Sensible Sieges

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Author: kurozawa

Last revision: 8 Jan at 14:55 UTC

File size: 20.56 MB

On Steam Workshop

Description:
WARNING: DISABLE THE SOURCED MODS FROM THE COMPILED LIST BELOW TO PREVENT POTENTIAL CONFLICTS

This is a compilation of the following mods & OTHER FEATURES:

MOD: Large Units Can Attack Walls (FIXED) originally by Keyser
MOD: No more pocket ladders! by Juggernaut999
MOD: Reasonably Faster Siege Equipment
HERE: Siege equipment for Ulthuan Gates & Empire Forts
BONUS FIXES FOR VANILLA BUGS:

  • Ulthuan Gates & Empire Forts battles are no longer like land battles in autoresolve
  • Skaven & Wood Elves now use the correct battle maps for said gates and forts
  • Fixed non-HE Untainted factions in Ulthuan Gates not having tower upgrades
  • Fixed non-Empire Untainted factions in Empire Forts not having tower upgrades
  • Fixed fort & gate upgrade tooltips not matching tower strength in battle
  • Fixed Skaven & Wood Elves fort/gate settlements sometimes losing walls

MOD: No requirement for Siege attacking by Alva Aitch
HANDPICKED NON-OVERHAUL FEATURES FROM Pierce’s Better Sieges:

  • Invocation of Nehek on Walls
  • Weapon Teams and other units on walls (via Siege Tower or behind)
  • x2 health for walls

Some explanations:

1. Will allowing instant siege while removing pocket ladders make the AI derp/completely dysfunctional in sieges?
A: From my experience, no. It’s either they make siege equipment still, or, if they have overwhelming numbers but somehow no artillery or large monsters, they will still break the gates.

2. Why buff walls but not gates like in Pierce’s Better Sieges?
A: Thick walls should take longer to breach than gates. And historically, armies took hours to days to breach them (even with cannons!). They deserve the buff.

3. Why add instant siege attack if pocket ladders are removed?
A: You can still attack gates at the very least. This also allows you to siege if your artillery/large monsters are from a reinforcing army.

4. Are ladders really that annoying to you?
A: Yes. Not only do they magically come out of nowhere, defending units on walls also do nothing about them. As if they’re double agents just letting enemies climb up for free.

5. Why not nerf agent Damage Walls like Piece’s Better Sieges did?
A: Many agents with Damage Walls come pretty late enough to warrant a nerf (notable exception is Dwarfs, but they’re Dwarfs), plus historically IRL, sapping walls were pretty "META". Sapping is difficult to implement in faster paced TW battles (some RTW & M2TW mods did try), but it’s reasonable in the campaign map. Banshees (phasing underground), Runesmiths, and Loremasters of Hoeth being able to sap walls or use magic (i.e. Rune and Vaul stuff) to breach them are pretty immersive in my opinion.

6. You don’t like 180 degree firing tower buffs?
A: Vanilla towers are strong enough as they are. Having blindspots is reasonable too. Besides, the AI can’t handle any more difficulties in sieges.

This mod is save compatible and compatible with the Community Bugfix.

It is however incompatible with mods that change the battle map selection logic on the campaign map, such as GCCM.
I had to edit it to fix a bug with adding campaign walls on Ulthuan Forts and Empire gates.

Making a GCCM version of this mod shouldn’t be too hard, but I don’t wanna dive into GCCM yet because of the reported problems there such as struggling AI, performance issues (my PC is very old), crashes, and the necessity to use the no walls on minor settlements mod, which I don’t like.

Nevertheless, kindly let me know if you really want me to make a GCCM compatible version.