Total War: WARHAMMER III

Total War: WARHAMMER III

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Garrison Rework
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1.846 MB
7 jan, 2023 @ 10:11
25 mar @ 22:28
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Garrison Rework

Beskrivning
The mod changes the garrisons to make them stronger, more diverse, and more suitable for settlement battles. Main changes:
  • The garrisons of settlements and defense buildings have become stronger, for some races significantly, but balanced among themselves (don't judge harshly)
  • A variety of units were used, including from DLCs.
  • Added heroes, including mages, on mounts.
  • The major settlements of demons (Khorne, Tzeentch and Slaanesh), which have two variants, have different garrisons. The defensive buildings of the Cathay (Yin and Yang) are also different.
  • Forts and gates have a full garrison of up to 20 units at the level of the major settlements with defensive buildings.
  • Capitals for the respective races (Altdorf for the Empire and vampires, Nagarond for dark and high elves) have a slightly better garrison.
  • Outposts (Warriors of Chaos and Wood Elves) have become stronger .
  • Outposts from faction alliances also have stronger units.
Important information
  • Not all garrisons are shown in the pictures
  • Compatible with game saves. Garrisons should be updated the next turn.
  • Must be compatible with all mods that do not change garrisons and types of battles for the settlement.
  • Must be compatible with mods that add new buildings. If there is any incompatibility, it is likely to manifest itself in the form of doubling, changing or disappearing some units for the respective settlement, which is not something critical.

329 kommentarer
Olorin 8 timmar sedan 
That's hype ! Can't wait
Kairos  [skapare] 20 timmar sedan 
Yes, I plan to update the mod. New buildings will change. New units will also appear in existing buildings, including the ones you mentioned. The mod description images show that there is space for them, and this has been planned in advance.
As for the garrisons to the landmarks, I have long wanted to make another mod with almost all such buildings. If I make this mod, your wishes can be implemented there.
Euro 4 dec @ 22:11 
So to continue a discussion point/meme from earlier this year: Nan-Gau grenadiers for Bastion Walls/Ninth Wall landmark???/// (I did not bother to check if it was already implemented because I am totally thorough).

On a more serious note, do you plan on updating the new DLC buildings (e.g. Dechala, new Norsca defense building) eventually? And adding Slaangors to herdstone buildings + other new units retroactively to existing garrisons where appropriate?
Saint Pepsi 2 dec @ 14:38 
thank u sir , i found really frustrating playing a campaign , carefully creating your empire to see it that f crap stack of goblins/marauders able to wipe out garrisons because your main forces need to hold the front against much worse entities like legendary lords / tiier 3/4 armies
ryukon 25 sep @ 13:05 
Depleted garrisons at game start can easily be fixed with a small script.
But I guess it is fine because the depleted garrison should help all main factions to capture their first settlement with their starting army just like it is designed to be.
Kenjataimu 21 sep @ 6:56 
Yea I have the same issue of depleted garrisons
capn_crunchtime 18 sep @ 18:09 
Does anyone else run into the issue of the garrisons having depleted units at first? I even started a new campaign and same issue.
dbohn01 30 aug @ 22:36 
Mod does seem to work for me as well, but does it need an update with all of the new content? I do notice with High Elves, the Sister archer Hero does launch with a male prince voice. Other than that, thanks so much for the fun, helpful mod!
Don Cool 26 aug @ 11:10 
It just needs to be up to date on the mod page, it says it´s outdated. But that´s minor stuff.
Kairos  [skapare] 26 aug @ 10:10 
Mod works well for me