Total War: WARHAMMER II

Total War: WARHAMMER II

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Tailored Faction Garrisons
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Tags: mod, Campaign
File Size
Posted
Updated
2.067 MB
Feb 7, 2020 @ 5:55pm
Aug 15, 2021 @ 8:08am
18 Change Notes ( view )

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Tailored Faction Garrisons

In 1 collection by John Austin
John Austin's Mods
6 items
Description
Garrisons are boring. Always the same bland units, showing off the most used and least interesting bits of their rosters.
This mod changes that, by giving each playable faction their own set of garrison buildings. This means:
- DLC units can appear in the garrisons of DLC factions: Bugman's Rangers, Salamanders, and so many more!
- FLC units like Giant Slayers, Blood Knights & the Tomb Giant can be used where they're relevant
- Crossover units, such as Arkhan's Vampire counts' units and Alarielle's Tree Spirits, will be seen holding the walls.
- Unique units, like Alith Anar's Shadow-walkers or Aranessa's Sartosa Free Company, can defend their respective homes.
- Highly themed factions, such as the Skaven Great Clans, will lean heavily on their favoured units for defence.

This doesn't just affect your faction - it changes every playable faction in the game, so your orc horde will have a nice change of pace as they crush their way through Solland, Wissenland, and Reikland, with appropriately different feels to the local forces.

Races missing from the pictures are here[docs.google.com]

FAQ
1) What will happen if I subscribe or unsub this mod mid-campaign?
Do not do this. It will break your campaign.

2) What is the mod compatible with?
Any mod I've worked on will be compatible with this, and I encourage you to use it with the wonderful Piercebuster's Reporting For Duty and my own mods Oh Captain My Captain and You're a Wizard Garri-son.

This mod may not work so well with other garrison mods or unit overhauls. However, any incompatibilities are most likely to manifest as unintended effects (such as multiple available building chains, or one mod overriding the other) rather than a crash.

3) Do I need any DLCs for this?
No - I have only given DLC units to their respective DLC factions. For example, The Huntsmarshall's Expedition has Huntsmen & Archers in their garrisons, but no other Empire faction does. So even players who don't own the DLCs can fight against the DLC units in garrisons.

The FLC Skaven Chieftain has been used in Mors' Garrison, but if you don't have it the game just won't give it to you. Similarly, if you use an unlocker to play a faction with a 'Thrall Garrison' (described below) and you don't have the DLC for units that are used, then you won't get those units but the game will work fine.

4) Any other known issues?
Vampire Counts will have one of their building chains split into two. This is due to an ongoing issue for lots of mods, which no-one has ever been able to get to the bottom of.
There is a small visual bug where garrison buildings on DLC factions you don't own won't appear to have DLC units in the description, but they will appear in the garrison itself.

5) What does it do to campaign balance?
Each garrison has a multiplayer battle cost similar to the regular equivalent, so this shouldn't change balance by any significant amount. In any case, half of a settlement's garrison is provided by the main building chain, which I have not touched in most cases.

6) Why didn't you use unit Y?
I have tried to make the most of every roster, but some units just don't fit. The most egregious example of this is the Skaven Weapons Teams, which have unfortunately had to be largely ignored, as they cannot go on walls (take that one up with CA). Have fun defending Skryre's T2 minor settlements though!

7) What about non-playable factions/what are 'Thrall Garrisons'?
Thrall Garrisons are my solution to the fact that minor factions aren't worth the effort to implement properly as they are likely to be overhauled by later updates & other mods. However, some minor factions are quite similar to a faraway major faction, for example the Clan Rictus & Rictus Clan-Nest. These factions have been given copies of their equivalent major faction's garrison buildings. Here's a full list:
Saphery - Order of Loremasters
Caledor - Knights of Caledor
Scourge of Khain - Har Ganeth
Karond Kar - The Blessed Dread
Clar Karond - Hag Graef
Clan Mange - Clan Mors
Clan Septik - Clan Pestilens
Rictus Clan-Nest - Clan Rictus
Clan Gnaw - Clan Moulder
Greybeard's Prospectors - Clan Angrund
Crooked Moon Mutinous Gits - Crooked Moon

Thanks
I'd like to thank PrussianWarfare for inspiring me to take up modding, and sharing a load of useful stuff, including his format for mod descriptions, which included this section for thanks. Thanks Prussian! Try his mod Public Order Expanded for a taste of his wonderful work.

Thanks also to Vandy for contributing a nifty bit of script that cleans up the game start, and for his general encouragement and advice. We collaborated on the mod New Settlement, Who Dis? Check it out!

This is my second mod, and it wouldn't have been made without Da Modding Den. Their resources are excellent, and the people there are super friendly to the new modder. I particularly enjoyed that people were up for conversations that went along the lines of 'is there anything that makes Rictus special?' and 'How do I make Exiles of Nehek feel different to Khemri?', so come join us if you're interested in modding![discord.gg]

If you enjoy the mod, make sure to

It helps improve the mod visibility!

I mod for fun, but if you enjoy my creations, please consider buying me a cup of coffee via PayPal. (johnaustinmods (at) gmail.com)
[www.paypal.com]
364 Comments
Bodongs Nov 18, 2023 @ 8:21pm 
Good luck in your work!
John Austin  [author] Nov 18, 2023 @ 7:51am 
That's kind of you, but I'm afraid I've moved on to other projects and I'm unlikely to return to modding in the short term. If another modder wants to take it on they are welcome to.
Bodongs Nov 15, 2023 @ 7:47am 
John Austin just wanted to say I dream of this mod and your mods that improve garrison heroes to be ported to WH3.
Nixon#1 Jun 17, 2023 @ 2:38am 
Thats fine, thanks non the less.
John Austin  [author] Jun 16, 2023 @ 3:07pm 
That kind of incompatibility would require a hell of a lot of work to fix. Sorry.
Nixon#1 Jun 11, 2023 @ 2:36am 
Nixon#1 Jun 11, 2023 @ 2:31am 
Oh, ok, thanks.
Never could thought about it.

But actually there is another trouble )
Your buildings modifications is not very suitable with 4th tier minor settlements mod.
They cannot be constructed, while your mod is active.
There are present, but its probable your buildings are different entirely from vanilla ones, so condition to build a 4th tier isn't there. Its literally said that it need prior building, while having your 3rd tier ones.

Can we do something about that?
Maybe changing tag of your building on a vanilla ones or something else?
John Austin  [author] Jun 7, 2023 @ 1:28pm 
Hello Nixon.
The Bretonnian garrison buildings are trash, so I modified their capital buildings instead.
In terms of data, they actually represent about 3/4 of the overall mod.
Nixon#1 Jun 7, 2023 @ 12:00pm 
Good day, sir.
Sorry to disturb, can I ask your help?
Seems that Bretonian factions did not receive your modifications.
Checked with every race.
Only bretonians seems to lack somethin.
Can you update a little this one or help me somehow?

P.S.: uncheked every mod before launching only yours, everythin ok, except brets.:isaac:
HughJanus69 Sep 20, 2022 @ 6:32am 
compatible with sfo OvN?