Total War: WARHAMMER III

Total War: WARHAMMER III

Siege Re-Do!
39 Comments
raneyfish  [author]
Feb 9, 2025 @ 2:33pm 
It doesnt need an update, its fine to ignore the warning. I think the only place that may be a problem is a new added a province to cathay. I think it has 3 towns and they may have a different starting supply amount cause i havent added the new province to the mod yet.
Jan 26, 2025 @ 12:42am 
Hello raneyfish, your mod seems really good! Does it require update?
raneyfish  [author]
Sep 30, 2023 @ 12:47pm 
The computer will technically always know where everything is, but part of making AI is that you have to force them to be stupid and pretend to not know things. The AI will only respond to hiding units if the unit is visible to them and they "see" them enter the hiding spot. If you hide the units during the deploy phase then they will ignore them. If its a field battle and no units are visible then the ai will check the forests but in a siege they wont do this because they stay behind the walls.

Some mechanics are universal some are not. The supply changes I made effect the buildings in a race, so you can remove the bonus effects from the ai by deleting the added bonuses to the buildings for races your not going to play. I.E if you playing the Empire you can delete the garrison buildings for skaven, vampires, orcs, etc... and the ai wont be able to use the modded bonuses.
Sep 28, 2023 @ 10:44am 
I'll definitely try these different approaches to sieges, tbh I didn't know the AI reacts to visibility in such a way. Always thought the AI got some sort of true vision since they tend to know pretty well when you hide units insinde forests in field battles. Usually I have some artillery in every army to circumvent this problem by forcing them to attack.
Also I would have thought that siege mechanics were programmed universally, seems like an odd choice for CA to only make race specific settings there. Then again I don't work in that field so I wouldn't know better.
Also I just read recently that you also can't mod audio, e.g. sound cues of characters or narration for cut scenes as of now. One would assume this to be a quite simple mod, like changing the audio file only but apparently that's not possible for some reason. Progamming really is weird sometimes.
raneyfish  [author]
Sep 27, 2023 @ 5:51pm 
I dont know how many different races you play, but if you download "rusted pack file manager" you could edit the mod so only your race has the effects, then "save as" a new mod for yourself to use.
raneyfish  [author]
Sep 27, 2023 @ 5:45pm 
Ya I agree, that was what i first looked into when i was making this mod but the only way to disable them for AI only is by making it race specific, but as a mod this would mean making a separate mod for each and every race, and then you would have to switch between them depending on which race you were playing. And even then your own race AI would still have them.

There are a couple of things you can do to mess with the AI tower placement though. They can only put them down during the battle prep phase so what you can do to trick them is: Hide your army with only 1-2 units visible on the opposite side, the side you wont be attacking, so they build the towers near that one unit only. Sometimes if you deploy your army as far back as possible, on the map borders, the ai will only build barricades. You can also bring some artillery to blow it up, or flying units are good at taking them out.
Sep 27, 2023 @ 9:20am 
I'd love to remove them for AI but still have them for myself, along with siege attrition. Playing tower defence against AI is all fun and games but losing half your army to AI towers while they run around aimlessly isn't. Seems pretty hard to do though since most mods either disable them or limit their use in some way for both AI and player.
raneyfish  [author]
Sep 26, 2023 @ 8:18pm 
No this mod doesnt change how often the AI builds garrisons. I dont know of a way to even influence which buildings the AI will/wont build. the goal of this mod is to reduce the impact of the build-able siege towers without completely removing them. There are other mods that will completely remove them if you want to completely remove them from the game.

But I do see the AI building more garrisons aswell.
Sep 24, 2023 @ 4:52am 
Does this mod also make AI less likely to build garrison buildings or prohibits it? In my experience as of late AI basically builds them in every settlement, which would mean they still got towers in most sieges.
raneyfish  [author]
Sep 2, 2023 @ 3:52pm 
updated
Sep 2, 2023 @ 9:20am 
pls update , thank you
Jun 3, 2023 @ 12:06am 
Well they had the same maps with the cities in the middles of the map that could be attacked from multiple sides but they didn't have any buildable defensive building or other defenses. The only defenses they had were the walls obviously, and towers on said walls that could be captured. The only capture point they was one in the city center which if you held for a certain amount of time you'ed win.
raneyfish  [author]
Jun 2, 2023 @ 6:36pm 
I didnt really play total war until warhammer 2 so I don't know. Towers can only be built before the battle begins. You need the defensive building to have enough supplies to build the towers at the beginning. So no defensive building, no towers during sieges. If thats like old total war then yup its just like that.
Jun 1, 2023 @ 7:24pm 
"Overview: Settlements without a garrison building will not be able to build a tower, making them behave more like a field battle, but in the new map designs."

