Total War: THREE KINGDOMS

Total War: THREE KINGDOMS

Better Armies & Garrisons
111 Comments
Dakophyntix  [author] 10 hours ago 
@Vladimir1761 I tried it aswell today and couldn't get it to work either. Funnily enough, adding a second retinue to the level 1 and level 2 resource settlements worked, but a third one didn't as you described. My best guess that the limit of maximum two garrions per settlement is "hardcoded" and can't be changed.
Vladimir1761 Sep 24 @ 4:34pm 
Hmmm, it's not working. I'm not sure what I'm doing wrong. I'm no stranger to the db tables from Warhammer but all I had to do there for garrisons was the armed_citizenry_level tables. This is kind of crazy!
I followed your formatting inside the mod:
1. created a new retinue
2. created a new retinue template
3. assigned the template to the retinue
4. assigned 6 normal slots to the template
5. assigned initial units to the retinues
6. created a campaign retinue chain
7. assigned the retinue to the retinue chain
8. assigned the retinue chain to every single level of city garrisons.

I see all three groups with their icons in the building browser, lined up in a weird way like you said (the vanilla garrison, the garrison you made with onyx dragons and such, and the new group I added) but in the actual garrison it overrides your mod's retinue and I only see the vanilla garrison and the group I added. And this is after ending turn and also testing upgrading/downgrading the settlement.
Vladimir1761 Sep 23 @ 6:24pm 
I’ll give it a try! Thanks for the tip!
Dakophyntix  [author] Sep 23 @ 1:31pm 
Okay so I just had a look and I might have an idea for the three retinues. In the "retinue_templates_table" you could add three new retinue templates for garrisons, then fill them with 7 normal slots in "retinue_templates_table" (0-6). After that assign units to the templates and finally assign the three templates to a settlement in "campaign_group_building_level_garrison_retinues_tables". Even if all of that works, it will not spawn the garrison when the campaign starts. Because for that you'll have to add new entries to the startpos file, which doesnt work (you can only edit entries).
Dakophyntix  [author] Sep 23 @ 1:23pm 
@Vladimir1761 Hey, thank you! :)
Yeah, it is possible. If you open my mod using a pack file manager you have to delete all the subfolders in the db folder that dont have "retinue" in their name. I've tried adding three retinues to a garrison in the past but I couldnt get it to work. The game either crashed or the retinues lined up in a weird way when you opened the garrison. Having read what you described, I guess you already tried upgrading / downgrading the settlement until the garrison changes?
Vladimir1761 Sep 23 @ 8:30am 
Great mod! Is it possible to make a version that just adds the garrisons? And also having 3 full regiments of garrisoned units? I have tried modding it in myself and the icons appear on the building chain but they never appear in the garrison even when I go to the next turn.
Dakophyntix  [author] Sep 2 @ 11:33am 
@Tan Malaka It works for me when I put the ancillary mod above my mod in the mod manager.
Tan Malaka Sep 2 @ 5:38am 
can you please fix this mod so its not conflict with mod remove unique ancillary limit because its make remove unique ancillary limit not working, i have try many times and the problem with this mod better garrisons
Potato2Fun Aug 28 @ 4:01am 
I see thx man, hope it will work on wu as well some day
Dakophyntix  [author] Aug 27 @ 9:59am 
@Tan Malaka Hey, it works for me even if you put my mod below the Expert AI mod. It might be one of your other mods that is interfering with it.
Tan Malaka Aug 26 @ 8:28pm 
its your mod compatible with expert ai bro? i want ai so aggresive but they keep attacking me with militia units 😄
Dakophyntix  [author] Jul 29 @ 12:25pm 
@Potato2Fun Hey, I tested it and it works with MTU alone if you put it below MTU. However, it crashes with Radious because the mods are both changing several similar tables.
Potato2Fun Jul 29 @ 10:16am 
hi there sorry got question since got confuse a bit, is this mod not compitable with wu / mtu and radious mod? it always crash when im using it with them
Dakophyntix  [author] Mar 22 @ 1:40am 
@Very Bad Bishop Okay, I'll see if I can do that. And thank you :)
Very Bad Bishop Mar 21 @ 10:18am 
@Dakophyntix , yes 2 will do the job , specially if you make them recruit one of each . (1 bolt + 1 treb) I am really satisfied with the mod & I always recommend it to those seeking a more serious challenge in 3k.
Dakophyntix  [author] Mar 17 @ 4:03pm 
@Very Bad Bishop Your welcome :p How many artillery pieces would you say is good? I remember an old version of my mod in which I had armies with six trebuchets running around. That was too much, so I would go for more than 2-3.
Very Bad Bishop Mar 16 @ 1:38am 
okkay ! I did a quick test. seems like yeah , they get 2-3 more cav units in a full stack on random generals. which is of course a move towards the right direction. now , how about telling them that artillery in this game is a good thing ? 1 or 2 of them in an enemy army on legendary? lets make it spicier !

