Total War: WARHAMMER III

Total War: WARHAMMER III

Siege AI & Mechanics Overhaul
617 kommentarer
Mongolz 5. okt. kl. 23:03 
I hate siege in this game so much especially barricades
Myrault's Hinder-Gast  [ophavsmand] 5. okt. kl. 12:03 
To Kuroba: Not that I am aware of.
kuroba 5. okt. kl. 10:32 
Is there a mod or method to change unit size for siege battles only? I think it would help with pathfinding and space problems, is that something you could include as an option in the mod
Myrault's Hinder-Gast  [ophavsmand] 27. sep. kl. 21:25 
To Ref: This is not possible. Devs changed how attrition works fundamentally. Best I can do is to add siege attrition immunity, and make the AI attack after besieging after 1-2 turns.
Ref 27. sep. kl. 20:58 
Any thoughts on adding a minimum number of turns before attrition sets in? I feel like that's something Wh2 actually did better. Capital cities with good garrisons can still get insta-starved if they don't have walls.
glospey 19. sep. kl. 8:29 
CA tested pocket ladders with a beta patch but it has not be released officially yet. So, yea, you'll need a mod for that.
Myrault's Hinder-Gast  [ophavsmand] 18. sep. kl. 22:03 
There's a mod to disable it I think.
Unsung 18. sep. kl. 21:51 
How do I turn off the pocket ladders, by the way? Google says there's an option, but I do not see one. Only reason I am asking here, is this is the only siege-related mod I use (besides SFO, so I'll check there, too)
Myrault's Hinder-Gast  [ophavsmand] 18. sep. kl. 19:47 
Hi Unsung, I don't use SFO in WH3 so can't comment on the compatibility. But feel free to experiment model orders!

Hi Mora, glad to hear!
Unsung 18. sep. kl. 13:49 
Namely, this mod's changes to the stat values of towers, walls, gates, etc are now in direct conflict of SFO's siege updates. Which is a shame, because this mod goes very nicely with the overhaul!
Unsung 18. sep. kl. 13:47 
While this will be "Compatible" with SFO, it looks like their latest update also makes a lot of changes to defensive towers and some siege mechanics. So this will either need to be placed to load before SFO so the latter can overwrite where needed, or a compatibility mod will be required.
Mora 13. sep. kl. 1:20 
It's baffling that the latest version of the game still makes the AI fully starve out defenders despite having overwhelming advantage. It's a huge handicap for the AI because it forces their expansion to be very slow. Thankfully this mod solves that issue.
Myrault's Hinder-Gast  [ophavsmand] 2. sep. kl. 20:33 
I will update the mod this week.
Aquinan 2. sep. kl. 18:02 
This being updated for 6.3?
Chrillo 17. aug. kl. 4:23 
@Ty of Troy - No its fine, I have had both enabled during multiple campaigns and they work togheter.
Myrault's Hinder-Gast  [ophavsmand] 16. aug. kl. 11:20 
To Ty of Troy: Possibly, this mod also modifies the minor settlement battle and does similar things.
Ty of Troy 16. aug. kl. 10:30 
Does anyone know if this conflicts with the Minor Settlement Battle Returner mod? link for reference https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2876845739
Chrillo 14. aug. kl. 1:36 
Thank you. I will try that, have a great day!
Myrault's Hinder-Gast  [ophavsmand] 13. aug. kl. 19:26 
To Chrillo: Thank you for enjoying this mod! Please look into the other mod and see if they're adding new buildings. If so, open my mod file and copy the build effects to the new ones.
Chrillo 12. aug. kl. 22:59 
Gotcha. It doesent look like it, its still walls and guardhouses for Empire. Any idea how to reset to vanilla building?

To clarify, your mod works great except for Empire with ”Sigmars Heirs” enabled. I have tried with mod manager to disable the effects but that removes the guardhouse and walls buildings completly.

I’m gonna try and edit via RPFM next when I have the time and to the best of my abilities because this mod is a must have for me. Thank you for the reply!
Myrault's Hinder-Gast  [ophavsmand] 12. aug. kl. 18:44 
To Chrillo: It is possible that the other mod introduces new buildings which are not covered in this mod.
Chrillo 12. aug. kl. 4:39 
I'm running this with Sigmars Heirs which overhauls the garrisons and walls.

