Total War: WARHAMMER III

Total War: WARHAMMER III

Garrison Rework
325 kommentarer
ryukon 25. sep. kl. 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. kl. 6:56 
Yea I have the same issue of depleted garrisons
capn_crunchtime 18. sep. kl. 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. kl. 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. kl. 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It just needs to be up to date on the mod page, it says it´s outdated.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  [ophavsmand] 26. aug. kl. 10:10 
Mod works well for me
DeathNote 26. aug. kl. 2:21 
Does the mod need an update?
Lenno 14. aug. kl. 11:47 
hey my frost witches in garrison doesnt have spells. only patriarch have his skill
Kairos  [ophavsmand] 19. juli kl. 5:37 
This should be the case if you build a defense building in a minor settlement. You can get even more units if you have some additional building with a garrison, such as a landmark or outpost. But there can be no more than 20 units in the garrison. What exactly units are added in this mod you can see on the pictures in the description.
Kingpanther7 18. juli kl. 20:34 
hey currently playing the mod as khorne (skarbrand) is he capped at only 17 units for minor settlements?
Kairos  [ophavsmand] 29. juni kl. 0:10 
I was planning to make a mod like this and a few others. But I don't know when I will do it and I can't promise the realization of it at all.
Eliphas 27. juni kl. 7:33 
do you have plans on making some sort of compatability mod/patch with the "Tier 4 Minor Settlements" mod? Great mod btw
OHM 16. juni kl. 11:52 
Well, I can say that this adds another level of difficulty. Settlements are more challenging to attack, even the AI don't just steam roll over garrisons especially with a Lord's army is also present.
ryukon 30. maj kl. 5:56 
This mod makes garrisons much more varied and interesting compared to other similar mods that just add some more t1 spearmen and t1 archers. Now the garrisons have flying units, SEMs, monstrous infantry and so on.
TeamDoggo 28. maj kl. 12:07 
causes crash to desktop as of update 6 and newer
S.S.O. | Artegor 3. maj kl. 4:13 
I tried again Your mod...and now it works great! Stronger garrison from the first turn! I also use mod that adds units to garrison from each building and adds commander with full abilities! Now it shows full potential! :D
✙Старийꑭ 12. apr. kl. 15:01 
Радий бачити українізацію вахи)
sirkudjon 10. apr. kl. 10:29 
Sometimes the big massive units from garrison gets stuck in map and are unable to move. Also HE mage porthole is broken.
Xeonzs 5. apr. kl. 16:51 
Excited to try this
Kairos  [ophavsmand] 29. mar. kl. 2:48 
Unsubscribe and re-subscribe to the mod
dbohn01 28. mar. kl. 13:38 
Hey Kairos, thanks for the mod! When loading a new game, I got this error message:
The following mods caused a crash to the Database Garrison_Rework.pack
The first invalid database record is 1296026877 in table building_level_armed_citizenry_junctions_tables and pack file Garrison_Rework.pack
I hope this helps and thanks for all of your great work!
Kairos  [ophavsmand] 26. mar. kl. 10:26 
Yes, you can use this mod even if you don't have the DLC. If you have units in your garrison from the DLC, which you do not have, they will still fight in the battle, and you can control them as well as purchased units. At least I haven't heard any problems with this.
sirkudjon 26. mar. kl. 5:08 
"A variety of units were used, including from DLCs"
Does this mean it is required for the user to have these DLCs in their library? Ie. I don't own Shadows of Change DLC. Can I safely use this mod without Ostankya or Yuan Bo DLC?
Kairos  [ophavsmand] 25. mar. kl. 11:32 
Garrisons are refreshed on the next turn
Evisulcxe 25. mar. kl. 11:25 
I have disabled the mod but in game the mod still works? Odd.
Kairos  [ophavsmand] 25. mar. kl. 10:59 
Thanks for letting me know, I'll update as soon as I can
Evisulcxe 25. mar. kl. 10:57 
Causes crash on launch
UPD8 25. mar. kl. 10:55 
Causes CTD on launch with the new 6.1.0 patch
Sjchamor 25. mar. kl. 10:38 
I think they changed something in the garrisons, not working after the new update
Kairos  [ophavsmand] 7. mar. kl. 5:31 
I'll probably add it after the major patch is released.
Euro 6. mar. kl. 14:07 
When patch 6.1 comes around, do you plan on adding the new units to garrisons? Nan-Gau grenadiers would be semi-loreful/makes sense with Ninth Wall landmark/bastion gates
Kairos  [ophavsmand] 6. mar. kl. 8:36 
Spells for wizards from mage buildings have not changed, they are the same as in the original game. But mages from defense buildings have 4 spells. A bright wizard from the garrison can use burning head, fireball, cascading fire cloak and piercing bolts of burning
DeathNote 6. mar. kl. 1:59 
I guess that works. Does the bright wizard only have fireball or does he come with anything else? Fireball is terrible lol
Kairos  [ophavsmand] 5. mar. kl. 8:30 
A small update has been released that fixes the lack of spells in some mages. If you see a caster without spells, please let me know.
DeathNote 1. mar. kl. 16:24 
anyway you can swap empire wizards out of the garrisons for melee heroes?
DenDik 24. feb. kl. 9:33 
Дяка величезна пану за мод!!!
† king 12. feb. kl. 8:28 
is this compatible with SFO?
Kairos  [ophavsmand] 31. jan. kl. 22:39 
Yeah, it's a known problem. I'll try to fix it as soon as possible.
Vandhal 31. jan. kl. 17:30 
Playing as Dark Elves, the sorceress provided by the garrison has no spells, which makes her a very bad defender, but the one provided by building the sorceress building actually has spells. I dont run any other garrison mod and unsure if its a conflict with something.
Kairos  [ophavsmand] 30. jan. kl. 7:28 
I didn't check, but I think it's unlikely
Dr. Manhattan 29. jan. kl. 14:34 
Could this cause desynchs? Just wondering :)
the master of lies 23. jan. kl. 10:05 
thank you sir
Kairos  [ophavsmand] 22. jan. kl. 11:30 
Made higher priority for irondrakes. Re-subscribe to make sure you are definitely using the updated mod
the master of lies 21. jan. kl. 14:31 
I love irondrakes, but they are removed when the garrision has +20 units.
i assume this is because they are a tier 2 unit.

is it perhaps possible that you can make them a higher tier for this mod, or make the dawi garrision a bit more elite with less units so the underdeep defensefe buildings still mater?

I dont want to throw the siege attrition imunity away, but then i throw away the irondrakes.
PhazezGova 11. jan. kl. 11:41 
Oh okay, thank you very much. Then I must have misunderstood and there shouldn't be any problems :)
Kairos  [ophavsmand] 11. jan. kl. 9:12 
The mod does not change the type of battles for settlements. It only changes the units in garrisons
PhazezGova 11. jan. kl. 7:09 
So I have the following two mods that affect the garrison. One of them also changes the type of siege, is that what you meant in the description?
The two mods:

https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3402319590
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2846183349
Kairos  [ophavsmand] 1. jan. kl. 6:10 
Haven't tested it, but there shouldn't be any problems
Shadowslasher 1. jan. kl. 3:21 
ok cool one last question - Does this work with mods which give walls back to tier 3 minor settlements?
Kairos  [ophavsmand] 28. dec. 2024 kl. 13:19 
That should work. But garrisons will remain as they are in settlement mod