全面战争:战锤3

全面战争:战锤3

Tailored Garrisons
66 条留言
Ar_An 10 月 25 日 上午 6:19 
@PIXY_UNICORN hi. Your mod broke Ulrika Magdova is quest for the Empire. Required building (tall walls) is missed. Without your mod quest is fine.
raynay 8 月 30 日 上午 9:47 
yeah, no problem, thx for each modder working on the game, its just having a rollback option would be quiet handy and easy? (no idea if thats the case but it worked in IEE who also had me offguerd with beta and live)
PIXY_UNICORN  [作者] 8 月 30 日 上午 9:43 
@raynay I hear your concerns. But this was a personal choice as won't have capacity the next couple weeks to update the mod. So I would rather update it now a few days earlier (maybe less if they solve the issue early per CA's discord) than leave it for 2 weeks. I hope that you understand my reasoning.
raynay 8 月 30 日 上午 9:35 
Also have ctd is there a rollback option....i like ya mod but forcing the beta is a strange thing when the beta for amd cards is a no go...guess there goes my weekend ;-/
PIXY_UNICORN  [作者] 8 月 30 日 上午 7:50 
I have updated the mod to the latest incoming update. You''l need to use the beta version until it goes live next week.
GhostDragonz2000 8 月 29 日 上午 11:50 
I'm also crashing now after the last update, here is some of the report:

The following mods cause a crash to the Database: Tailored_garrisons_pixy.pack

The first invalid database record is 600452 in table building_level_armed_citizenry_junctions_tables and pack file Tailored_garrisons_pixy.pack
Pontus 8 月 29 日 上午 9:03 
have there been an update it craches on load up
CheesyRamen 8 月 19 日 下午 1:33 
It looks like this is the fault of Landmarks of Legend as Greater Garrisons experiences the same issue.
CheesyRamen 8 月 19 日 下午 1:02 
I've only noticed this with the VCounts but there's an incompatibility with Landmarks of Legend (as warned about in the compatibility description), what specifically would cause that?

And are you open to linking submods?
Prysak 𒉭 8 月 3 日 下午 2:20 
Quick question about the passive xp gain, how does it compare to the "Garrison Training" mods where every 10 turns they get +1 rank, with a max of 6 or 9, depending on the mod.

Also, I want to thank you for your other mods, Im having a lot of fun with the raise dead changes and mid-game rebalance, u got a good eye for balance mate :steamthumbsup:
PIXY_UNICORN  [作者] 7 月 15 日 上午 10:17 
@Omnplayer I am pleased to hear that it is only a minor incompatibility :)
Omnplayer 7 月 14 日 下午 4:31 
It looks like it has a small incompatibility. The new garrison buildings don't have the suppression effect
PIXY_UNICORN  [作者] 7 月 12 日 上午 11:52 
@Omnplayer No idea. Give it a go and see :)
Omnplayer 7 月 11 日 下午 8:45 
Do you know if this is compatible with Mortals, Mercs and Management?
PIXY_UNICORN  [作者] 7 月 10 日 上午 12:44 
@lacrossepl9 unfortunately not without substantial effort I am afraid.
This mod works by making a unique defence building for each playable faction in the game.
So based on that mod, it's "effect" would need to be added to each of the new defence buildings - as a submod.
But feel free to make a submod for yourself if you have capacity :)
lacrossepl9 7 月 9 日 上午 11:55 
Anyway to make this mod compatible with Tier 3 Walls Returned Mod?
Phunal 5 月 9 日 下午 1:02 
I see okay no worries. Thanks for answering. Great mod.
PIXY_UNICORN  [作者] 5 月 9 日 上午 3:46 
@phunal apologies there is not a version without the additional units.
But if you are curious, if the 20 unit garrison cap is reached, the higher tier units will replace the lower tier ones.
Phunal 5 月 9 日 上午 2:19 
Hi, awesome mod. Just a quick questions if there could be a version without the additional units from buildings. I really love the concept of every faction having its own version of garrison but building millitary and infrastructure buildings gets some maybe unwanted units.
Guts 3 月 28 日 上午 2:38 
We are posting :steamhappy: Thanks!
PIXY_UNICORN  [作者] 3 月 28 日 上午 2:31 
@Guts thank you for the heads up!
I checked the packfile and I accidentally left a second version of 1 of the hero ability tables.
It should be fixed now, but let me know :)
Guts 3 月 27 日 下午 10:07 
I'm experiencing a launch crash when trying to start with this mod alone
PIXY_UNICORN  [作者] 3 月 27 日 上午 9:44 
Apologies, I don't think it is save compatible. But I hope that you enjoy it on your next playthrough :)
raynay 3 月 27 日 上午 5:54 
ah, sounds perfect, thx f info&work, cant wait to start a new campaign and test this out (or is it savegame compatible?)
PIXY_UNICORN  [作者] 3 月 27 日 上午 12:33 
@raynay Garrison prioritises are dictated by "armed_citizenry_units_to_unit_groups_junctions_tables".
The higher the unit's priority score (recruitment cost in vanilla) means they will appear in garrisons over those with lower score.
In this mod, skavenslaves have a score of 125. So will be replaced by everything except peasant mob and zombies.
If skavenslaves are still showing up, that means that the garrison is not yet at it's 20 unit capacity.
raynay 3 月 26 日 下午 7:37 
hi, looks like an interesting mod, is there a way to modify when having an outpost and it would go over the limitsize to choose which units id like to use (eg cant stand getting skavenslaves from ally instead of some useful units i would have there by default)
Enae 3 月 17 日 上午 9:47 
No, load order won't help here. You need to overwrite tables and their values manually, it's not so hard for settlements and minor walls - this mod covers them. But all big settlements walls are renamed here so i don't know how to do this without hours of manual redacting values, i just left them without supplies as in vanilla.
thefightintitan 3 月 17 日 上午 9:06 
I'd really like to use both mods. Is it as simple as making sure the load order has No Real Time Buildings overwrite yours, or is there a script?

