Crusader Kings III

Crusader Kings III

Siege devastation
28 Comments
Cryso  [author] Jun 18 @ 8:32am 
It should but I'll check
king0billy Jun 13 @ 8:58am 
worked in 1.16? Chinese localisation is needed.
Cryso  [author] Oct 11, 2024 @ 1:37pm 
The mod has now been updated and should work fine.
Cryso  [author] Sep 7, 2024 @ 4:00pm 
No overlapping files
Cryso  [author] Sep 7, 2024 @ 3:58pm 
My guess is that somehow the siege epidemic resistance reduction modifier causes issues with how that mod uses it.
finallyciv Sep 7, 2024 @ 9:34am 
Is it possible that this mod accidentally disables pandemics? Or is there a compatibility problem with the Reasonable Epidemics mod?
Cryso  [author] Aug 26, 2024 @ 9:00am 
Thanks!
finallyciv Aug 25, 2024 @ 8:40am 
German localization: https://pastebin.com/x5xnAp8u
Cryso  [author] Aug 22, 2024 @ 5:13am 
It's random and doesn't include special buildings
CaliBlueBear Aug 20, 2024 @ 10:43am 
Do you get to choose which buildings get destroyed or is it random? Does it include special buildings?
Cryso  [author] Jul 10, 2024 @ 7:03am 
I can check but it should be?
Fillyshellz14 Jul 9, 2024 @ 6:01pm 
is this save game compatible
Cryso  [author] Jun 26, 2024 @ 7:46am 
Scorched Earth Modifier now prevents development growth like the occupation and siege modifiers.
Cryso  [author] Jun 8, 2024 @ 5:49pm 
I added scorched earth as a mechanic. If you have any feedback it's more than welcome especially for this new mechanic.
Cryso  [author] May 31, 2024 @ 1:21am 
That is already an event actually.
Marquis De Sade May 30, 2024 @ 7:12pm 
Can you add an event when sieging to catapult corpses over walls, increasing chances of infection in the area later
Cryso  [author] May 24, 2024 @ 3:11am 
I have now added the ability for sieges to destroy buildings. This doesn't apply when retaking holdings and doesn't apply to holdings that get occupied alongside the county (meaning that cities and temples typically can't be targeted for building destruction).
kage yayuu May 14, 2024 @ 2:23pm 
does this also destroy building? cuz that would be amazing to truly destroy it as well as a option
Hadi May 11, 2024 @ 8:39am 
ty
Cryso  [author] May 11, 2024 @ 6:54am 
I have added Minimal and Slight levels for each setting both having 1 and 2 respectively as the level at which they affect their target value.
There's also a minimum army size game rule that can be used to set the minimum army size required for the modifiers to take effect. This can be useful to stop cheesing for example sending single commander armies to besiege a county in order to decrease it's development and epidemic resistance but there's still a setting if you don't want to have any minimal limits to the army size.
Hadi May 10, 2024 @ 5:29pm 
add more reduced devastation levels so the sieges arent that destructive so u can maintain dev
Cryso  [author] May 10, 2024 @ 10:41am 
From the looks of it the two should be compatible. I didn't run into any errors with that mod yet even if it hasn't been updated for the last patch.
Angelic Burrito May 9, 2024 @ 9:04pm 
Neat, it's a similar concept to the Pillage mod.
Pepega May 7, 2024 @ 2:42am 
Nice!
Cryso  [author] May 6, 2024 @ 4:15pm 
There's now game rules to change both the development decline and epidemic resistance decrease.
Cryso  [author] May 6, 2024 @ 5:27am 
Hmmm yes that sounds good. In fact I have a few other ideas such as increasing the risk of disease spread whilst under siege. How does that sound?
Also perhaps I will include stuff like buildings getting destroyed or a temporary fort level decrease after the siege finishes.
Pepega May 6, 2024 @ 12:32am 
Game rule to change the levels of decline perhaps? Would love even more death and destruction from a siege ;)
Khan May 4, 2024 @ 2:45pm 
Oh my gawd it works! (The Horned God's Blessings upon thee!)