Total War: WARHAMMER II

Total War: WARHAMMER II

Pierce's Better Sieges for SFO
141 Comments
piercebuster  [author] Jan 17, 2024 @ 11:32am 
Should be before.
CuckoldBen Jan 17, 2024 @ 9:50am 
What load order should this mod be? According too the mod manager it puts this before the original mod but my logic is that SFO submods should always load after. Which one is it?
piercebuster  [author] Aug 29, 2022 @ 7:31pm 
Thanks for the feedback, Drakken. I plan to make some changes for WH3!
Drakken Aug 29, 2022 @ 12:20pm 
Hey pierce. Love your work! Is this coming to TWW3? Because the defenders need your help more than ever on those giant walled maps! There just are not close to enough units to man those walls.

From my experience, I think the ladder climbing speed needs to be nerfed even more so units that are stretched out thin can still deal with climbing attackers. It also may be time for the wall towers to fire 360 degrees, like the rebuildable ones. This would make the outer defenses worth holding, although I am not sure how much friendly fire would occur.
piercebuster  [author] Aug 29, 2022 @ 12:17am 
Probably. Let me know if it isn't.
Jon Aug 28, 2022 @ 11:04am 
Wondering if this is up to date with The Last Kiss SFO patch?
HughJanus69 Aug 27, 2022 @ 11:19am 
i wish there was an option to buff the actual intelligence and skill of the damn AI, instead of giving them flat stat buffs in the naive hope that players will find it more "challenging" and not "annoying" since the AI has to cheat to even stand a chance.
=[NK]= Col. Jack O'Neil Aug 20, 2022 @ 11:30pm 
Yeah the gate bug is annoying AF, but it's a long term vanilla bug
c.bundy99 Aug 20, 2022 @ 8:10pm 
ah ok, I was just really annoyed watching an army of chaos warriors casually walk through my gates like it was left unlocked during 4 different sieges. :skaven:
=[NK]= Col. Jack O'Neil Aug 20, 2022 @ 7:28pm 
@bundy
Google total war gate bug. it's been around forever.
c.bundy99 Aug 20, 2022 @ 7:23pm 
It's a bit odd that the ai can just walk through the gate from the outside now...
ZEKAY Jun 15, 2022 @ 6:05am 
Skaven Ratling Guns are not able to climb or stand on walls anymore. The problem is with this mod. tried Better Sieges without it(and without SFO ofc) and then Ratling Guns had no problem on walls. Only use SFO and Better Sieges (and this ofc) would be happy if you could look into it, since it took alot of fun out of a skaven playthrough. Thanks in advance
FullAutoAttack Feb 6, 2022 @ 1:47pm 
Will this conflict with the mod "Level 1 Walls"?
https://steamcommunity.com/sharedfiles/filedetails/?id=2568052980
Valerian Feb 3, 2022 @ 3:05am 
hey pierce,
why the SFO edition have no cap for siege towers and ramps and the original mod have this cap?
=[NK]= Col. Jack O'Neil Jan 22, 2022 @ 5:27am 
Well the other one is listed as a required mod. So yes, it's required
VioletGrey\\ Jan 22, 2022 @ 4:35am 
do i need this mod and the original mod both active in my mod list?
Hemaka Dec 26, 2021 @ 5:30am 
Same thing for norscan wolfs and some spiders.
Why those are disabled here while still being enabled in vanilla version of this mod?
Hemaka Dec 26, 2021 @ 5:27am 
It's a simple fix, must have been like that since at least previous mod update and no one noticed.
"Can climb ladders and stair pipes" in battle_entities_tables is unchecked both for ratling guns and their RoR counterpart :steamfacepalm:
Chera Dec 23, 2021 @ 12:17pm 
Oh! Thank you for answering! And while I'm at it, small feedback: My H2H partner, playing Tomb Kings, is going NUTS when attacking a fully fortified city. I regularly destroy 2 armies, one time even all 4 armies with little more than a garrison (on average). GREAT FUN! I do think some towers are a bit off balance with their magical skull aoe or their traumatizing skaven missiles, but well...welcome to Warhammer SFO :D
Thank you for your work!
piercebuster  [author] Dec 23, 2021 @ 12:01pm 
@Chera

That's a bug in the base game. The bug even extends to custom battles.

@loadout

Thanks, I'll take a look when I can.
Chera Dec 23, 2021 @ 9:57am 
Potential bug report: I just defended Naggarond (as Lizardmen) at lvl 5 with lvl 4 Walls, but the towers were all basic missiles (big arrows it seemed).
I'm not sure if that bug is vanilla, SFO or this one. Hard to test in a H2H campaign that overwrites a quicksave immediatly :(
But maybe someone else had a similar observation.
EDIT: Ghrond on highest level + walls also fired Fireballs, not Rays of Light as Lizards are supposed to.
scrapped1 Dec 20, 2021 @ 1:47pm 
does need an update, Ratling guns cant get on walls of any settlement.
piercebuster  [author] Dec 7, 2021 @ 10:52am 
@Julinha

Probably not.
Spada Dec 7, 2021 @ 3:30am 
Need update?
piercebuster  [author] Nov 4, 2021 @ 11:02am 
No.
Hobolicious Dude Nov 4, 2021 @ 6:16am 
hey is there a version without new units on walls planned?
piercebuster  [author] Oct 24, 2021 @ 11:18am 
Come to the Modding Den discord and ask in one of the modding_tech channels. It's easier to explain these new things in real-time if you're confused by the guide. https://discord.gg/6kCxejwh
alexusher_92 Oct 24, 2021 @ 2:06am 
Ah, also is there a way within your mod, to change the speed of battering rams and siege towers?
alexusher_92 Oct 24, 2021 @ 1:33am 
Thank you, for your help.

