Total War: WARHAMMER II

Total War: WARHAMMER II

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Reporting For Duty — Garrison Upgrade
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Tags: mod, Campaign
File Size
Posted
Updated
2.755 MB
8 Jan, 2021 @ 5:15pm
23 Oct, 2021 @ 10:17am
44 Change Notes ( view )

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Reporting For Duty — Garrison Upgrade

In 1 collection by piercebuster
Reporting For Duty collection
14 items
Description
SUMMONER HEROES UPDATE HAS ARRIVED!
(If you don't want this feature, you can use Reporting For Duty Classic instead.)

한국어



Ever look at a military building and think "But who's training the recruits?"

Have you wished defending spellcasters actually knew more than one spell?

Do you want more variety in enemy defenses?

Do you wish big settlements could have more than 20 units?

Wait no more!


What this mod does

1) Reporting For Duty is a garrison upgrade mod that awards garrison units for military buildings, landmarks, and other thematic buildings.


2) Thanks to my mod partner John Austin, heroes and spellcasters will also level up with the settlement and gain abilities and spells.


3) Reporting For Duty also entirely reworks the garrison priorities rules. In-game these come up if a garrison has more than 20 units assigned (20 is the max) - then it removes the excess units from the garrison according to priority. In practice? Oh my !@#$ those priorities rules were bad. We're talking "Blood Knights ranked worse than Zombies" bad. I mean bad. So I created new rules for every unit, based on their actual usefulness in a defensive siege battle.

4) Summoner Heroes: This includes my Summoner Heroes mod that awards summoned units (which do not degrade over time) to the garrison hero from specific Tier 4 and 5 buildings.
This lets garrisons functionally have more than 20 units.
The A.I. will use the summons, too.



More words
If a building can recruit a military unit, it will add something to the garrison. Even for the non-playable races with their own building chains like Savage Orcs, Southern Realms, and Kislev.

Most landmark buildings will also contribute to the garrison, or grant an ability for combat.

Empire State Troops are awarded to Empire landmarks based on their origin.

More awesome
This mod is a companion mod for my BETTER SIEGES mod. Go get it for more awesomeness. We're all about the awesomeness here.

This is also specifically designed to be compatible with Austin's TAILORED FACTION GARRISONS mod. It's legit.


Future plans
We're not done yet! What about hordes? What about other custom factions and custom units?

Yeah fam. I got you. Strap into your seatbelts. Updates and submods are on their way. Do your whole "like subscribe and follow" dance because this mod ain't stopping yet. Check it:

Supported Custom Units (optional)
All are optional. If you don't have them you won't notice.

Supported Custom Factions (optional)
Some have built-in support, some require submods.

---> Click to get the their Reporting For Duty submods <---




Compatibility

A couple summon abilities might require DLC? I'm not sure.

This mod is save game compatible. It can be added and removed without damaging your save. However, whenever new garrison units are created by anything (such as by this mod) they spawn at 50% life.

This mod contains Austin's You're A Wizard Garri-son and Oh Captain My Captain inside it. If you think the upgraded heroes and spellcasters are cool but don't want the extra garrison units, go grab those instead. It's cool. You're only dead to me.

COMPATIBLE OVERHAULS*
*However the garrison hero will be vanilla stats. Use Reporting For Duty Classic if you want your garrison hero to have overhaul stats but lose the summons.

COMPATIBLE GARRISON MODS

NOT COMPATIBLE GARRISON MODS
  • Dynamic Garrisons 2
  • Military Buildings add to Garrisons
  • Optimal garrisons
  • Trebor's Garrison Overhaul

Due to how garrisons are programmed in the game, this mod will be incompatible with the majority of other garrison rework mods out there. Ask if you want to know.

Thanks
A huge thanks to HARBiNG3R and his garrison mod which gave me the inspiration to create this and do things differently. It also jumpstarted me with a framework and easily saved dozens of hours from the hundreds I spent on this.

