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Note: this fix will only apply to sieges which are started after updating the mod.
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.
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.
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.
@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?