Total War: WARHAMMER III

Total War: WARHAMMER III

Garrison Rework
325 comentarios
ryukon 25 SEP a las 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 a las 6:56 
Yea I have the same issue of depleted garrisons
capn_crunchtime 18 SEP a las 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 AGO a las 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 AGO a las 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It just needs to be up to date on the mod page, it says it´s outdated.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  [autor] 26 AGO a las 10:10 
Mod works well for me
DeathNote 26 AGO a las 2:21 
Does the mod need an update?
Lenno 14 AGO a las 11:47 
hey my frost witches in garrison doesnt have spells. only patriarch have his skill
Kairos  [autor] 19 JUL a las 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 JUL a las 20:34 
hey currently playing the mod as khorne (skarbrand) is he capped at only 17 units for minor settlements?
Kairos  [autor] 29 JUN a las 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 JUN a las 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 JUN a las 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 MAY a las 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 MAY a las 12:07 
causes crash to desktop as of update 6 and newer
S.S.O. | Artegor 3 MAY a las 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 ABR a las 15:01 
Радий бачити українізацію вахи)
sirkudjon 10 ABR a las 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 ABR a las 16:51 
Excited to try this
Kairos  [autor] 29 MAR a las 2:48 
Unsubscribe and re-subscribe to the mod
dbohn01 28 MAR a las 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  [autor] 26 MAR a las 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 a las 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  [autor] 25 MAR a las 11:32 
Garrisons are refreshed on the next turn
Evisulcxe 25 MAR a las 11:25 
I have disabled the mod but in game the mod still works? Odd.
Kairos  [autor] 25 MAR a las 10:59 
Thanks for letting me know, I'll update as soon as I can
Evisulcxe 25 MAR a las 10:57 
Causes crash on launch
UPD8 25 MAR a las 10:55 
Causes CTD on launch with the new 6.1.0 patch
Sjchamor 25 MAR a las 10:38 
I think they changed something in the garrisons, not working after the new update
Kairos  [autor] 7 MAR a las 5:31 
I'll probably add it after the major patch is released.
Euro 6 MAR a las 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  [autor] 6 MAR a las 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 a las 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  [autor] 5 MAR a las 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 a las 16:24 
anyway you can swap empire wizards out of the garrisons for melee heroes?
DenDik 24 FEB a las 9:33 
Дяка величезна пану за мод!!!
† king 12 FEB a las 8:28 
is this compatible with SFO?
Kairos  [autor] 31 ENE a las 22:39 
Yeah, it's a known problem. I'll try to fix it as soon as possible.
Vandhal 31 ENE a las 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  [autor] 30 ENE a las 7:28 
I didn't check, but I think it's unlikely
Dr. Manhattan 29 ENE a las 14:34 
Could this cause desynchs? Just wondering :)
the master of lies 23 ENE a las 10:05 
thank you sir
Kairos  [autor] 22 ENE a las 11:30 
Made higher priority for irondrakes. Re-subscribe to make sure you are definitely using the updated mod
the master of lies 21 ENE a las 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 ENE a las 11:41 
Oh okay, thank you very much. Then I must have misunderstood and there shouldn't be any problems :)
Kairos  [autor] 11 ENE a las 9:12 
The mod does not change the type of battles for settlements. It only changes the units in garrisons
PhazezGova 11 ENE a las 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  [autor] 1 ENE a las 6:10 
Haven't tested it, but there shouldn't be any problems
Shadowslasher 1 ENE a las 3:21 
ok cool one last question - Does this work with mods which give walls back to tier 3 minor settlements?
Kairos  [autor] 28 DIC 2024 a las 13:19 
That should work. But garrisons will remain as they are in settlement mod