Total War: WARHAMMER III

Total War: WARHAMMER III

Garrison Training - Rank 9 max
139 Comments
Hemaka May 4 @ 2:40am 
@planewalker just change it yourself to 3 turns in the script using rpfm and use your own version of the mod.
Planewalker May 2 @ 12:39pm 
Would it be possible to add an MCT setting or maybe a level 3 version? (or pr15 turns)
-i feel like normal training would only let them rank up a little, unless besieged.

Nice mod in any case, kudos.
N! Apr 30 @ 6:09am 
great mod.. makes perfect sense since garrisons have time to train
Astra Militarum Apr 29 @ 9:22am 
Nice Mod, thank you !
michal2808 Mar 29 @ 1:29pm 
Is it possible to make it work only for the player's unit?
DudeChris33 Mar 2 @ 1:20am 
agreed would love a level 3 version
Dragontamer247 Jan 29 @ 5:02pm 
@[PuB] Axlegolas
Edit:
I have evolved from plebian and figured out how to change the values correctly! I still thank you for this amazing mod! :)
Dragontamer247 Jan 29 @ 3:47pm 
@[PuB] Axlegolas Love this mod and I am a plebian at modding so I wanted to ask. Is there a way to configure this mod? I am trying to piece together how the Warhammer modding scene works but really I wanted to try out how much pacing the ai loses if you set this mod to give 9 ranks in a single turn is there a way to do it? I appreciate your time. :)
A mossy rock Jan 17 @ 11:17am 
Normally I don't like using mods that change game balance but the idea behind this one seems like it could improve the strategic side of things not screw with it. I love that you gave it a 10 turn timer so it shouldn't mess with early game much at all but late game should make things interesting. It will make long term enemy and player owned territory more resilient but also make big enemy empires much harder to take as time goes on...

Anyway thanks, gonna have fun trying this out
haxo Jan 12 @ 8:09pm 
ty appreciate it
[PuB] Axlegolas  [author] Jan 12 @ 6:16pm 
@haxo applies to ALL garrisoned units ;)
Dragon32 Jan 11 @ 1:53am 
@haxo
PuB] Axlegolas  [author] 18 Aug, 2023 @ 5:37pm 
@Lord Grain des Rice for AI and player
vashhenko.igor90 Jan 10 @ 11:32pm 
great mod
haxo Jan 10 @ 11:02pm 
is this just for player owned garrisons or does it apply to NPC garrisons as well?
Rex53 Jan 10 @ 1:20pm 
Good mod :WH3_clasp:
Ben Jan 10 @ 8:40am 
Aaaaaaaand subbed.
[PuB] Axlegolas  [author] Jan 7 @ 1:51pm 
@Karl Franz thanks mate
Karl Franz Jan 7 @ 8:52am 
Not sure If i already commented but this is an amazing mod. I often wished in all previous Total War games for something like this. It made no sense that my capital of say 100+ turns had a basic garrison with no experience.
[PuB] Axlegolas  [author] Jan 6 @ 4:56pm 
sry for beeing away that long. I will summarize you questions and requests in a FAQ the next days.

As promised, before I left, I will make a MCT version as soon as possible.

Meanwhile I made a rank 6 max version for those who don't want to edit files (don't use both):
https://steamcommunity.com/sharedfiles/filedetails/?id=3402319590
MonkeyyNinja Jan 3 @ 7:50pm 
To everyone saying it's overpowered, I agree and thanks to the author's well-formatted script it is exceedingly simple to edit both the level cap and the turn interval. Just use RPFM and tweak the script; it's the only thing in this mod's pack file.
sigmars_disciple Dec 26, 2024 @ 2:36pm 
@cybergroover, are you also implying that you're using this mod right now?
I'd like to know if this is good to use in 6.0 campaigns or if it requires an update. It's not clear, could be either <3 Thanks
cybergroover Dec 17, 2024 @ 5:35am 
@Noodliest: authors seems says you can edit the script file to do that. Does that work (haven't tried editing it myself)
Tofu Nov 30, 2024 @ 1:27pm 
update?
Noodliest Nov 23, 2024 @ 12:37pm 
Is there a toned down version of this mod? Garrisons are now a bit OP. Before they were too weak. Now they are bit too strong. An inbetween would be nice.
Ordavion Oct 24, 2024 @ 9:49am 
This, combined with a mod that buffs the values of veterancy is the dream combo. It makes unseating established empires a really unique experience compared to freshly conquered lands.
Dirigible Sep 29, 2024 @ 7:40pm 
Sounds like a really great lightweight buff to garrisons :)
Switching Doom Sep 21, 2024 @ 4:40pm 
compatible with SFO?
Bhelliom Sep 13, 2024 @ 2:21pm 
Hey, love the idea of this mod! An elegant solution to an annoying problem that is hard to even define. Garrisons are weak, yes, but do I want them all to be insanely big and require 3 high tier stacks to AR in the midgame if I am feeling lazy or conquering a lot? Nope. Do I want the AI to be basically unable to take my settlements without running AI Tasks & Strategy mod? Nope. But I do want some change, and this feels like it fits the bill.

