.
Cornuthaum 20 Jun, 2017 @ 10:57am 
I installed it three days ago, so I would assume it is current?

I ran into this issue while assaulting Greenskins-held Dwarf settlements (Mount Gunbad and Karaz-a-Karak both) whose arrow towers ripped my Empire towers and, as mentioned, Karl Franz apart.

Undead arrow towers at Burg Tempelhof were just as bad.
Boozebeard  [author] 18 Jun, 2017 @ 11:13am 
Is the mod up to date? Which faction and tier of tower? As of my update a few months ago arrows and bullet should do next to no damage against towers now. I checked the numbers in the DB and briefly tested brettonian siege and it was working normally.
Cornuthaum 18 Jun, 2017 @ 8:25am 
I have the issue that arrow towers - regardless of race - completely annihilate everything they shoot at, *particularly* siege towers. It's painful to see two towers melt a siege tower in about 30 seconds of fire, or Karl Franz with some dedicated +rdef magical items (Charmed Shield, for one) in about the same time.

No idea what's going on there, but hoo boy arrow towers are more dangerous than anything else in a siege, including the armies.
Boozebeard  [author] 8 Jun, 2017 @ 6:24pm 
Sorry I took so long but I fixed it. Turns out if you set the projectiles "muzzle velocity" too low they just don't work. I also gave the vamp t1 and 2 towers magic damage. And I added gun shot sounds to the gun towers when they fire :)
Marky Sparky 5 Jun, 2017 @ 3:20pm 
Ah yeah i noticed that weird oddity. Poor vamps! Thanks for taking time to have a look. Much appreciated. I'll turn the mod off til i have level 3 towers for now... ;P
Boozebeard  [author] 5 Jun, 2017 @ 1:44pm 
Er weird, yeah the tier 1 and 2 towers dont work except for one of them... atleast on Drakenhoff one of the towers on the end always works which makes no sense... I'll look at it properly tomorrow..
Marky Sparky 5 Jun, 2017 @ 5:49am 
Have confirmed. This mod is causing vampire defense towers to not fire at all. Any idea what the isue might be dude? Defending my territory as moussillon is nigh on impossible with zero tower support :P
Marky Sparky 4 Jun, 2017 @ 9:50pm 
At risk of turning into a pest, I have to mention, (though I am not sure if it is this mod doing it er se yet) that vampire count towers are now not firing at all in sieges. No idea what could be causing it. Has there been another update to this mod since 20th May?
cheers!
Marky Sparky 20 May, 2017 @ 1:14pm 
Ah nice one!!! Had a rather embarrassing co op battle where my hellcannon battery failed to do anything and we lost xD. All in good fun though. I really didn't like going back to vanilla siege towers, really dull!. Thanks for the quick fix.
Boozebeard  [author] 20 May, 2017 @ 5:30am 
Oops! Actually no explosion apart from tower weapons I changed were doing any damage because I forgot to rename my database and was just overwriting the default one. Good catch, really sorry about that. Fixed it now though.
Marky Sparky 20 May, 2017 @ 5:16am 
Hey there. Have loved using this mod but after playing for the first time in a week, it seems that hellcannons projectiles have been borked. They now simply vanish when hitting the ground. I have tested all my mods one at a time this morning, and it is this one that causes the issue.
Would love to keep using it so any chance of a look into what's causing that? Cheers!
Boozebeard  [author] 14 May, 2017 @ 11:33am 
Uploaded a new version that makes the tier 3 and 4s perform better against infantry, primarily their explosion radious has been increased. I also toned down the AP on the guns as they were over performing against high tier units.
Boozebeard  [author] 14 May, 2017 @ 11:13am 
Alright, I'll take a look and see what I think later. Might tone it down a bit. At the moment I'm fiddling with the explosions from the tier 3 and 4 towers to make the a bit more devestating against infantry, at the moment the bows and guns are out shinning them a bit there.