Alternately, could I just edit the table to remove the supply gain entries listed in this mod?
PIXY_UNICORN  [作者] 3 月 16 日 上午 9:20 
I see. My mod does give the 'additional supply points per turn when under siege' effect to all faction-specific garrisons. Like in Vanilla.

But, like you point out, unfortunately that mod increases the starting supplies a significant amount to make that mod function. So my mod has to favour the vanilla design, using the incremental increase when sieged system.
And a submod would be a bit too much work for something that I would not use.
But I am glad to hear that you managed to make it work on your end :)
Enae 3 月 16 日 上午 8:05 
Yes, I played two campaigns with these two mods, and it seems your mod conflicts in building_effect_junction_tables and that's why large walls don't give starting supplies. Although it's probably hard to change without rewriting everything for that mod, I've already rewritten the tables for myself anyway... :tobdog:
PIXY_UNICORN  [作者] 3 月 16 日 上午 4:01 
@Enae I don't see why that "no realtime building" would not be compatible. have you checked that it is compatible?
It is personal opinion but I think these garrisons are a good strength and size. The main building is important to add a large size of lower tier units to the settlements. The units added from the buildings and garrisons are aimed to "replace" the lower tier units from the main building. So I can't really alter this as it is an important part of the mod's structure and balance across all races.
Enae 3 月 13 日 下午 4:24 
Could you make this compatible with "no realtime building"?
Also I think those garrisons are too strong. I mean, all buildings already give units, so shouldn't the main building give less? Just my opinion, great work anyway
PIXY_UNICORN  [作者] 3 月 13 日 上午 12:27 
@Enae I am happy you found it :) Enjoy!
Enae 3 月 12 日 下午 4:40 
Finally, a really good garrisons mod, i found you! :selphinehappy:
PIXY_UNICORN  [作者] 2 月 21 日 上午 4:16 
@Antero it is mainly for the sake of diversity and size. And I suppose as the city naturally develops, it would require a greater garrison. In game this means that each city you fight will be different and will have differing units depending on the buildings :)
Antero 2 月 20 日 下午 3:12 
I like this mod but for the fact that infrastructure buildings add garrison units, which does not make sense. A weavery adds spearmen?
Switching Doom 2 月 13 日 上午 6:41 
okay thanks for answering! :crusader_helmet:
PIXY_UNICORN  [作者] 2 月 13 日 上午 6:36 
I am unsure as I do not use those overhauls.
If they modify garrisons at all, then they will not be. Sadly.
Switching Doom 2 月 13 日 上午 5:08 
Compatible with SFO and Radious?
PIXY_UNICORN  [作者] 2 月 4 日 下午 12:47 
No worries Makki, glad to hear you enjoy it
Makki 2 月 4 日 上午 10:00 
I do indeed, I've always been a fan of certain subcultures in all the factions and I've always wanted a mod like this. Thank you for taking the time to make this!
PIXY_UNICORN  [作者] 2 月 4 日 上午 7:32 
All that being said, I do appreciate your suggestion, and do know that I am not 100% satisfied with the state of skaven garrisons either. Regardless, I hope that you enjoy the mod :)
PIXY_UNICORN  [作者] 2 月 4 日 上午 7:29 
However, Skaven also contain much more distinct subcultures (clans) compared to pretty much every other faction. As such they have multiple themed units per subculture. Which is great! But also means that Skryre and Moulder have a lot of high tier units that won't be overwritten. Whereas the others don't. So there as a bit of overlap with units otherwise Mors, Pestilens, Eshin, Rictus and generic factions would end up having larger garrisons of 'excess units' that would just get overwritten e.g. 7 stormvermin. And I think garrisons without limited subculture overlap would not be as useful and could potentially even affect power balance.
PIXY_UNICORN  [作者] 2 月 4 日 上午 7:23 
I did consider removing them when I was refining skaven's garrisons.
However the issue with skaven is that a lot of their units are trash. This practically means that their settlements and garrison units from other buildings provide more units than other factions. So if the garrison units are not expensive enough, they will just be overwritten by the units from those other buildings. - Meaning I have to favour higher tier units.
Makki 2 月 4 日 上午 6:34 
Could I suggest removing the Poisoned Wind Globadiers from Lord Skrolk's garrison since they're a Clan Skryre unit?
PIXY_UNICORN  [作者] 1 月 30 日 下午 2:29 
Good question!
Personally, I have not experienced any issues like that. Maybe it is because settlements are overall more defended, that the ai is more comfortable moving armies away from their own settlements (due to not having to rely on garrison buildings entirely for defence).
But for pure transparency, this is only my experience, maybe try it out and see what you think :)
Antagonistes 1 月 30 日 上午 2:51 
One of my main complaint with Garrison mods are that they tend to increase AI passivity even further as the AI is too cowardly to attack well-defended settlements and, as a result, make them stack up even more armies before attacking.

How does this mod deal with that behaviour?
PIXY_UNICORN  [作者] 1 月 27 日 上午 9:21 
@Disciple Toki Thank you for the nice comment!
What do you mean that nurgle factions are just using standard marauders? Are you reporting an issue or making a suggestion?
Disciple Toki 1 月 27 日 上午 6:24 
This is awesome, thank you for the diversity, I wondered if Grandfather could get some love, it seems like the Nurgle factions are just using standard marauders.
PIXY_UNICORN  [作者] 1 月 19 日 上午 6:59 
Thank you!