Total War: WARHAMMER III

Total War: WARHAMMER III

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[BETA] Adjustable Armies Updated
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26 Jul, 2024 @ 8:28am
2 Aug @ 11:03am
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[BETA] Adjustable Armies Updated

In 1 collection by AceTheGreat
AceTheGreat's Published Mods
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Description
8/2/2025 - Forever Siege Fix
Hey everyone. I just released a new update which addresses the infinite sieges that the AI get stuck in sometimes due to the lack of attrition.

Now if the AI is besieging a settlement for a number of turns (default 3), they will automatically be forced to assault the settlement. This comes with two small caveats:
  • The garrison must be healed beforehand, so that the garrison commander is guaranteed to be alive. This is required for the built-in attack function to work. As one user pointed out, the garrison armies are usually already at full health, especially with attrition disabled.
  • When the AI faction has multiple ongoing sieges on their turn, sometimes only one of them may be forced. This is not an issue, because any additional sieges will be forced on subsequent turns.

This feature includes a new MCT setting to disable it if desired, and another setting for changing the number of turns to wait before forcing the assault.

Please let me know if there any issues. Have fun!

Mod Features
This mod allows the player and the AI to use increased army sizes, up to a maximum of 40 units per army. This mod is experimental, and somewhat unstable by nature.

This mod increase the maximum army size for the player, allowing up to 40 units per army depending on the configuration. This mod uses a script to change memory addresses on game load, and is somewhat unstable by nature. Crashes are typically attributed to players not using the required mods, or by an unknown conflict with another mod.

Not all known issues/limitations can be fixed. Current known issues/limitations include:
  • General instability, especially when used with other large mods
  • Unit exchange does not fully function for armies with more than 20 units
  • Armies may not contain more than 19 heroes

The Mod Configuration Tools is not required, and the mod will default to 40 units if MCT is not installed. Memreader and No Attrition/Increased Allied Recruitment ARE required. If you are encountering end turn crashes even with the No Attrition/Increased Allied Recruitment mod, try moving it up in your load order so that it does not get overwritten by other mods.

If you are experience end turn crashes
A majority of crashes, especially over the end turn, are caused by the attrition calculation breaking for armies with more than 20 units. For most players, having the No Attrition Mod is enough to prevent this completely, and placing it near the top of the load order can solve any immediate conflicts with other mods.

However, other mods may be able to apply attrition in ways that subvert the No Attrition Mod. I suspect attrition can be applied indirectly or though non-terrain sources, such as through events. Mods could also add their own form of attrition which is not negated by the No Attrition Mod. Typically, this kind of issue only happens for large scale campaign mods that change or add gameplay mechanics.

If anyone experiences a crash and you know it is related to a specific mod, feel free to mention it in the comments. Although I cannot guarantee any solution, it would be great to know more about this type of conflict so we can search for ways to alleviate it.


Full credits to cableguy's original uploads:
[WIP/BETA] 40 Unit Armies
[WIP/BETA] Adjustable Armies: 20-40 Units Per Army
as well as to the folks in Da Modding Den.

I do not take credit for the original content of this mod. I merely added MCT support and fixed the hero embedding issue. The core of this mod - the increased army sizes - is not my work.
Popular Discussions View All (3)
17
2 Aug @ 11:30am
PINNED: Known Issues, Limitations, and Compatibility
AceTheGreat
405 Comments
AceTheGreat  [author] 2 Aug @ 11:12am 
Hey everyone. I just pushed an update addressing the infinite sieges, see the description or my previous comments for details. Please let me know if there any issues.

Note: this fix will only apply to sieges which are started after updating the mod.
The Neverchosen 31 Jul @ 8:49pm 
So many Goblins Grom can use
glospey 30 Jul @ 9:36am 
Healing the garrison may not be seen as ideal but I see it as making little-to-no difference. AI garrisons almost always heal to full between turns anyway and, with the incoming siege rework, a garrison will not have taken attrition on the first turn of a siege anyway. So, virtually, the only thing your heal will change is a buff to player garrisons and then, only if a given garrison is attacked multiple times before it would have healed "normally".
AceTheGreat  [author] 29 Jul @ 7:50pm 
Just wanted to give an update on the forever siege workaround. Over the past few days I have been testing that second approach I mentioned, and have had some success (with a few caveats, in classic Total War style).

CA provides a few built-in functions to force the attack. cm:attack_region() is the first option, and I have to pass it the besieging character and the region name. This worked testing on the human player's turn, but not when applied to the AI.

The second option is cm:attack(), which I pass the besieging character, and the garrison commander. But sometimes the garrison commander is null, even if I can see him, and the only way I have found to bring them back is to heal the garrison. I have tested this successfully on multiple infinite sieges.

Healing the garrison is non-ideal of course, but it is better than forever sieges. I'll look for some help in Da Modding Den, but otherwise I will likely push this feature this coming weekend.
Booya 26 Jul @ 12:04pm 
Thanks and i think you may be right with the alternative suggestion.

I noticed that armies tend to get stuck in a siege when they are not “under pressure”. For example, if they’re sieging the last settlement of a faction, no hostile in vicinity and the garrison takes no attrition. So they’ll greedily sit there instead fighting the battle. Whereas if there’s an enemy army in the neighbouring region they’ll fight the siege immediately.

As a side idea, I don’t know much about the cai-related db tables but i wonder if there is a variable that could be tweaked to adjust this behaviour.
AceTheGreat  [author] 26 Jul @ 10:43am 
Alternatively, we may be able to simply force armies to attack the settlement if they are still besieging after X number of turns. Basically, when an army besieges a settlement, we can add it to a list. Every turn, we check each army in the list to see if they are still besieging, and if X number of turns has passed. If so, use a script to force them to assault. On paper, this might be a cleaner solution, especially since we could keep siege attrition disabled.
AceTheGreat  [author] 26 Jul @ 10:43am 
@Booya Another user reported that they still experience crashes. It is likely that while the garrison is fine, since it has fewer than 20 units, any armies inside the besieged settlement may still cause crashes when they take attrition.

I am looking into a few potential workarounds right now. Currently, I testing if we can apply attrition immunity only to the army inside the besieged settlement, and then remove it when the siege is lifted. I am not sure if CA provides the functions to do this elegantly, and it might not even solve the infinite sieges. But this is the first option I am looking into.
Booya 26 Jul @ 4:24am 
Has anyone else had luck with the mod that re-enables siege attrition (Vanilla Besieged Attrition): https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3503879670

@AceTheGreat, have you had success testing it?

I've been having crashes with it unfortunately (tested on a new campaign + disabling it stops the crashes). Really wish it worked cause the infinite sieges the AI gets stuck in ruin the campaign. Has anyone had any other solutions to this?
»‡«nerubian»‡« 18 Jul @ 10:13pm 
Hello, thank you for the mod. It is really nice to be capable of setting ai and player army counts seperately.
BG 13 Jul @ 11:49pm 
I fixed the problem by buying another SSD and installing the game there