Anyway not just here to glaze, wanted to ask if you have any updates about coming MCT support? Because for all my nice words, I haven´t used this a lot. Would be so nice to be able to alter it in MCT to find the perfect sweet spot.

PS. Is it hardcoded that you cannot see ranks of garrison units before engaging in battle?
tpulls28 Aug 18, 2024 @ 3:20pm 
This is such a small but impactful mod, great idea and great work!! Dramatically improves the ramp-up feeling of venturing deeply and dangerously into the heart of an enemy's territory, especially if you use any mods to improve veterancy bonuses as well.

And in case anyone else was wondering about what happens to experience levels after a settlement/garrison changes ownership, new garrisons start at rank 0 and gain the +1 rank at the same turn number as all the others (i.e. if you capture a settlement on turn 9, your "new" garrison will get a rank next turn if you're using the default 10 turn timer). Thanks to @Blackwolf for asking this question so clearly a few comment pages in, and to the author for answering!
Sir Nicholas Jul 28, 2024 @ 3:32pm 
Great mod! Was trying a custom garrison one, but doesn't allow me to have allied troops so im trying this now!
DudeChris33 Jul 16, 2024 @ 10:08pm 
MCT support when?
Dragon32 Jul 2, 2024 @ 5:08am 
@Benjideaula
Scroll down
Benjideaula Jul 2, 2024 @ 1:40am 
update?
=[NK]= Col. Jack O'Neil Jun 29, 2024 @ 2:53am 
Thanks for checking Wolf :)
Scarecrow the Spud King Jun 22, 2024 @ 3:01am 
Thx Wolf
Leaf May 15, 2024 @ 5:13am 
MCT support coming soon?
Wolf May 12, 2024 @ 8:16am 
Also, since you guys don't seem to know how stuff works, I downloaded the mod and looked at the script. No, it does not need an update.
Wolf May 12, 2024 @ 7:55am 
How about you people test it out instead of just asking for an update repeatedly. Or how about you learn how to update it?
-1+f+f+j+j+c+a+-1{i think}+g+g+D May 7, 2024 @ 7:50am 
update please
Lampros May 5, 2024 @ 7:52pm 
Does this even need to be updated?
cheesyseal4321 May 5, 2024 @ 6:16pm 
Can you please update. At least respond
预言家 May 3, 2024 @ 1:07am 
please update
Tombet May 2, 2024 @ 9:33pm 
works with 5.0?
Yeazzal Apr 17, 2024 @ 2:37pm 
This is a great idea, thanks!!!
Rounoush Mar 18, 2024 @ 8:19pm 
So I had a glitch where, while laying siege to Fort Jakova, the garrison army sallied forth then lost to my army and the next turn the units that had died were magically respawned back into the settlement at full health. I assume it is this mod that did it because it is the only one that I have that deals with garrisons. Has anybody else experienced this?
marcin.g Mar 2, 2024 @ 11:30pm 
with me everything works fine (I play as Kislev - without DLC)
N! Feb 27, 2024 @ 7:04am 
works with 4.2?
MichaelGFI Feb 13, 2024 @ 8:19am 
@[PuB] Axlegolas's I've included your excellent mod in a video about how to improve the overall siege battle experience: https://www.youtube.com/watch?v=VRk_RlZ0pXw

Thank you so much for your work!
DudeChris33 Jan 20, 2024 @ 7:34pm 
MCT support coming when?