Total War: WARHAMMER III

Total War: WARHAMMER III

Greater Garrisons
461 Comments
_Zevon  [author] Sep 28 @ 12:27pm 
@Fifa. It might be the abilities and spells add on that I recommend along side this mod. That touches the spells of lords and champions.
FairyTail Sep 27 @ 8:38am 
The mod is absolutely brilliant. I have a question about deploying the garrison. Can you only deploy once in the entire game? Once I've used it once, the city can't deploy again. Is that intentional?
Fifa Sep 25 @ 7:13am 
@_Zevon it happened in both, i think it might be a collision with some of the spells for lords and champions
_Zevon  [author] Sep 8 @ 12:26pm 
There must have been some changes with the latest update. I'm not able to mod much this month, but I should be back in October to look at this in more detail.
Xenai Sep 7 @ 4:47am 
Feels to me like this mod barely does anything, if at all, for the Lizardmen? Playing as Mazdamundi, no buildings other than the settlement building and garrison/wall building add anything to the garrison. And I have checked for mod conflicts, there aren't any (that the Mod Manager can detect).
n.pedrazalis Sep 5 @ 8:38am 
YESSSSSSSSSSSS
_Zevon  [author] Sep 4 @ 10:01am 
Updated for 6.3!
Leonardo Sep 2 @ 11:13pm 
needs an update for 6.3, currently getting crash on start up pointing to this
_Zevon  [author] Aug 6 @ 7:34am 
I'm unsure. Was this on a modded or vanilla battlefield siege map?
Fifa Aug 6 @ 2:18am 
hello, right now i tried to run this with SFO and Sigmar. But in defense battles (involving the city garrison) the game crashed. Any suggestions?
_Zevon  [author] Jul 18 @ 6:42pm 
Chaos gets additional units as well.
Gul Dukat Jul 17 @ 8:55pm 
Does this not work for chaos?
_Zevon  [author] Jul 17 @ 9:01am 
No, I didn't remove the allied units. What might be happening is they are getting bounced out if you have more than 20 units in the garrison.
Fusty Jul 17 @ 7:56am 
I’ve noticed that units added to the garrison through an allied outpost don’t appear anymore. Is this a feature of the mod? It makes sense from a balance perspective since the base garrison is already strengthened, but I did enjoy having the extra units provided by allies.
_Zevon  [author] Jul 13 @ 7:33am 
It depends on the vanilla AI settings. There are some mods that make it more or less likely.
Blissblessed Jul 13 @ 1:02am 
Do AI sally?
_Zevon  [author] Jul 10 @ 12:25pm 
So, adding spells that are attached to buildings, makes some sense. You see that with the chaos dwarves.

Hypothetically, you could make that spell a summoning spell, and then make those summoned units be non degrading. I think those summoned units might have to be custom though. That would make the mod a unit mod as well, which would require sub mods and patches for other balance mods.

It's been a while since I looked into that.
biocyborg1337 Jul 10 @ 7:58am 
Would it possible to break the limit of 20 units to a city garrison? I know technically you cant go over 20 units in an army, but maybe a workaround would be possible by making summoned units at the start of the battle that dont degrade, or a second invisible army that is glued to the city to reinforce it with the extra units.
teenyoung2 Jun 23 @ 9:26pm 
@Shadow agreed, vampire count and vampire pirates got no units to the garrison of all settlement, hope fix
Shadow Spion Jun 21 @ 12:26pm 
I am also doing a vampire count game right now and the minor settlement walls do not seem to provide the sally out ability, is it supposed to be for major settlements only?
Shadow Spion Jun 21 @ 6:54am 
Its definitely way more challenging to play as an evil faction, but playing as an order faction can be a bit boring as most nearby threats get wiped out pretty quickly. Generally full chaos factions seem to do well, but orcs and vamps seem to die of pretty quick, maybe buff their garrisons with less chaff and more mid tiers? Of the order factions dwarves seem to benefit the most and seem to not die at all to their threats. However, I do love this mod and having actually useful garrisons is awesome.
_Zevon  [author] Jun 21 @ 5:42am 
I won't be back until July though!
_Zevon  [author] Jun 21 @ 5:41am 
@Shadow. Yes, that would be a side effect. I can try and tweak things a bit to make chaos a little stronger.