I actually finished a legendary campaign with this mod & several other ai improvements mods (Yuan Shao , no mod was doing anything in favor of me) and I really loved it. it is only with these mods that we can understand why some mechanisms were in the game & it is only now that the game makes a lot of sense.
thanks !
Dakophyntix  [author] Mar 15 @ 3:16pm 
Hello everyone,

I've released the small update 1.5.1.

- The AI will recruit slightly less melee/spear infantry and slightly more cavalry units

Cheers, Dako
Dakophyntix  [author] Feb 14 @ 4:18am 
@Very Bad Bishop Haha okay - I'll see what I can do :p
Very Bad Bishop Feb 12 @ 8:48pm 
@Dakophyntix , having 6 cavalry in a stack would be totally reasonable & balanced ( covering field & siege & ambush & defensive & offensive battles!) with less than 6, it will be way easy to beat them on the battlefield.
as for strategists, limit their infantry to spears ( so they can protect the artillery units, increasing the number of artillery to 2 or 3 might be also a great idea for the ai, since they are very powerful 7 accurate in this game) . the mod is absolutely essential for my games & without it , this game is trash easy
X)
thanks a lot for this masterpiece !
Dakophyntix  [author] Feb 12 @ 2:42am 
@Very Bad Bishop Yeah, that is a behaviour the developers coded. Not sure if they improved the Battle AI in the newer TWs, but the one in 3K has it's limitations lol
Dakophyntix  [author] Feb 12 @ 2:37am 
@Very Bad Bishop Several retinues of cavalry and missile units without infantry doesn't make a balanced army. It might be decent in field battles, but what if they have to attack a settlement? Its kinda awkward to see 10 cavalry retinue dismount in front of the wall and try to scale it. I'll see if I can increase the cavalry amount a bit again, but I want to have balanced armies.
Very Bad Bishop Feb 10 @ 8:24pm 
also there is one weird battle behavior by the ai, I am not sure if it is being caused by your mod or not, the AI targets the units while on turtle with missile, it is such a sick idea & makes the game hilariously easy as we can just send 1 spear guard unit to waste all the enemy's ammo within 2-3 minutes.
Very Bad Bishop Feb 10 @ 8:20pm 
the new update (for reducing the number of cavalry by AI) , makes beating them much easier.
it is somehow against the spirit & nature of this mod. we want the AI to be able to put more resistance , this is why we want better garrison for them right?
any basic & balanced army by the player is capable of beating the AI's easily.
what is wrong with 33% cavalry , 33% ranged & 33% missile units for each army?
Dakophyntix  [author] Feb 2 @ 2:48pm 
@Feel Good Inc. It doesn't work with TROM, as both mods modify the same tables.
Feel Noided Inc. Feb 1 @ 6:15pm 
does this work with overhaul mods such as trom?
Dakophyntix  [author] Jan 24 @ 2:53pm 
@Rohen You're welcome! :)
Rohen Jan 23 @ 1:06am 
played a first campaign with a friend but was really annoyed that my red generals could only recruit cav or militia, so you would be stuck with either full cav stack or having to use milita units until you unlock the highest tier units that everyone gets, while he (playing a norhtern lord) could just put northern units into those armies.

then I looked for a better garrison mod and your mod also allows my red generals to recruit some non milita infantery units so thx for that aswell.
Dakophyntix  [author] Dec 29, 2024 @ 7:00am 
Hello everyone,

I've released the new Update 1.5 with the following improvements:

- The recruitment pattern for all AI armies has been re-adjusted in favor of more melee/spear infantry coupled with less missile and cavalry units.

- Bandit factions no longer recruit generic Bandit units (Bandit Marauders, Bandit Raiders, Bandit Warriors, Bandit Hunters, Bandit Gang). I've replaced them with suitable (and stronger) alternatives.

- Nanman garrisons have been re-adjusted to accomodate for the strength of units with throwables. They'll now be found in later garrison levels instead of middle levels.

