Total War: WARHAMMER III

Total War: WARHAMMER III

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SWO-RD - Sieges rework and diversity
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90.580 MB
5 Apr, 2022 @ 10:36am
26 Jun @ 3:53am
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SWO-RD - Sieges rework and diversity

In 3 collections by stephane.f.david
SWO-RD standalone modules collection
14 items
SWO-RD for WH3 : full collection without banners
19 items
SWO-RD for WH3 full collection with banners
22 items
Description
Siege rework : every race has its own damage/HP/speed for walls, towers, siege engine... The Towers use projectile similar to regular units. And other changes listed below!
Part of SWO-RD, standalone module


DOCUMENTATION
The documentation of all the mods part of SWO-RD is available here as a PDF document[drive.google.com].

Race specific models for placeable towers are all done by All Is Dust from Distinct Faction Towers. All Is Dust kindly allowed me to integrate them in SWO-RD siege to avoid compatibility issues since we are editing the same table. Do not enable Distinct Faction Towers with SWO-RD siege.

There are a few things in the vanilla game that are feeling wrong:

• A Cathay cannon can destroy, before running out of ammo (22), 10-12 towers (two ammo to destroy one tower) at rank 1, or 8 segments of walls. So a single artillery unit can do a LOT of damage, wiping all the towers on one side, and breaching the walls. That’s too much for a single artillery unit.
• In the same way, a battering ram can destroy a gate in only two swings. That doesn’t feel right
• Even the base tower can fire arrow projectiles at a range of 350, a lot more than the regular weapons. There is little room for attacker to stay safe and bombard the city defences. Low level towers fire only a few shots, but with a range and damage which doesn’t match the base range weapons of the army.
• The races all have similar equipment, walls, and towers. Same HP, same damage, same speed, same costs… Except visually, there’s no difference, it doesn’t show well enough the race variety.


SWORD brings the following changes to try to improve the siege.

• Attrition for siege will start after 2 turns instead of 0. 4 turns for a port. This was not workign pre IE, please report if it works with IE.
• When attacking a minor settlements, there is a 40% chance the AI decides to sally out, and fight a land battle instead of a fight in the city (except for port).
• Units get more fatigue when Climbing ladder or wall. Climbing speed almost halved.
• Units on wall reload faster.
• Weapon building damage has been reduced. Spears do very little, swords, fangs, claws are not efficient. Axes, and Hammers, especially great weapons, keep normal damage. The large monsters also keep normal damages.
• Siege engines are built twice faster (they require half the Siege Effort Cost).
• Siege towers have a base 8,000 HP instead of 12,000. Battering ram 10,000 HP instead of 16,000. They are easier to destroy, but since you can have more, it makes more dynamic siege battle. Battering ram base damage has been reduced from 3,000 to 1,500. The stats (HP and speed) vary a little with each race (see table next page)
• Towers now have a base HP of 11,000 instead of 7,500. Walls have 12,000 instead of 8,000. Gates have 9,000 HP instead of 6,000 HP. However, each race has now different HP (see table next page). The more “sturdy looking” stone towers have more than a fragile wood tower. The HP also increase a bit with the level of the tower.
• Towers have a 140° firing arc: they can fire on their side and cover each other.
• The range and damage of the towers has been modified (see table). Instead of having a kind of generic weapon tower with similar stats, for every race, the projectiles are now based on missile weapons used by this race, with some changes (+20% range, marksmanship and reload bonus, + 100 % damage for level 1-2, +50% for level 3-4, number of bursts increased).
• Placeable towers now have race specific models and textures, with two different models, one for tower tier 1 and 2, another for tier 3 and 4.
• Deployable cost less, so you have more at the start of the battle. However, you get new supply points twice slower. The building time for tower is longer, meaning it will be harder to deploy new tower mid battle. Other deployable building time is the same.
• Abilities:
o +25% range on wall, +15% on plateforme (instead of +20% on both), 20% missile resistance on wall instead of 10%, +10% on plateform (instead of 0), and ammo replenishment (0,1 on plateform, 0,2 on wall)
o Traps reduce speed by 35% instead of 15%, and give 10% vulnerability to missile, and -15% MD. They also reduce the charge bonus by 50%
o Monument gives +15 leadership instead of +10. They also give a small healing (twice stronger for unded and nurgle).


