Total War: WARHAMMER III

Total War: WARHAMMER III

Fully Custom Garrison - 6.x Update
359 Comments
TheHippoAtYourWindow 8 hours ago 
Just posted, thanks
BlackJackGear  [author] 10 hours ago 
If you want you can post the mod list in the bugs discussion, I can have a look when I have some downtime
TheHippoAtYourWindow 10 hours ago 
Yea everything i put in is just gone sometimes when i load in, putting more in doesnt make them come back. never have the issue in the same session, just when im loading up a save. wonder if its not persisting them for some reason. im playing chorfs with some other mods, but nothing that should affect garrisons so idk. cool mod though!
BlackJackGear  [author] Aug 30 @ 12:28pm 
@TheHippoAtYourWindow did the entire garrison disappear?
I had that happen once, for some reason the game forgot to show it, and after trying to add a unit it showed back up.
If its just some units then I have no idea.
TheHippoAtYourWindow Aug 29 @ 4:38pm 
anyone run into the issue where units placed into a garrison disappear after reloading a save?
BlackJackGear  [author] Aug 24 @ 12:37am 
Or just use the balance discussion here.

Settlement clickbox is finally fixed now
BlackJackGear  [author] Aug 23 @ 2:16pm 
Sure, you can find me on the modding den discord.
DAREdavel Aug 23 @ 2:12pm 
@BlackJackGear The offset clickbox for settlement banners is no problem after you get used to it.

Enabling garrison upkeep in MCT and setting the free builds slots to 0 is a workaround to correctly show garrison upkeep in treasure UI according. Force-updating treasure income (f. ex. disbanding/instant-recruiting any unit/lord/hero or adding a unit to a settlement garrison via this mod) is required to see the UI change.

I guess that in all cases, the AI does not pay any garrison upkeep? IMO that is needed to not break the campaign AI.

Since I don't want to flood the comments, would you prefer opening a discussion instead for lengthy questions/feedback? Anyways, this mod fixed the "too easy to expand" issue for me, and added the unit variation needed to make this game fun once more. Thank you!
BlackJackGear  [author] Aug 23 @ 1:59pm 
Yep that's it, no restrictions.
Tho to be perfectly transparent, with default settings its impossible for the ai to get high tier units until probably turn 50 or so.
They get a bonus on game start for the starting units so those can be quite high, but after that its mostly tier 1 and 2 and a bit of 3.
Also depends a bit on how the bonuses stack
For example province capitals get a bonus and faction capitals as well, with those stacking its possible to get better units in that specific settlement.
All these are mct adjustable, you can take a look at the mct guide in the discussions or just test it out.
DAREdavel Aug 23 @ 1:39pm 
@BlackJackGear Sorry, but I still don't understand the "only recruitable" option.

My interpretation is that if toggled on, then the AI has their global recruitment for garrisons. The garrison unit distribution would still take weightings into account, but recruit/upgrade units over the end turn and neglect recruitment duration (f. ex. Empire could get a Steam Tank in one turn in any settlement, given they can recruit one and is rolled by the mod).

If toggled off, it is *any* unit of the faction (f. ex. Empire could get a Steam Tank in any settlement in one turn in any settlement, even if they don't have the required building yet is rolled by the mod). Are there any constraints in place preventing the AI from getting a T5 units such as Steam Tanks in the early game?
BlackJackGear  [author] Aug 22 @ 12:09pm 
@DAREdavel
No idea what I updated 2 days age, tho I try to keep the changelog up to date, so that would be the best history source.

That issue with the settlement button again, I need to check that.

To see the upkeep icon you have to enable upkeep in mct, then it shows up on the unit card.
The upkeep cost is shown on the top left of the settlement panel, same place as the one on the military force panel. If you hover over it it will show the free slot breakdown provided by the buildings.

"Only recruitable" allows the automatic generation to select units only from those the faction can recruit anywhere at all.
The default behavior is that it selects from all units a faction has theoretically available no matter if they are recruitable or not
DAREdavel Aug 22 @ 10:00am 
I would also like to ask for some clarifications from your descriptions:
In the feature guide on UI:
"An overview of the provided slots is visible when hovering over the garrison upkeep amount in the settlement panel. Every unit has a little icon that shows if its free." Where can I find this? I can only see if it is a custom unit with the fort symbol, but otherwise nothing.