Personally, I like the challenge as a chaos dwarves and dark elves player.
Shadow Spion Jun 20 @ 7:33pm 
Does anyone else find that this mod makes order factions do way to well? I really like this mod, but it makes playing an order faction too easy as there are not nearly as many disorder factions that expand very far.
Shingsora Jun 20 @ 7:08am 
i thinks this mod make ovn lost faction settlement dissapear
Kevin May 18 @ 9:56pm 
The mod is great, it makes defensive buildings really useful even in minor cities and if like me you don't like the game I take the city back from you then the enemy takes it back every turn etc. with this mod no more worries like that but the first campaign battles are sometimes almost impossible I only activate it from turn 5 for my part !
KoffenStoffen May 17 @ 8:41am 
I really like the idea of having larger garrisons but does this work with "No Real Time Building Reborn" mod? I do not however like the building mechanich during the battle, rather sort that out before the fighting begins.
_Zevon  [author] May 16 @ 6:44am 
@Sinh. Gotcha okay!
sinh May 14 @ 10:52am 
@_Zevon oh no, I do use this mod as well. Just trying out a different garrison mod and i mixed up the names lol
_Zevon  [author] May 14 @ 9:47am 
@Sinh! Ah! Well I hope you try just this mod out and maybe that'll be less punishing! Here each building you build only gives one extra unit. And the walls add a few more then vanilla.
sinh May 14 @ 2:47am 
@_Zevon I am dumb. Forget what I said. I thought this was a different mod.
sinh May 14 @ 2:36am 
@_Zevon Honestly just across the board. I wouldn't say I'm having issues with it. The XP gain is absolutely insane when you have to deal with 20 unit garrisons+whatever army is sitting in there on turn 10, but I was wondering maybe having an option toggle where most of this mods garrison power comes in effect once you build walls in the major settlement for the province. And until then, the game uses default garrisons? That way early game is feeling more balanced while also having the option to turn your garrisons into doomstacks later on if there's a need for it, but you need to invest a building slot for it.
_Zevon  [author] May 13 @ 2:42pm 
@Sinh. Which buildings and factions specifically are you having this issue with on turn ten?
_Zevon  [author] May 13 @ 2:41pm 
@Grimm. I'm not sure what buidlings Radious changed on Nurgle. You may need to make a Radious/Nurgle compatibility patch.
Grimm May 13 @ 11:13am 
Hey, cool Mod but doesnt work for Nurgle. I play with radious and it works with other factions, e.g. Empire but not Nurgle.
The NarkKnight May 12 @ 11:02am 
Thank you so much!
sinh May 12 @ 1:42am 
This mod is amazing. Helps make sure the player has a chance to defend their settlements against AI. But this feels like a bit too much when playing tbh. Going up against basically turn 50-60 armies with your turn 10 armies is a bit silly and yes, you can tweak the mod to make sure AI is weaker but then what's the point if my garrisons are super strong, but AI's are too weak. Maybe have have the mod come in effect when you build a defensive building? That way to get access super strong garrisons, you need to invest a building as well as money into it. Would especially help when fighting the AI.

As I said, turn 60 power level garrisons, with an enemy 20 stack sitting in there, and you only have a turn 10 army is bit overboard. I think building a defensive building and it's upgrades, allows you to have the full function of this mod would be a nice compromise, maybe have it in the options menu.
SpooNNNeedle Apr 30 @ 6:16pm 
this makes the Kislev start so difficult lol. not a complaint, just a heads up for anybody looking to play that faction! I've had to wait until turns 10-13 to conquer what is supposed to be the Ice Court's starting province..
Augustus II Apr 16 @ 12:00pm 
For what its worth I agree with Tombet. That said you amazing work and I am over the moon for your DEI style mercs, population and supply mod. That has potential to be the greatest of the WH mods. Cheers mate
Tombet Apr 12 @ 1:25am 
please make the sally out feature a separate mod...so this mod is not a option for me anoymore. I want only good Garrisons.
_Zevon  [author] Apr 6 @ 8:19am 
That functionality is locked behind the walls building now. You have to choose to invest in this ability. Also, if you wish to remove it from the mod there is a single entry you can delete that will remove it.

Open the zrz_garrison.pack file in RPFM, and search for the zevon_sally and moloch_forts_garrisons_bastions entries under building_effects_junction. Delete both of these but keep zevon_garrison and it will return to how it was before.
Komaru/Akaros Apr 6 @ 4:10am 
I love the mod, it is a little more balanced than another garrison mod, on the other hand, I find that adding the functionality of being able to get the garrison out of its colony (Kislev mechanics to recall) really too much a has no place in the mod, after it is not my opinion
NINA rojozangre Apr 5 @ 7:51pm 
17
S.S.O. | Artegor Apr 5 @ 5:04am 
Adds units from the first turn, and with full health. Best garrison mod in the workshop at the moment, if you ask me :)
_Zevon  [author] Apr 4 @ 5:03pm 
Okay! It's finally ready for release! The Community Factions Submod for Greater Garrisons is in public beta! Finally, you can enjoy stronger garrisons from community favorites such as TEB, KRAKA DRAK, ALBION, ARABY, and NAGASH!!

https://steamcommunity.com/sharedfiles/filedetails/?id=3458102729
Arny Apr 3 @ 3:49pm 
Aps, ok, no problem.
still balance with walls and scout towers! thx!
_Zevon  [author] Apr 3 @ 1:52pm 
@Arny. Yeaah. That's because they also add those same buildings to the lords, so it shows up on the lords UI that they get a garrison unit. At least that's how it was last time I looked. I compensated by making their walls and scout buildings beefier. But yeah, I'm not happy with it really.
johnny05cz Apr 3 @ 11:54am 
@Zevon Hey man, thx for changing it to walls, great work. (though i still think it should be nerfed a bit :D )
Arny Apr 3 @ 11:37am 
There are a trouble with vampire coast garrisons?
Il think that military buildings dont give me troops as others factions, right?
Valeroth Apr 3 @ 10:03am 
Thanks for your answers, this is a great mod , keep up the good work :)