Total War: WARHAMMER III

Total War: WARHAMMER III

Garrison Rework
310 Comments
S.S.O. | Artegor May 3 @ 4:13am 
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 Apr 12 @ 3:01pm 
Радий бачити українізацію вахи)
sirkudjon Apr 10 @ 10:29am 
Sometimes the big massive units from garrison gets stuck in map and are unable to move. Also HE mage porthole is broken.
Xeonzs Apr 5 @ 4:51pm 
Excited to try this
Kairos  [author] Mar 29 @ 2:48am 
Unsubscribe and re-subscribe to the mod
dbohn01 Mar 28 @ 1:38pm 
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  [author] Mar 26 @ 10:26am 
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 Mar 26 @ 5:08am 
"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  [author] Mar 25 @ 11:32am 
Garrisons are refreshed on the next turn
Evisulcxe Mar 25 @ 11:25am 
I have disabled the mod but in game the mod still works? Odd.
Kairos  [author] Mar 25 @ 10:59am 
Thanks for letting me know, I'll update as soon as I can
Evisulcxe Mar 25 @ 10:57am 
Causes crash on launch
UPD8 Mar 25 @ 10:55am 
Causes CTD on launch with the new 6.1.0 patch
Sjchamor Mar 25 @ 10:38am 
I think they changed something in the garrisons, not working after the new update
Kairos  [author] Mar 7 @ 5:31am 
I'll probably add it after the major patch is released.
Euro Mar 6 @ 2:07pm 
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  [author] Mar 6 @ 8:36am 
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
Acastian Mar 6 @ 1:59am 
I guess that works. Does the bright wizard only have fireball or does he come with anything else? Fireball is terrible lol
Kairos  [author] Mar 5 @ 8:30am 
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.
Acastian Mar 1 @ 4:24pm 
anyway you can swap empire wizards out of the garrisons for melee heroes?
DenDik Feb 24 @ 9:33am 
Дяка величезна пану за мод!!!
† king Feb 12 @ 8:28am 
is this compatible with SFO?
Kairos  [author] Jan 31 @ 10:39pm 
Yeah, it's a known problem. I'll try to fix it as soon as possible.
Vandhal Jan 31 @ 5:30pm 
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  [author] Jan 30 @ 7:28am 
I didn't check, but I think it's unlikely
Dr. Manhattan Jan 29 @ 2:34pm 
Could this cause desynchs? Just wondering :)
the master of lies Jan 23 @ 10:05am 
thank you sir
Kairos  [author] Jan 22 @ 11:30am 
Made higher priority for irondrakes. Re-subscribe to make sure you are definitely using the updated mod
the master of lies Jan 21 @ 2:31pm 
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 Jan 11 @ 11:41am 
Oh okay, thank you very much. Then I must have misunderstood and there shouldn't be any problems :)
Kairos  [author] Jan 11 @ 9:12am 
The mod does not change the type of battles for settlements. It only changes the units in garrisons
PhazezGova Jan 11 @ 7:09am 
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://steamcommunity.com/sharedfiles/filedetails/?id=3402319590
https://steamcommunity.com/sharedfiles/filedetails/?id=2846183349
Kairos  [author] Jan 1 @ 6:10am 
Haven't tested it, but there shouldn't be any problems
Shadowslasher Jan 1 @ 3:21am 
ok cool one last question - Does this work with mods which give walls back to tier 3 minor settlements?
Kairos  [author] Dec 28, 2024 @ 1:19pm 
That should work. But garrisons will remain as they are in settlement mod
Shadowslasher Dec 28, 2024 @ 10:32am 
Is this compatible with tier 5 minor settlements?
ShowOfTimes Dec 18, 2024 @ 5:17pm 
Fair point
Kairos  [author] Dec 18, 2024 @ 11:57am 
Yes, it is possible, but the problem is that Skarsnik does not have strong infantry. Therefore, at high levels, the garrison will be weak, or with too many large top monsters. We need to change only the low levels of buildings or keep some orcs. Therefore, the result will be questionable, only for one lord, and it will take some time. But maybe in the future I will have inspiration and come up with something with garrisons for Skarsnik and Wurrzag.
ShowOfTimes Dec 18, 2024 @ 2:48am 
Just wondering, is it possible to give Skarsnik a goblin/squig garrison. Just feels wrong and somewhat funny him having a garrison full of orcs. lol
»‡«nerubian»‡« Dec 14, 2024 @ 1:50pm 
unsubscribe and re-subscribe fixed it, sorry for the confusion. No problems for me too
Kairos  [author] Dec 14, 2024 @ 12:56pm 
This was the plan. The garrisons in the defense of the major settlements were one level higher than in normal. But in this update, due to changes made by the developers, the ogre garrisons are one level lower than they should be. I will update the mod in the near future and fix this.
marcin.g Dec 14, 2024 @ 10:39am 
Earlier in the Kingdom of the Ogre, the garrison buildings were T1, T2 and T3, now only T2 and T3. Perhaps there is a problem with this.
marcin.g Dec 14, 2024 @ 10:37am 
I don't know if it's a bug or intentional but currently in the Ogre kingdom it adds units from the garrison building:
- for the main settlement according to the slide
- for the minor settlement it adds units from the level below
That is, for example, for a minor settlement the T3 garrison building adds the same units as the garrison building in the main settlement at level T2
marcin.g Dec 14, 2024 @ 10:36am 
To make it work you need to unsubscribe and re-subscribe.
Chrenergros Dec 14, 2024 @ 9:40am 
Working for me after the last update
Kairos  [author] Dec 14, 2024 @ 8:53am 
I just checked and everything is working fine for me. You can't launch the game at all? What error does it show?
Chrenergros Dec 14, 2024 @ 8:47am 
OMG you're so fast, the new update fixed the issue! No more Crash, thank you!
»‡«nerubian»‡« Dec 14, 2024 @ 8:47am 
Hi, the mod seems updated but I am still getting crashes. Is this a problem related to me or mod is not ready yet ? Thanks.
Chrenergros Dec 14, 2024 @ 8:46am 
Hello, i'm still having the same crash, Is that related to that name changed by CA?
Kairos  [author] Dec 14, 2024 @ 8:32am 
Thank you for sharing this information. Unfortunately, yes, the RPFM does not reflect the following issues