About the "only recruitable" MCT setting:
Is this only for AI/auto-generated garrison? What is the difference between "all units a faction has available" and "factionwide"? With all other settings on default, I did not notice any immediate changes. My guess is that the default option is local recruitment vs global recruitment for AI garrisons?
DAREdavel Aug 22 @ 9:58am 
May I ask what you updated two days ago? If it has to do with the script break warning "attempt to index local 'settlement_list' (a boolean value)" then your fix worked as I am no longer getting this warning. What remains is that the settlement clickbox is off-center (https://imgur.com/a/1bkVUAf) . I tested this with all my other mods and vanilla vs. all mods including your FCG and vanilla with only FCG. Double clicking a settlement to zoom in works perfectly fine. Only an issue with settlement banners, province banners have always worked for me.
Aku Aug 21 @ 12:46pm 
It's a tough one to work with. There was a very impressive group working on 40 unit armies on the modding den, but after the mod was published it has gone pretty quiet. AceTheGreat is doing great work with it now but without access to certain parts of the game from CA it's finicky.
BlackJackGear  [author] Aug 20 @ 10:53am 
@Aku I have been trying some stuff for that but so far found nothing working / practical.
Maybe at some point
Aku Aug 20 @ 10:08am 
I'd be very curious to see how you try unlimited garrisons, I know with 40 units mod any siege attrition on armies above 20 units crashes the game. Thanks for all of the support you've provided for this impressive mod!
BlackJackGear  [author] Aug 16 @ 11:56pm 
@Hecleas long? sadly yes, infinite, no that would be an issue
Hecleas Aug 16 @ 9:22pm 
The mod works very well, but is it normal that with this mod when I want to restart a save, the loading is infinite?
BlackJackGear  [author] Aug 15 @ 9:52am 
@Theo_773 also do let me know if you have balance feedback, I have a discussion for that
BlackJackGear  [author] Aug 13 @ 9:33am 
@Theo_773 yea when I made the garrison transfer I was lazy and left out the scrap upgrade stuff.
I will see about fixing that.
Theo_773 Aug 10 @ 3:05pm 
Hello! Thanks for this awesome mod, its great, except for a few imbalances here and there.

I was wondering if you knew of any mod that adds the hellforge upgrades to the chorfs garrison units ? I figured this mod would do it since the garrison kinda work like armies (at least UI wise), i tried transferring a unit from an army to a garrison that already had upgrades and it removed them, i searched and did not find any mod that does it, and i dont think it is easily editable in pack file manager.

Thanks in advance and sorry for bothering!
Meryas Aug 6 @ 8:59am 
Sure. I will check out that server in the weekend.
BlackJackGear  [author] Aug 6 @ 7:49am 
If you want to make it your first mod, open a thread on the modding discord in mod development and ping me there.
Meryas Aug 6 @ 7:37am 
Ohh, maybe I should learn how modding acutally works in this game and do it myself then haha
BlackJackGear  [author] Aug 6 @ 6:04am 
Its actually the opposite, If you want to get rid of all the garr units the only thing you have to do is to overwrite the entire table, super simple.
Doing it only for settlement buildings means you have to identify those and then adjust only them.
Meryas Aug 6 @ 5:57am 
Yes, I mean exactly that, but it might take too much time to do that and maintain the mod for each individual building as opposed to the settlement main building sweep, so I understand if it is not feasible.
BlackJackGear  [author] Aug 5 @ 11:09am 
@Meryas
You mean like my "no garrison units for settlement buildings" mod, but it removes all vanilla garrison units?
My current idea for unlimited size is, to add them as reinforcements at battle start.
Have been to busy with other projects to do much on that yet, but I plan on testing if the approach is viable at all before the end of the year.
Meryas Aug 5 @ 8:55am 
It seems I forgot to thank you for your work first and foremost. So, thank you for making the game more fun!
Meryas Aug 5 @ 8:09am 
Is there a mod to remove buildings adding garrison units? That would be awesome in unison with your mod. Garrison buildings could just add free upkeep slots like the settlement one. It would be very cool for every garrison to be just custom or generated by your mod.


--- "Unlimited garrison / army size - would you be interested in that?" ---

Hell yeah on unlimited garrison size. Maybe as a different mod because I would love to sometimes just let the vanilla buildings decide which units are in the garrison but with no 20 unit cap.

Another option to overcome the unit cap could be to let every building "permanently summon" their garrison additions when the fight starts, or add "reinforcements" like WAAAGH. Whichever is easier for you would obviously be the best.
Khaton Aug 3 @ 1:58am 
Oh well, even just being able to move units from my army into the garrison is a massive plus, thank you for making this.
BlackJackGear  [author] Aug 3 @ 1:15am 
@Khaton sadly yes, I had to do some annoying workarounds to get settlement recruitment working.
The further you go into a campaign and the more effects are active on the settlement the worse it gets, I might make a stripped down light version at some point
Until then your best bet is to disable settlement recruitment in the mct options
Khaton Aug 2 @ 4:18pm 
Nevermind, somehow i got to start a campaign without those lag spikes, i thought i was the landmark mods that were responsible, and deactivated them and reactivated each on its own without issues, and then all of them, again without issues.