Despite putting this in a higher load order with Prop Joes mod manager and various other things I cant get this to have priority. Any ideas?
Myrault's Hinder-Gast  [ophavsmand] 4. aug. kl. 18:40 
Let's see when the siege rework comes out!
TheRealWookie 4. aug. kl. 17:43 
Heya just wondering what the plan will be for when the siege rework rolls out. Will it be a sit on the sidelines and see how everything plays out? Or, will this mod be updated regardless of what CA brings to the table?
JonnycXD 20. juli kl. 5:41 
Really enjoying this mod but wanting to try DeepWar AI too, looks like both mods have some crossover, are they compatible?
Myrault's Hinder-Gast  [ophavsmand] 16. juli kl. 9:43 
:) glad to hear
Tag_Ur_It--> 15. juli kl. 21:54 
Honestly this mod is the sole reason why I haven't disabled small settlement battles all together. Nice work
Myrault's Hinder-Gast  [ophavsmand] 11. juli kl. 12:30 
To Vonotar: I sure hope they can do a good enough job that renders this mod obsolete!
Vonotar 11. juli kl. 1:10 
Myrault's Hinder-Gast - thanks for the fix :) Though I've moved on from beastmen now. Apparently CA are doing a siege rework? I'd be happy if they just copied this mod
glospey 9. juli kl. 12:52 
Have Steam verify the game's files.
FranzFerdinand 9. juli kl. 8:55 
Yeah I tried uninstalling and reinstalling. Same thing
Myrault's Hinder-Gast  [ophavsmand] 8. juli kl. 19:20 
To FranzFerdinand: Try re-enabling the mod
FranzFerdinand 8. juli kl. 17:09 
Did the hotfix break this mod? I haven't changed any of the mods I use, all of which have worked with this mod in the past, but in an Ikit Claw campaign all my defensive buildings are vanilla
Ooh-la-la, It's GAGA!! 23. juni kl. 2:51 
Yeah i'm having that problem too, i think it's vanilla bug
Louie04k 22. juni kl. 20:06 
ai will place mutiple armies on a settlement and just keep siegeing im having the same problem
Myrault's Hinder-Gast  [ophavsmand] 21. juni kl. 17:03 
To Dietrich: Really? I've just played 60 rounds as dwarf and AI works fine.. Can you describe the scenario a bit more.
KnightlyDietrich 21. juni kl. 16:31 
AI is always sieing indefinitely for me. :(
Louie04k 19. juni kl. 20:19 
one thing im noticing is the ai will siege a settlement for a few long time, i know its not supposed to but seems to be happening
Myrault's Hinder-Gast  [ophavsmand] 18. juni kl. 2:20 
To Vonotar: Fixed
Myrault's Hinder-Gast  [ophavsmand] 31. maj kl. 15:58 
To Vonotar: Interesting, I'll look into it when I have some time, thanks for bringing this up.
Vonotar 31. maj kl. 15:12 
HI - this is my most noticeable for having a great campaign. Well done!
I'm just playing beastmen now - I notice that there is at least 1 special herdstone (Naggarond) where there's no defence points. There's probably more. Small point - excellent mod.
Myrault's Hinder-Gast  [ophavsmand] 29. maj kl. 9:29 
Thank you! Glad to hear it!
Deichmann 29. maj kl. 1:25 
Just wanted to drop in and say thanks. This mod has become an auto-include and can't imagine doing a campaign without it.
Myrault's Hinder-Gast  [ophavsmand] 14. maj kl. 17:24 
Thanks! Yeah the man power issue is annoying but I am afraid it's here to stay. Regarding SFO, I don't use it myself so it'd be hard for me to keep it updated even if i were to create a submod :(
Neeyz 14. maj kl. 6:10 
Or may be the battle type changes alone so it can be more compatible with other mod.
Neeyz 14. maj kl. 6:05 
Great mod! I love the way your work on minor settlement defensive buildings. But for some reason, sometimes you need to send turns on building one single siege equipment due to the man power bug. And it would be great if you can release a balanced version that works for SFO.
< blank > 10. maj kl. 14:55 
pls we need sfo submod
cho_chocolat 6. maj kl. 3:08 
Is this mod compatible with deepwar AI
Myrault's Hinder-Gast  [ophavsmand] 1. maj kl. 17:20 
To 彩虹小马: Can you be a bit more specific?
To MrCloner: Yes it's a mod tool.