Cheers,
Dako
Dakophyntix  [author] Nov 18, 2024 @ 1:24pm 
@duestere Legende Then I don't know :/
duestere Legende Nov 18, 2024 @ 5:28am 
im on highest rank i dont know how its calling in english, but translated "victorius/conquering prince"
Dakophyntix  [author] Nov 18, 2024 @ 5:12am 
@duestere Legende Hmm, what is your faction rank? You should be able to field atleast 15 armies once you reach the last two Prince ranks.
duestere Legende Nov 17, 2024 @ 10:19pm 
i have a restricted max army limit an that is actually 8, i see not how i can get 10,12, or 16 armys, there is no tree option for unlock more armys, there is no area manager to give me more armys.. nothings.. i have enough characters for armys but limit says max. 8..

i see not where they unlock so many armys..?!?
Dakophyntix  [author] Nov 17, 2024 @ 10:45am 
@duestere Legende No, I didn't change that value. The game considers the Jin Empire to be a faction of Kingdom rank and allows it to field a large number of armies. Also, 50k and +5k gold per turn is very good late-game. Thats atleast three more armies and you'll still be positive with your income. If you struggle to get new characters for said armies, just randomly generate some by seeking spouses for your generals.
duestere Legende Nov 17, 2024 @ 7:10am 
did you change the max count of armys from AI? i play 8 princes and every game emperor jhin get 14 armys, i can only build 6-8, other fraction build 10-12 armys.. thats not real.. i have 60% of all teritorys and got 50k gold and +5k gold every round.. but that can no one beat..
Dakophyntix  [author] May 31, 2024 @ 8:53am 
@SQUISHY!
I've fixed it. Just an oversight on my part. Sorry for that.
Thank you for pointing it out! :)
SQUISHY! May 30, 2024 @ 3:06am 
this is affecting the players militia costs too idk why
Dakophyntix  [author] May 23, 2024 @ 3:40pm 
Hello everyone, the small Update 1.4.1 has been released.

It fixes fullstack armies with only cavalry / bow units by opening up the recruitment pool for Vanguards, Commanders and Strategists to include key early-game units.
As a consequence, AI army builds will be more well-rounded indepentent of the generals used.
Dakophyntix  [author] Apr 2, 2024 @ 3:29pm 
@Sporctaco
Yeah, I know about Liu Bei going into minus after taking the settlement. Sign a trade agreement and NAP with Tao Qian to gain more per-turn money, or disband units.
..And the mod is all about not being able to delegate every settlement battle... so just fight it out? Close defeats can be turned around easily.
Saigõ Apr 1, 2024 @ 9:40am 
The idea is nice, but with some factions it is unplayable, having removed the initial militia, playing with LIU BEI's FACTION you go into the red by 800 after the first turn, and if you replace to take the militia, you are no longer able to conquer anything because the garrisons are too OP L4 cities with Dragon units
:steamthumbsdown::steamthumbsdown:
Very Bad Bishop Mar 29, 2024 @ 5:32pm 
https://steamcommunity.com/sharedfiles/filedetails/?id=3200688961 , guys I highly recommend this. you will be surprised by how it makes the ai more aggressive ! (I use it with some other mods which help the ai with money & supply as well!)
Dakophyntix  [author] Mar 29, 2024 @ 7:18am 
@PandaBlackOps
No, there is not.
PandaBlackOps Mar 26, 2024 @ 10:38pm 
Is there a version of this mod that only affect garrison and not army template?
Dakophyntix  [author] Feb 3, 2024 @ 1:34am 
@Chill Dude
Heya! It doesn't work in the 194 start at the moment, no. I can't tell you when exactly I'll have an update supporting it ready, but I'll work on one in the future :)
Demonio Feb 3, 2024 @ 1:06am 
Hello author! Does this mod supports the 194 start date? Thnx
maxime.ricard92 Jan 22, 2024 @ 11:33pm 
@think you :)
Very Bad Bishop Jan 22, 2024 @ 9:34pm 
@maxime : https://steamcommunity.com/sharedfiles/filedetails/?id=3044423386
this was supposed to be a private mod for me only but it is public now :D
Dakophyntix  [author] Jan 22, 2024 @ 10:05am 
@Very Bad Bishop
Most top-tier or "late-game" units are already on par or better compared to the faction-unique units for the AI, but they become available much later into the game, so they will be picked less.

I'll think of something to fix those bow cav full stacks ^^
maxime.ricard92 Jan 22, 2024 @ 5:11am 
@Very Bad Bishop

I can't find the mod you mention "AI free money"...
Can you give a link ?
Very Bad Bishop Jan 22, 2024 @ 3:27am 
@Dakophyntix , how about making " top units" And faction-unique units "EQUALLY" interesting to the ai? this way they wont spam an army full of bow cavs! I honestly feel the mod is 9.5/10 right now. solve this problem & make it 10/10 !