So like the OG total War sieges.
raneyfish  [author]
May 31, 2023 @ 11:48am 
Updated today
May 28, 2023 @ 12:31pm 
pls update , thank you
May 14, 2023 @ 3:23am 
very good to use with Tier 3 Walls Returned and Better Siege AI , but I dont like the immunity to siege attrition part , will cancel that my own.
May 14, 2023 @ 2:51am 
just want to told to you , this is the best Siege MOD I saw , thank you .
Apr 14, 2023 @ 12:12am 
Thank you kind Sir ^^
raneyfish  [author]
Apr 13, 2023 @ 11:49pm 
yup
Apr 13, 2023 @ 11:48pm 
Updated for chorfs?
raneyfish  [author]
Apr 9, 2023 @ 1:59am 
it still has a purpose for settlements, allowing the player to reliably get immunity to siege attrition while the AI wont always have it, which can give you the option to put some siege attrition on the garrison if you want. It also will help stop the AI from building lots of towers mid fight during settlement fights. Its value has diminished after minor settlements became field battles, but i still much prefer the game with this mod on.
Apr 8, 2023 @ 12:20pm 
I guess this mod is dead now?
raneyfish  [author]
Nov 18, 2022 @ 12:19pm 
This mod makes it so garrison buildings give 100% siege attrition resistance, if you have a defensive building, then siege attrition shouldn't be a problem. There are also other mods that just completely remove siege attrition. I would recommend making defensive buildings or using another mod so siege attrition will be irrelevent

There is also already a mod that increases the AI's willingness to attack when besieging, I believe it gives them force multipliers when besiegeing so that the ai thinks it will win and will attack. I've used it and i think it works pretty well. Try this if you dont want to wait too long for the enemy to attack your towns. between 100% siege attrition and aggressive ai it should fix your problem.

https://steamcommunity.com/sharedfiles/filedetails/?id=2848282302&searchtext=ai+siege
Nov 16, 2022 @ 12:54pm 
could you make a mod that adds a button to the ui when the ai is besieging your settlement that starts the fight in your settlement? its so dumb to me when the ai refuses to attack until it can guarantee the win... i don't feel safe putting any of my armies in my settlements because they will get trapped and guaranteed killed unless i have another army nearby and that's ♥♥♥♥♥♥♥ stupid.
raneyfish  [author]
Nov 10, 2022 @ 5:51pm 
Na its not my mod, the game just has some oddities atm. Ogres and wood elves dont get garrisons in forts right now, sometimes if you get a successful ambush near an empire gate it will load one of the high elf gate maps, theres a chance to get a completely glitched map where the enemy army doesnt load so its un-winnable, 2.2 is kind of a random mess lol.

the cathay stuff seems like another funny glitch. I just tested it with skrag without my mod to be sure, and its just the base game. Also, the mod can be loaded/unloaded mid game, so if you ever want to see if something is the mod, just save, exit, turn off mod, and reload to see if anything changes, then you can exit and turn it back on when ever you want.
Nov 10, 2022 @ 8:21am 
Hi, your mod is great!

I've got an issue playing as Skrag, took fort soll, there is no garrison in the fort until T4, and at T4/T5 the garrison is 2 celestial dragon guard and a winged lancer. I think it's coming for your mod as it's the only one affecting garrison building but can't be sure.
raneyfish  [author]
Oct 15, 2022 @ 1:44pm 
@Zero Cool, i added some stuff to the chart. I think another file that should get some attention is the Terrain.pack file (in the same folder as Data.pack) because this one contains the map information of all the battlefields including quest battles. Terrain.pack will be useful for modding existing settlements/battlefields but i dont know how to uncompress the data. If someone can figure out how to open .compressed_map file type, im sure it will be very good for modders.
raneyfish  [author]
Oct 15, 2022 @ 12:50pm 
@Mikey012 That is definitely not a problem i have seen with this mod. The information being changed is on a data table that is separate from the lords abilities,so my gut tells me you may have another mod that is causing this issue.
Oct 13, 2022 @ 3:15pm 
amazing mod!

not sure if you're aware but It seems that the 68 min cooldown is also applying to lord abilities with cooldowns (not spells however) things like stand ground, deadly onslaught etc.

could be an issue on my end tho
Oct 13, 2022 @ 3:15am 
I just complained about the annoying siege mechanic with the stupid rebuilding of towers and how more towers at the start with double the hp would be much better... then I found this. Perfection! Thank you for this mod :)
Oct 12, 2022 @ 1:44pm 
If you could be so kind and at your leisure dump your modding database knowledge in a community editable google spreadsheet. I'm pooling everyone's knowledge and help current/future modders out :)

https://docs.google.com/spreadsheets/d/1vQJE-U5LJD1YpXvsBO40VaKw3wev7tfzZOQLq8G93cw/edit?usp=sharing
Sep 23, 2022 @ 12:46am 
Thanks for the test :steamthumbsup:
raneyfish  [author]
Sep 22, 2022 @ 2:32pm 
ya the game is easy atm. I think they weakened garrisons to compensate for the towers being there. Im trying out some mods that make the enemy confederate easier so they can afford more armies at higher tier, and some other buffs for ai to make them challenging. But i dont have too much free time atm so who knows when ill get them done.
Sep 22, 2022 @ 1:19pm 
Makes sense. Loving the mod so far, the only issue is that the game is already a little too easy and even though I prefer this style of settlement battles it does make the game even easier.
raneyfish  [author]
Sep 21, 2022 @ 2:19pm 
@mikojb yup not in the traditional sense atleast. I attached the bonuses to the building chain called "Carnivorous Compost" because that one gave leadership while under siege. ill change the description to say that cause that is a bit confusing.
raneyfish  [author]
Sep 21, 2022 @ 2:16pm 
@Albedo I tested it with "Alarayn's Tier 4 minor settlements" and it works.
Sep 21, 2022 @ 11:56am 
Great idea. One question about your Description...Nurgle does not have a garrison building.
Sep 21, 2022 @ 1:42am 
Hey there, is it compatible with mods giving 4 slots to minor settlements?