Also I've fixed the bretonnian tier 4 cow throwers so the cows don't make a fire effect when they explode...
Ddraig Lleuad 14 May, 2017 @ 11:13am 
(Also worth noting: I lost that battle. I was fighting a Chaos stack heavy on chaos warriors and dragon ogres and, while I killed the towers and caused heavy casualties, in the end they did just brute force their way in.)
Ddraig Lleuad 14 May, 2017 @ 11:09am 
Because there are certainly counters to this. I've seen the AI, when it really commits to an assault, spend several turns building around a dozen siege towers to roll them forwards along practically the entire wall; that would work, I think, since it would do a lot to cut down on the coordinated fire that this mod allows. Also, since the range is reduced, war machines become commensurately more useful for forcing a breach in the defences. The whole setup makes towers feel like a clear obstacle with defined counters, rather than just something you have to rush through as fast as possible.
Ddraig Lleuad 14 May, 2017 @ 11:09am 
Slight miscommunication: This town has what you call Tier 4 towers. I call 'em tier 3's because settlements have SOME towers even if you don't build walls there.

Anyway. Both battles were facing 4 towers. The vanilla towers only knocked over 1 tower, and did so in the first 40 seconds, which frankly seems pretty pathetic, and I suspect it's a fluke, or possibly because I'm playing on Legendary. Your towers knocked out all four siege towers in one minute fifteen seconds. That's... Yeah, that's a pretty big deal, but that's also max-level towers with coordinated shooting spread out across most of the wall. It's more potent, but it feels like it's about where it *should* be.
Boozebeard  [author] 14 May, 2017 @ 10:16am 
Ok let me know, I probably still need to tweak how much damage the tier 3 and 4 do to siege towers. I was mostly trying to figure out how to get the different damage types to behave well. I think from what i tested a single tier 3 tower took a siege to 75% damage, this might be a bit much seeing as you can have 3 or even 4 towers focusing them.
Ddraig Lleuad 14 May, 2017 @ 10:11am 
As it happens I have a save file that's just about to start a siege defence with level 3 towers, so, sure, I'll try it and compare them.

Just going be the description though, it reminds me of the older titles like Medieval 2, where arrows did next to nil damage to siege towers, but had a tiny chance to set them on fire with each hit, causing them to rapidly burn to destruction.
Boozebeard  [author] 14 May, 2017 @ 10:06am 
I just uploaded a new version, I found a work around. So arrows are still low AP but don't shred siege towers, infact I've experimented with making arrows and bullets do very little damage to siege towers, this makes a lot of sense logically but let me know what you think gameplay wise. Basically only tier 3 and 4 towers can destory siege towers now.

If anyone wants to run some tests I'd appreciate it, hopefully there aren't any weird side effects from the work around.
Ddraig Lleuad 14 May, 2017 @ 9:50am 
Man what? Yeah, you're right, that's dumb. ca plz

Maybe just revert the damage profiles back to the vanilla version for the moment, until/unless you work out a version you're happier with? I miss this mod :)
Boozebeard  [author] 14 May, 2017 @ 7:24am 
Well shit, figured out the problem, seems armour piercing damage doesn't apply to siege towers at all. So yeah, that's fucking dumb. Explains why the arrows shred the siege towers compared to the munitions...

Gonna have to even out the damage split between all the projectiles to balance it I guess. Bit annoying.
Boozebeard  [author] 14 May, 2017 @ 5:00am 
I've temporarily changed the siege tower health back to default values (11000hp down to 8500hp), might be a bit too much hp still, I'll try and fine tune it later.

The fact I changed their health originally indicates I must have tested it, not sure what's changed, maybe I just nerfed the damage of the towres at somepoint and didn't compensate.
Boozebeard  [author] 14 May, 2017 @ 4:36am 
Hmmm, weird, you are right, I don't remmeber that being a problem when I first tested it. I will look to tweak it soon.
Ddraig Lleuad 13 May, 2017 @ 2:04pm 
Something's off here. I started using this mod, and all of a sudden my Bretonnian towers completely sucked against siege towers. Like, focusing two level 2 towers with Blessed Stones couldn't knock down one siege tower before it hit the walls, where before even one level 0 tower could manage that. Huh?
CapitaineYolo 24 Apr, 2017 @ 5:03pm 
I tested on altdorf, but you actually changed my mind (I know, how easy). Playing vanilla made me resent the frantic-rush centric playstyle of sieges, which was imposed by the massive tower range.

sieging with impunity to retaliation shouldnt be a thing. Unless you made the walls sturdier too, I agree with the changes. The only scenario in which taking out all towers would be worth the ammunition and time, was if you had planned to smoke your opponent out with a ranged army - which is a really lame thing to do. Ranged armies should excel at holding their ground, not taking it. So Im glad your mod, despite allowing it to happen, still somewhat discourages that approach.

