Total War: WARHAMMER II

Total War: WARHAMMER II

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The Great Garrison Overhaul - Firepower Version
   
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Tags: mod, Overhaul
File Size
Posted
Updated
231.468 MB
Jan 7, 2021 @ 8:22am
Aug 17, 2021 @ 12:27pm
22 Change Notes ( view )

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The Great Garrison Overhaul - Firepower Version

Description
Introduction

Hello again, everyone. Once again, it's your favorite talentless hack with another horrible wonderful product of my own personal brand of madness. The aim of this project was to completely rewrite CA's awful, inefficient garrison table while simultaneously improving the general defensive potential of all settled races, specifically to slow down expansion of the AI and player in modded games.

Contents
  • Compressed garrison logic. CA's garrison tables are severely bloated, partly so that CA can tweak garrisons with little thought (even though they've yet to re-balance garrisons).
  • Tier 4 Minor Settlements: Enough said.
  • No more useless units: Settlements, even at tier 1, no longer use throwaway garrison lists that offer little to no combat power*. Defending against full stacks with nothing but miners and quarrellers is a thing of the past.
  • Larger and more cohesive garrisons: Even lowly tier 1 minor settlements field 8-12 regiments, even though they are not what one would call "high quality". Additionally, all garrisons are designed to be tactically viable, or otherwise play to a faction's strengths.
  • Unique special settlement garrisons: All forts and special settlements diverge from the standard garrisons given to province capitols and, for many factions, each other.
  • Improved garrison mages: 60 "new" mages have been added to the various races' garrisons, each having their full complement of spells.
  • Dangerous capitols: The quality of garrison troops increases significantly as settlements progress past tier three. The days of autoresolving tier 5 settlements are over**.
  • Housebroken AI: The campaign AI has been retrained to place a greater emphasis on defensive structures so that it, too, may benefit from the changes to garrisons.
  • Custom garrison units: Units from Glory Mod and Shotgunners are incorporated into this, as are the aforementioned mods.
  • Less garrison overflow: Most races' garrisons will never go above 20 units now. Those that do should only overflow due to landmarks.

Compatibility
  • This mod is specifically balanced for use with Firepower Total Combat Overhaul. A vanilla version will be released Soon™. If this is used without Firepower, the few custom garrison units may be too strong to overcome without cheese.
  • This mod is partially compatible with the Modern Weapons portion of Firepower, as I have not removed shotgunners from it. If you use both, there will probably be doubles of the shotgun units available for recruitment or other issues.
  • This mod is not compatible with any mod that changes garrisons. Using this with such a mod will cause major garrison overflows or worse.
  • This mod is not compatible with Mazz's T4 Minor Settlements or any other such mod. It provides T4 minor settlements itself and using another mod that does the same thing will cause issues.
Do yourself a favor.

https://github.com/Kaedrin/warhammer-mod-manager/releases

Known issues
  • Due to the drop off in garrison size when settlements reach the level required for defense buildings, taking certain T2/T3 settlements is easier than intended. This may result in me shifting garrison troops from defensive structures after testing phase is complete.
  • This mod will make certain faction starts significantly harder if the player(s) or AI does not expand efficiently. Taking special settlements with Higher Tier Starting Capitals early on is very difficult.
  • The vanilla CAI is not aggressive enough to fight battles at certain settlements and will attempt to wait out the garrison. This will be fixed Soon™. The inverse of this is that the AI will happily attack besiegers with high level garrisons unless severely outnumbered.
  • Special settlements that allow the construction of the wall chain WILL overflow their garrisons. I forgot that some specials allow this and will have to fix it eventually.

FAQ
  • Q: I found a bug! A: Not a question. Elaborate on the bug details, and odds are I'll resolve it.
  • Q: Why does this crash on launch/campaign start? A: 99% of the time, this is due to you not reading the compatibility section or due to a recent patch. The other 1% is comprised almost entirely of compatibility issues I have not discovered.
  • Q: Can I use X in another mod? A: Knock yourself out. Just provide credit where credit is due.
  • Q: Will you add units from X unit pack to this mod? A: If you are the author, you have permission, or the mod is dead, I might consider it. Just be aware that meddling with garrisons is a lot of work.
  • Q: This is so OP, tone down the garrisons/ such-and-such unit! A: Also not a question. Also, no. Git gud.

Shameless Plug

I've restored and expanded a few other overhauls as well as made a couple of my own.
Check them out here: https://steamcommunity.com/profiles/76561198039493969/myworkshopfiles/?appid=594570

If you enjoy this mod, make sure to

It improves mod visibility

Special Thanks

A shoutout to The Context Crusader for his (mostly complete) garrison mod template. Without it, this would have taken a lot longer than the 250+ hours that it did.

https://steamcommunity.com/id/ContextualSheep/myworkshopfiles/?appid=594570

Add him if you want access to the template.

Fine Print
* : Skaven still use massed skavenslaves at low levels. However, there should now be enough to function in their intended role as a tarpit unit.
** : The days of autoresolving T5 settlements may or may not be over. Waste 4 armies' movement and/or time on settlements at your own risk.
21 Comments
Commisar Jon Fuklaw  [author] Aug 17, 2021 @ 12:31pm 
Update:

Content:
Re-enabled vanilla beastmen garrisons as a stopgap until I have the will and time to rewrite them.

Minor Fixes:
Black tower of Arkhan garrison increased via the landmark there.
Commisar Jon Fuklaw  [author] Jul 28, 2021 @ 8:28am 
Update:

General:
Build merge with the unit pack.
Commisar Jon Fuklaw  [author] Jul 26, 2021 @ 3:06pm 
Update:

Balance:
Ironsiders increased a tier.

Fixes:
Re-added several missing recruitment allowances for empire.
Commisar Jon Fuklaw  [author] Jul 26, 2021 @ 3:56am 
Update:

Fixes:
Finally noticed the recruitment breaks brought about by the patch's changes to dorf building changes. Several high tier units should be recruitable once again.
Old version of building text file removed (not sure why it was present). Fixes missing descriptions/names of buildings.
tongmaster Jan 23, 2021 @ 5:38am 
Love this mod!
Commisar Jon Fuklaw  [author] Jan 12, 2021 @ 11:47am 
Update:

Balance:
Gave the ratkateers their own projectile explosion. The mortar explosion was very much overboard for them.
Reduced HP for stormvermin champions and shadowvermin.
Commisar Jon Fuklaw  [author] Jan 11, 2021 @ 11:20pm 
Update:

Content:
Preliminary release of T4 minor settlements.
Commisar Jon Fuklaw  [author] Jan 11, 2021 @ 3:58pm 
Update:

Fixes:
Allowed several units to be used by Kislev, Tilea, Estalia, and Border Princes that CA did not previously allow. All four factions should now have full access to their garrisons, now.
Commisar Jon Fuklaw  [author] Jan 11, 2021 @ 1:36pm 
Update:

Content:
Came up with a workaround for the inability to overcast spells normally. Players can choose between normal and overcast by switching between spell groups using the left and right arrows in the bottom right corner of the screen. This will be used until the desired method for casting can be used.
Removed Cracks Call Upgraded for now, as for some reason, it cannot be cast.
Commisar Jon Fuklaw  [author] Jan 11, 2021 @ 10:34am 
Update:

Content:
Skaven units from Glory Mod now work with the Clan Moulder mutation system.