Total War: THREE KINGDOMS

Total War: THREE KINGDOMS

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Ma Teng unique garrisons example
   
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Tags: mod, campaign
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162.918 KB
21 Jun, 2021 @ 9:43pm
21 Jun, 2021 @ 9:52pm
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Ma Teng unique garrisons example

Description
Copy this mod's structure to help you make your own custom garrisons for factions. You can have each factions unique units as part of their city/resource garrisons!

Download link for chart
i.imgur.com/UaJSYt1.png

This is a follow up on my previous template mod: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2511699126
11 Comments
jras  [author] 15 Jul, 2021 @ 4:34pm 
@MuTaTeDReE Very nice. I'm glad this guide is helping modders. I have a feeling the crossed out subculture table might be necessary for bandits. I may test it, eventually...
MuTaTeDtReE 15 Jul, 2021 @ 3:20pm 
@Juria

Unfortunately I couldn't get the bandit garrison to work. Regardless, my friend and I have finished our own garrison mod thanks to your guide https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2548127220 . Big credits to you!
MuTaTeDtReE 15 Jul, 2021 @ 1:21pm 
Oh! I didn't realize this mod also changed her retinues. Thanks! I'll take a look at it
jras  [author] 15 Jul, 2021 @ 9:29am 
@MuTaTeDReE Yes, see this mod by skm for an example of bandits, Zheng Jiang specifically:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2547058380

MuTaTeDtReE 15 Jul, 2021 @ 6:11am 
@Juria

Another question. Does this method work when changing garrisons for bandit class? I'd imagine the set up would be somewhat different due to the different building types and counties.
MuTaTeDtReE 14 Jul, 2021 @ 1:42am 
@Juria For the campaign_group_member_criteria_factions_tables I did add the name of the desired faction under "faction" and "context" as owner. Is there something I need to change here? I looked at database pack that "context" also has and 'actor' option. But I'd assume that's the player?

In any case, it does appear that I'd either have to end turn or an AI capturing a settlement for their garrisons to "reset" to the modded versions.
jras  [author] 13 Jul, 2021 @ 7:13pm 
@MuTaTeDReE Glad to hear that about the diagram. I haven't tested with AI garrisons yet. Did you: 1) Add rows to campaign_group_member_criteria_factions_tables for the desired AI factions and 2) Let the turn pass for the AI?
MuTaTeDtReE 13 Jul, 2021 @ 4:04pm 
@Juria Thanks! I managed to figure it out and seems to be going well. Props to the guide! Do you by any chance know how to also change the garrisons for the AI? So far I'm only noticing that the garrison retinue change affects only the player.
jras  [author] 12 Jul, 2021 @ 9:51am 
@MuTaTeDReE Yes, easily. Cities and resource settlements already use different retinue chains in vanilla.
MuTaTeDtReE 12 Jul, 2021 @ 5:55am 
Is it possible to make different retinue types per different county with this method? I was thinking about adding some of the qiang infantry units in certain counties (city counties) and others with more cavalry-oriented (mine counties).