No idea how things got fixed, i'll have to see if it stays that way when i'm 50 turns further into a campaign.
Khaton Aug 2 @ 2:25pm 
There's some more info to add: building/upgrading buildings also cause lag, i've also got multiple landmark mods active and some of these landmarks add garrison units like defensive structures do.
Khaton Aug 2 @ 1:53pm 
Heya BlackJackGear, i understand that loading turns will take longer with this mod, but is it normal for there to be lag spikes whenever i click on settlements, the garrison recruitment button and whenever i click on a unit to recruit to the garrison?

I've got quite a large number of mods installed, but the only one that i can think of that does something with settlement UI is Building Slots expanded, i also have warband upgrade mod for all races, crafting system mod, scrap upgrade mod for each race, which add buttons to the UI, not sure if that has an influence on this mod in any way?
Or is it a load order issue? i've got this mod placed far down the list, maybe it needs to be placed higher?

Mind you i don't have all mods for all races on at the same time, currently running empire and have the specific mods active for that faction only.

I hope you could help me out, because i really love this mod and would hate to do without it.
FiftyTifty Jul 31 @ 3:12pm 
That's a really big brain way to do it tbh! I wonder if that can be done on horde armies...Could be an awesome way to fake the Waaaagh system for some factions but we can modify it via script.

At least in TWW2, we couldn't do anything with Waaagh armies, they weren't properly exposed to the scripting system.
BlackJackGear  [author] Jul 26 @ 2:11pm 
If you have been using the comp path for 3 rows of building slots, that one is not needed anymore and you can get rid of it.
The mod should also be more compatible with other ui mods in general.
BlackJackGear  [author] Jul 26 @ 11:38am 
UI Update
--updated ui for settlement recruitment, no longer overwrites vanilla settlement panel.

This is a big one, let me know if you find any issues.
BlackJackGear  [author] Jul 25 @ 8:38am 
@FiftyTifty sadly not.
Garrison units are added only via buildings, so whenever I need a unit added, I build a hidden building in a foreign slot.
That building then provides the unit to the garrison.

@Señor Bucket if you want me to do something about it, I need more info then that.
FiftyTifty Jul 25 @ 7:44am 
Damn this is an amazing mod. I took a look at the script to figure out how you're adding them to the garrison army. Are you simply getting the garrison residence military force's general, and adding the unit to it like any other army?
Señor Bucket Jul 25 @ 7:27am 
this mod crashes my game
BlackJackGear  [author] Jul 24 @ 3:10am 
@Brad, is it still happening? I pushed an update for that.
Brad Jul 22 @ 11:11am 
Hey, is Miao Ying bugged, or is there an issue with one of the compatibility patches for multiplayer? I never have a garrison it's always empty, even after a resync.
BlackJackGear  [author] Jul 16 @ 11:12pm 
@Iviv Yes to all
The order should be lowest value first but ca is not terribly consistent on the vanilla units priorities
Iviv Jul 16 @ 3:26pm 
Just started using this mod, and part way through a campaign I'm really enjoying it, though I have a bit of a question about how some of it works.

So, a settlement has its base garrison as generated by the buildings, and then you can add your own units to it, but I on the garrison details tab it has a 'total units in garrison' check which caps at 20, meaning I assume that's still the max garrison size. Meaning if you add enough custom units to the garrison it will start removing the original units from the garrison to make room for your custom ones? If so, is there an order that this happens? And if I later remove my custom units from the garrison, will the original ones get readded?
BlackJackGear  [author] Jul 13 @ 12:19pm 
Yes, if you join the modding den discord you can find me there
Reaper Jul 13 @ 12:18pm 
thanks, do you use the same profile name on discord?
BlackJackGear  [author] Jul 13 @ 11:53am 
@Yoshi I have no plans to make a standalone ui version, but if anyone wants to they are welcome to yank out that part and make a mod out of it.

@Reaper Steam keeps a history of all the versions, ping me on discord, ill send ya the file
Reaper Jul 13 @ 11:40am 
Any chance anyone has the files saved from 6.1.5? Love this mod but I've had to rollback because of other compatibility issues but now this doesnt work.
Yoshi Jul 13 @ 6:59am 
Thanks for replying. I think the idea is super cool but I am trying my best to make a level playing field between the player and the AI so I wont be using this mod.

Is there a way to get just the UI change? Its so much nicer to see the garrisong with full unit cards vs see all regions at once with the small unit cards.
purpleV Jul 13 @ 12:01am 
Thanks for the mod, i was thinking aboud such a mod for my cathay bastion garrison. =)