With these changes:

• A cannon could destroy only 7-8 towers or 5-6 walls (or 3 towers 3 and walls) before running out of ammo. A single artillery can still destroy towers and breach a section of wall, but not the whole side of a city. You’d need two artillery units for that.
• A ram would need 6 swings to destroy a gate (average, it varies with each race).
• Since low level towers have a reduced range, the attacker can stay out of range of the weakest towers to bombard the city defences. But with improved towers, this can be a lot more dangerous. A single artillery unit can safely neutralize one section of wall / tower for low level city. At higher level, it requires more artillery since the wall are a bit stronger, and the artillery can counter fire. Especially with a larger firing arc!
• Each race has different towers and siege equipment, matching the normal range weapons of the army (missile infantry, or artillery). Some are sturdy and slow, some are fragile and fast, some are good, some are bad…



I mod for free and will always keep it this way. But an extensive mod means hundreds of hours spent modding! If you want to show your appreciation, a small token is always welcome.

[www.paypal.me]
283 Comments
Ven 17 Jul @ 9:44pm 
Alright thanks!
stephane.f.david  [author] 17 Jul @ 8:35pm 
I'm busy working on the Dwarves at the moment. I'll check siege when I have some spare time, first to see if there's some error in the tables, and then balance.
Ven 17 Jul @ 8:21pm 
Even a single crane gunner model can kill dozens of skavenslaves before she runs out of ammo. Could even kill 1 or 2 in melee. But the tower can barely kill 2 skavenslaves, which were bunched up attacking a blocker below the tower, in 5 minutes? And the Lizardmen magic missile tower can kill hundreds of peasant spearmen in that time?
It doesn't really make much sense to me thematically either - Cathay is all about constructing static defences. Surely they should actually be comparable or slightly better than skaven structures if not lizardmen? Like the crane gun tower does a measly 9 damage. The magic missile tower on the other hand does i think it was 20 something, shoots a 3 round burst, each projectile has splash damage I think. And considering one volley took off 10% of my lords HP, it's 100% NOT 20 something damage.

I really would encourage you to look at the balancing please! Other than that, i love everything else this mod does.
Ven 17 Jul @ 8:20pm 
I love most of what this mod does. However, i think you may need to a look at the balancing and themetics of the buildable towers.

Skaven can build Catapult towers, but Cathay is limited to small arms fire from towers. Why?
Lizardmen magic missile tower is ridiculously powerful. One tower killed several hundred Peasant Spearment in only a few minutes, before i could capture the point.
On the other hand, all 4 types of Cathay buildable towers are really bad. I tried all 4 types in one battle which i couldn't quite win, the tower was in the same place every time and the enemies were attacked for the same time each time, the AI did the same reach rematch.
The tower would shoot at some skavenslaves, which spent a good several minutes munching through a blocker, with the tower shooting down on them.

The peasant archer and jade crossbow tower killed, in about 5 minutes, a grand total of 6 skavanslaves.
The iron hail and the crane gunner tower killed.....3 and 2 skavenslaves respectively.
xpldrox 28 Jun @ 7:31pm 
Does anyone tested with SFO?
stephane.f.david  [author] 3 Jun @ 8:57pm 
No idea, I don't use SFO. I suppose it's likely to have some conflict, but I can't tell for sure.
Shizuri 28 May @ 5:26pm 
is this compatible with sfo?
stephane.f.david  [author] 1 May @ 9:22am 
I will not have access to my computer for the next 3 weeks. Mod will be updated for ToD the last week of May at best.
SaladOhm 21 Apr @ 11:21am 
I noticed the same thing, there is ticket bleed, but I wasn't entirely sure if it was this mod.

In any case I just wanted to leave my appreciation and thoughts: Really love this mod! Your overhaul of sieges make them truly brutal, which is hard to get used to at first. However it's also meant that I've had to rethink my army comps when attacking walled settlements, using units like cannons or deathshriekers, units I wouldnt normally use

This still makes early game sieges quite challenging, especially when you dont have any units to work with, and also means the wall towers can be a huge challenge, which sometimes I found annoying. I particularly like the chance of settlements sallying out and attacking you, though I still feel it happens quite sparsely.

In any case it's made me rethink my approach to sieges which was a nice bit of fresh air, thanks for the mod man!
物理系魔法师 21 Apr @ 6:11am 
Thank you. I'll wait quietly