Total War: WARHAMMER

Total War: WARHAMMER

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Dynamic Garrisons
   
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Tags: mod, Campaign
File Size
Posted
Updated
51.434 KB
29 Apr, 2017 @ 8:52pm
27 Aug, 2017 @ 3:32pm
13 Change Notes ( view )

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Dynamic Garrisons

Description
Sick of fighting the same defenders at every settlement? This mod makes garrisons more dynamic and based upon all the structures contained within each settlement. Now you will find more interesting and difficult garrisons protecting settlements that have notable military infrastructure, while towns that focus on commerce and production will still be fairly vulnerable and easy to take.

I have also incorporated ideas from Nefarias Bredd on the inclusion of heroes in the garrison to allow the defense to (at least poorly) counter the attacking Lords and Heroes.


Other mods by Iron:

Dynamic Garrisons 2 (with many improvements including characters with abilities) for Warhammer 2 and Mortal Empires - https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1217232901

Dynamic Garrisons 2 with Unit Rarity Limits
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1229141919

Armed Citizenry (WH 2) - https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1217233152

Longer Campaign Chapters (WH 1) - https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=908587842
37 Comments
Iron  [author] 30 Nov, 2017 @ 7:45pm 
Dynamic Garrison 2 has been completed (until Norsa release at least). All characters have abilities now and I will see if this is now possible in Warhammer 1 as well. Link to the mod WH 2 and Mortal Empires is below:

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1217232901
Iron  [author] 31 Oct, 2017 @ 3:06pm 
Will do, eventually. No ETA at the moment though, sorry. I do plan on altering the default garrisons though to account for the 20 unit cap. In my few experiements, the units from the original garrison would override the additional ones from other buildings, but I am not sure what the determining factor is. Even with altered default garrisons, a player will be able to go over the 20 unit cap if they choose, so I would be interested in understanding what determines which units are left out of the battle.
flupo42 30 Oct, 2017 @ 7:12am 
Would really like this mod in Mortal Empires of Warhammer 2 - bigger campaign there means it's even more vital to have variety of garrisons to fight. I've heard some factions though already top out at full stack with high level defensive buildings and people complaining that when there is over 20 units, the game just deletes the strongest.
Iron  [author] 9 Sep, 2017 @ 7:55am 
It is looking like there will be options for adding heros to garrisons in Warhammer 2 and there will also be substantial changes to the number of building slots available. I do not plan to add anything new to this mod until we see all the changes at the end of the month, but please feel free to post any lore-friendly ideas or changes you would like to see.
Apex 9 Sep, 2017 @ 3:57am 
good stuff, keep up the good work
WaRZa 28 Aug, 2017 @ 1:51am 
It's work for me thx for this mod
Iron  [author] 27 Aug, 2017 @ 3:35pm 
I never intended to place Lords in the garrisons. I had read this would cause problems. They have been removed for now, and I will add a Hero to lead those garrisons later.
Goedendag 27 Aug, 2017 @ 4:53am 
So i just beat a Norsca city with 2 armies, one full one with 13/20 guys in it. After capturing the settlement the goblin carded marauder cheiftan somehow ended up in my partial force. I have 2 lords in that army now. Hes also costing me upkeep lol.
WaRZa 26 Aug, 2017 @ 8:00am 
The garrison of cities stays the same in all quote them and all the factions of the game(set,play). For example in the description l wrote well 3 fighters 3 lancers and 2 crossbowmen there but when I click on ben quotes her(it) to see the garrison there has only 3 lancers and 3 fighters like as vanilla. Try to test only your mod the same problem...
Iron  [author] 25 Aug, 2017 @ 6:22pm 
Ew gross, goblins. I'll have to check that out.