If you think thats not enough, I can recommend the "walls overhaul" mod. It makes walls buff the defending units stats, including their missile range.
Boozebeard  [author] 24 Apr, 2017 @ 4:27pm 
I don't remember exactly how it's setup but yes I think it's like that in vanilla, not even sure If I could change it to scale with level. If you bring 2 cannons you can take out about 3 towers, which on most maps means you should be only taking fire from 1 tower on your approach. If you really want you could put 3 or 4 artillery pieces in your sieging army and basically approach unhindered which is already pretty strong and wasn't really the intent of the mod, I mostly just wanted space to line up my troops, so I think making the tower health any less would be way too easy. (also I gave dwarf stuff way more health, so maybe you were attacking a dwarf hold?)

I will admit it is a bit tedious waiting for the towers to get destroyed, but I don't think there is really a balanced way to do it.
CapitaineYolo 24 Apr, 2017 @ 2:59pm 
Hey ^^ I like your mod a lot. Being able to group up with all reinforcing armies to engage with a solid formation dramatically changes the nature of siege battles. Its so much less hectic, that Im finally enjoying the attacking role.

It also gives both the Defender and the Attacker an incentive to attack in many places, in order to keep up/shut down the tower fire as best they can. Committing your entire force to one place is a bad idea, since all 4 Towers will crossfire into the sad blob, that your army quickly becomes. Siege Towers are also really valuable for absorbing their fire.

However, City Tower health seems to be the same across all tiers. Im not sure whether this is the case in vanilla, but its a bit much in my opinion. One Cannonball deals 2-3%, one Luminark shot deals 15%. By how much did you increase HP exactly? Would you consider publishing a second version without that change?
Ghost 1 Apr, 2017 @ 4:25pm 
Update please! With the last patch don't work..
lastspartacus 2 Mar, 2017 @ 9:10pm 
thanks for update
Atlantika 13 Dec, 2016 @ 5:53pm 
love it :D
Boozebeard  [author] 11 Dec, 2016 @ 8:09am 
Got to be honest, I don't have that much free time that I want to commit to modding, so I prob wont get that crazy with it. I don't even know how to go about adding new effects like that, only done basic changes to what's already there. Who knows though, might have a mad moment and go crazy with it. Really I just wanted to be able to leave reserves ont he map and not cluster all my units up agains the walls 'casue it was goofy as fuck.

I nearly made the greenskins have weaker walls and towers but then I thought about it and a lot of their siege maps are actually just Dwarf holds so it didn't really seem right, I just left them the same as everyone elses.
Malykriss 11 Dec, 2016 @ 4:10am 
hey mate, first off, thanks for creating this mod! i´ll give it a try soon and this is something I was really missing from the game. There´s just not enough variety in the siege battles for the different races.

i was wondering how far you can take this mod? I´d love to see things like, vampire counts towers dealing ticking AOE damage or Terror or idk, since they are ¨suppose¨ to be bonewalls they should be able to regenerate no? xD I know it may sound ridiculous but hey, i don´t think warhammer should be an absolutely balanced game.

And with greenskins I´m not sure what they would have. I don´t think their walls should be advanced really.

I love the small but impactful change you did on the other tower varieties though.

Medellin 9 Dec, 2016 @ 3:44pm 
Oh, I assumed by the release date that it worked with the DLC I havent acctually tested it myself
Boozebeard  [author] 9 Dec, 2016 @ 1:02pm 
I hope it works OK, I actually made it a couple days before the DLC and didn't really test it too thuroughly after.
Medellin 9 Dec, 2016 @ 11:54am 
Tnx for your mod, I was looking for a new tower mod since the old ones are outdated.