Total War: WARHAMMER II

Total War: WARHAMMER II

348 ratings
Faster Campaign Sieges II
   
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Tags: mod, Campaign
File Size
Posted
Updated
136.092 KB
5 Sep, 2018 @ 1:15pm
7 Aug, 2020 @ 9:14am
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Faster Campaign Sieges II

Description
This is a very simple mod that reverts the Warhammer siege table back to the values from Attila. It just seemed silly to me that you could build a castle faster than you could siege one, and no one was wasting 10+ turns to starve an enemy out. The base siege attrition and fortification resistance values used in both games were already identical, and the only thing CA changed for Warhammer was the base time before attrition kicked in (it's 4 turns in Attila, and 6 turns in Warhammer).

This mod simply changes it back to 4.

Note that constructed buildings like gates and heavy walls will still modify this value, so trying to starve out a heavily fortified city will still take more than 4 base turns before attrition kicks in. No other values related to sieges (such as attrition damage rates, etc) have been touched.

This mod will be compatible with anything as long as it does not already alter siege_attrition_resistance_turns_base in the campaign_variables table.

This is a direct port of my WH1 mod of the same name.
98 Comments
HughJanus69 4 Jul, 2022 @ 11:16am 
does this need update?
Kornstalx  [author] 8 Sep, 2021 @ 8:24pm 
@Darth: This mod only changes the base time, walls and fortifications still add to this. If you want to test it start a fresh Mortal Empires game as Thorgrim Grudgebearer. Look at the Pillars of Grungi, it should have 4 turns siege resistance.
Darth Tater 8 Sep, 2021 @ 4:45pm 
It isn't working for me currently. The siege times still look like the defaults. :(
Wappaw_CptBlack13 1 Sep, 2021 @ 7:16am 
Can confirm mod still works perfectly as of September 1st 2021 (Silence and Fury dlc).
Kornstalx  [author] 16 Jul, 2021 @ 10:49am 
I haven't played TW2 in a long while, but this mod is only a single line in a standard table that is not likely changed by any patch. I'm sorry you have the nag about outdated mods, but it should never break anything unless they completely change the way that table is used, or the siege mechanics of the core game are overhauled by a new mechanic.

I'll update it to get rid of the nag perhaps after picking up the final DLC.
Neko 16 Jul, 2021 @ 8:11am 
update plz
Skyn0s 27 Jun, 2021 @ 2:20am 
I think the mod has to be updated to work with the last update. Thank you in advance Kornstalx for the safety of my strategic campaign ;)
Aunvilgod 17 Jan, 2021 @ 8:29am 
does this still work with the newest update?

Also it would be amazing if you could create a version that lowers it to 3 turns until attrition!
Kornstalx  [author] 23 Sep, 2020 @ 4:27pm 
Yes to both.
HughJanus69 23 Sep, 2020 @ 2:09pm 
This compatible with SFO and lost factions?