So i got into the modfiles a bit and tweaked some values with good success.

I do have a few questions tho:

1) How could i change the buffs for garrisons, so it applies to all garrison units, instead of only AI units?

2) How can i make the AI wait a bit, so they do not charge in, without siege weapons? It seems, later on in the game, they just think having monsters is enough, while it definitely is not.

3) Where and how exactly should i change the auto resolve value? If i buff garrisons, this should reflect in auto resolve. I think i found the value, but i am not sure about, what exactly it does.

Thank you!
piercebuster  [author] Aug 31, 2021 @ 8:49am 
This is the guide I used to start modding TWWH2. You can open my mod and edit it and save your copy to your data folder. https://steamcommunity.com/sharedfiles/filedetails/?id=2180764161
alexusher_92 Aug 31, 2021 @ 3:36am 
Okay, thank you.

Is there a way for me, to change the values of some kind myself? Like tower dmg, range, or the climbing speed? I figured, that i still think climbing speed for ladders is to high for my taste.
piercebuster  [author] Aug 28, 2021 @ 9:25am 
It's a bit of shorthand, but yes you're correct. The tower will usually hit the pool of enemies still waiting to climb the ladder since they aim for the center of the unit, and the ladders themselves are usually just behind the 180-degree firing arc.

If you want grittier combat that feels less arcadey, I recommend looking up Duke's The End Times. It's the best of the Big 4 overhauls in my opinion. I have a Better Sieges version (not submod) for that, too.
alexusher_92 Aug 28, 2021 @ 8:32am 
Wow, i never seen this. Thank you! Wow XD

Is there a way to tweak some values myself? I just loaded your mod, and it works as it should. So that is great. Still the enemy units climb the ladders soooooo fast, it is absurd. I wish there was a point in trying to hold the walls. Instead it is still, hold them until enemy is there, reatreat and fight on plaza. Which is okay, it just feels wrong.

Also the towers do not shoot climbing units, as it says in the description. At least for my test it doesnt.
piercebuster  [author] Aug 28, 2021 @ 8:20am 
Look on the Required Items section on the right column.

A pop-up will also appear showing the required mods whenever you subscribe to a mod.

Mods that describe themselves as submods (like this one) will always require a main mod. Hence the submod term.

Now you know. Welcome to Total War Warhammer II mods!
alexusher_92 Aug 28, 2021 @ 8:13am 
Okay, thank you, wasn't able to find that information anywhere.
piercebuster  [author] Aug 28, 2021 @ 8:11am 
Required mods are required mods.

(Both)
alexusher_92 Aug 28, 2021 @ 8:09am 
Do i need to only subscribe to this mod, if i use SFO, or do i have to subscribe to this mod AND the vanilla mod, in order to make them work?
BunnyMuffin Aug 26, 2021 @ 3:26pm 
Thanks for the quick update fix, all working for me :steamthumbsup:
piercebuster  [author] Aug 26, 2021 @ 1:15pm 
Just reinstall it. Steam doesn't always push updates.
TheQcLion Aug 26, 2021 @ 1:09pm 
Still not working for me for some odd reason, main mod with SFO submod with SFO activated. Does this modd conflict with GCCM by any chance or anything else that could be an issue?
Uncle Aug 26, 2021 @ 9:04am 
Wow Thank you for the quick Fix
you cool
piercebuster  [author] Aug 26, 2021 @ 8:57am 
Sorry about that, I fixed it now. That's what I get for fat-fingers. Reinstall the submod to make sure you have the update.
Uncle Aug 26, 2021 @ 8:55am 
i use the Better Sieges mod Main Mod With SFO SUB MOD
after the update You'll be see this Starting with SFO main mod CTD
I did a test use Three mod SFO main mod,Better Sieges mod and SFO SUB MOD
Uncle Aug 26, 2021 @ 8:40am 
Somethings wrong with the update i guess
BunnyMuffin Aug 26, 2021 @ 8:15am 
Welp, sooo now experiencing crashes when launching SFO with Main and SFO submod of Better sieges alone.

Not sure if that is update related or mod order issue, is there a preferred order to running the mods together? Thanks
BunnyMuffin Aug 26, 2021 @ 7:56am 
Awesome, greatly appreciated and love the mod :3
piercebuster  [author] Aug 26, 2021 @ 7:55am 
It still worked before.

But I just gave it an update so that the latest stat tweaks to the few units this affects are included. Deck Gunners now have 25 speed instead of 26... huzzah...
BunnyMuffin Aug 26, 2021 @ 2:43am 
Same question as others, does this with the main mod still work well with the new SFO 'The Great Plan'? Thanks
Jon Aug 22, 2021 @ 5:47pm 
Hello, are you working on updating this to the latest SFO uodate? Thanks!
Kaleo Aug 22, 2021 @ 10:44am 
Grimhammer has updated.