Thanks to http://twwstats.com/unitscards for their really well-designed website to find and compare unit stats.

Thanks to totalwar.honga.net for their lists of faction buildings ID keys so I didn't miss any or go bald from pulling out my hair while making this.

Thanks to you for reading this far, playing it, and not making your own garrisons mod. Seriously. Don't do it. It's miserable.

Have fun! 😃

Link to Better Sieges (HIGHLY RECOMMENDED)


Link to Pierce's workshop


Link to John Austin's workshop
Popular Discussions View All (5)
20
1 Oct, 2021 @ 12:33am
Summoner Heroes Discussion
piercebuster
10
26 Oct, 2021 @ 1:40am
Suggestion
Deviant
7
30 Jul, 2021 @ 9:52am
Reporting For Duty feature roadmap
piercebuster
445 Comments
Autumnchain 24 Feb @ 7:30pm 
I hope you'll get into it at some point.
piercebuster  [author] 24 Feb @ 7:02pm 
@Autumnchain It wouldn't be for a hot minute - I haven't actually played #3 yet.

@FailSafe & Shamaster thanks for the bug reports. I'll update you when I fix them - no promises on when.
Autumnchain 24 Feb @ 6:07pm 
Is this mod ever coming to TWW3?
FailSafe 9 Sep, 2024 @ 8:50am 
which wouldnt be too bad, but if the AI use it, they wont be as restrained as a player :D
FailSafe 9 Sep, 2024 @ 8:49am 
just a little heads up, it appears the summons are bugged to be given to any agent, including those of reinforcing armies, I ended up with more than half a stack of black guard through the various heroes in two reinforcing armies :)
Shamaster 2 Jul, 2024 @ 5:13pm 
I don't know if you still maintain this mod (it's wonderful btw, a staple for all the playthroughs I've been doing while waiting in between wh3 updates. But if this is the mod giving doomrockets (the warp engineer spell) to garrison commanders then there's a hilarious interaction when a skaven settlement has acsess to the spell but doesn't have any hero unit in the garrison. Instead of firing 1 doom rocket that splits into many smaller rockets it fires the unit number (120) doom rockets that split into smaller rockets. It is very hard to dodge and will melt literally anything and then continue bombarding the area for a minute or so. It's very funny and probably thematically appropriate but also probably a bug or oversight. (If you're not updating it anymore it's not even a game breaker, but it is funny and worth noting.)
piercebuster  [author] 24 Jun, 2024 @ 2:14pm 
@Jon Did you try the SFO submod? Just because it's out-of-date doesn't mean it doesn't work. I don't know if it does work still, though. If it doesn't that's not something I can change.

So you know what to look for: if there are errors with SFO, it is most likely to be a duplication error. As in instead of having a garrison of 4 swordsmen and 4 archers, you have 8 swordsmen and 8 archers. Something like that. It's unlikely to cause the game to crash.

Overall, I do not recommend using SFO.
Jon 23 Jun, 2024 @ 8:43pm 
Is there an SFO version for this amazing mod? Thanks!
piercebuster  [author] 4 Oct, 2023 @ 4:44am 
@Gator
Unfortunately, no. But you could learn how to make that mod yourself! The regular settlement garrisons are structured the same way as the extra units from buildings underneath the hood. That is: the settlements are "buildings", too. If you overwrite the settlement garrison codes with values that don't resolve, then you'll eliminate the ones you don't want. Come by to the Modding Den discord for help getting your bearings - very friendly crew. You're looking to make a (conceptually, at least) simple mod that anyone can do, though it may be harder than you want to get right. You'll see. Give it a try! https://discord.gg/vAXTJh95
Gator 3 Oct, 2023 @ 2:30pm 
Is there a mod that removes the basic garrison from the main settlement building? I would very much like to turn WH2 into a non-20v20 every fight and I think this plus that would be amazing in doing that. Either way the mod is great.