Total War: WARHAMMER III

Total War: WARHAMMER III

Greater Garrisons
481 Comments
_Zevon  [author] Oct 30 @ 1:39pm 
@Zorag. That's probably a unique building chain issue. I'll see about fixing it when I'm back in december for the DLC.
Zorag Oct 28 @ 12:57pm 
Oh actually Castle Drakenhof is missing a hero too. So it's either an oversight with unique capitals or a feature
Zorag Oct 28 @ 12:41pm 
Hey. Is Altdorf missing an Empire Captain intentional? Seems kinda weird since even minor settelments have one
_Zevon  [author] Oct 27 @ 5:32am 
@Herls. I didn't have the time to upkeep it, so I took it down.
Herls Oct 25 @ 11:14pm 
What happened to the WarCry mod? Sorry to ask here but it's the only place I see that I can.
_Zevon  [author] Oct 25 @ 4:08pm 
@Sir. The only thing I can think of is the script I use at the start to make all new units have fill HP before the first turn of a new game. I don't know why that would happen.
Sir Bobik Oct 25 @ 10:30am 
And in addition to that, the siege happens to be interrupted as well, so I have to start it a new
Sir Bobik Oct 25 @ 10:29am 
How come the garrison sallies out to fight with besieging force, looses 2/3 of the soldiers, but happens to be completely untouched by the start of next turn? Including a separate lord, who was killed in the battle
Never seen something like that happening with a vanilla garrison
AI-Man Oct 21 @ 5:46am 
ok will give it a test with the default load order and see how it goes :steamthumbsup:
glospey Oct 21 @ 5:31am 
@AI-Man: One of my play groups was using both together. I can't confirm they still work together but they were last time we played . . . 6? months ago? (My perception of time sucks.)
AI-Man Oct 21 @ 1:52am 
is this mod compatible with this one? https://steamcommunity.com/sharedfiles/filedetails/?id=2846183349 would love to use both together
_Zevon  [author] Oct 20 @ 2:59pm 
Updated: Fixed the missing Lizardmen garrisons!
_Zevon  [author] Oct 20 @ 2:35pm 
@msa_dino. Are you playing with any lizardmen mods that might change the buildings or anything??
oldmcrotch Oct 16 @ 11:07am 
For dwarfs some of the additional garrison units don't appear duing battle or in the Garison details tab.
Missing units: Thanes, dwarf warriors from settlements, and misc low tier units from infrastructure buildings
Love the mod BTW, Great work!
msa_dino Oct 12 @ 10:15pm 
@_Zevon Hey man. I just started a Gor-Rok campaign and none of his building types (red, blue or green) seem provide any additional garrison. I think only resources buildings do. I haven't checked other Lizard lords yet but they might have the issue too. I also noticed a similar issue with Vampires Counts (specifically in Manfred's campaign). Cheers :)
_Zevon  [author] Oct 8 @ 7:56pm 
@Msa. What faction are you playing as? Some factions lizardmen might have unique building chains I missed.
msa_dino Oct 8 @ 4:19pm 
Absolutely love this mod! Thanks a lot for it. Only comment I have is something that was mentioned by someone earlier about the Lizardmen. The majority of their buildings don't seem to provide any garrison in my campaigns which makes their towns weaker compared to those of other factions.
_Zevon  [author] Oct 7 @ 10:54am 
@Eodur. I added a bigger single entity to unit to all the factions at one point. But it was a bit over tuned. When I removed them all, I left it for savage orcs because they tended to have very poor garrisons.
Fifa Oct 7 @ 3:03am 
@_Zevon oh, is it just recommended? alright ill remove it if its not mandatory
Eodur Oct 3 @ 9:47am 
Great job, and thanks for keeping the mod updated!
I do have a question though: why does Vurzag have a Rogue Idol in every settlement? In some high-tier cities there even seem to be multiple ones. Is there a specific reason for this, or was it just an oversight in balancing?
_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.