Total War: WARHAMMER II

Total War: WARHAMMER II

Dynamic Garrisons 2
312 Comments
Skraever 22 Sep, 2024 @ 7:30pm 
I have one question, does the settlement units get changed by the other buildings units?
Playing skyre and for some reason the garrison for the city is clanrats and skavenslaves, unsure if the unit card is bugged or not.
(I put economy and military estructures)
Lobuno 21 Apr, 2024 @ 2:09am 
@NeoKorp: I just examined this mod with RPFM, it doesn't include any changes to unit stats. So, if you are playing with SFO, the unit's stats will be the same.
BUT...
This mod doesn't include neither takes into consideration any unit introduced by SFO (or any other mod). So those units won't be included in garrison, or at least not with the priority changes introduced by this mod.
SO.. no, I wouldn't use this mod with SFO as it's designed for vanilla ONLY.
NeoKorp 5 Mar, 2024 @ 2:45am 
Works with SFO, not sure if the stats are the same though. Someone needs to check that out.
BUT not perfect in terms of which units to spawn. Tested using Empire and the captains got replaced >,<

I think the AI is affected by this mod. Wonder how jacked their bases are when fully upgraded.
Behrzerker 6 Mar, 2023 @ 4:34pm 
Tested myself, and yes, one more necrotect was added by this mod on top of the ones added by piercebuster's reporting for duty and possibly another mod. Hence why using more than one garrison upgrade mod isn't recommended, so I've removed this one.
Behrzerker 5 Mar, 2023 @ 10:20am 
Currently playing as the Tomb Kings and I have three necrotects garrisoned in my province capitals provided by a single building, the necrotect work camp, a slave building ; and I wonder if that's because of your mod adding one or even two necrotects on top of another mod I may have. Three is just too much and it takes the place of more important, useful and valuable units. I'd just need to know if that's the mod I should remove in order to prevent that.
Rigel 12 Oct, 2022 @ 10:43am 
I second Thaddius, I miss using this mod.
ThaddiusX 29 Aug, 2022 @ 7:08am 
This is so sorely needed in WH3. Will you consider releasing it for WH3? That'd make for a whole lot of happy puppies. :-)
skoobeldoobel 12 Mar, 2022 @ 7:58pm 
Also the eternity chamber building loses its garrison at tier 5? Why? It had a couple of decent units at tier 3
skoobeldoobel 12 Mar, 2022 @ 7:54pm 
Doubt this is being updated anymore, but man, the walls buildings need a buff. Tier 5 lizardmen wall provides 1 saurus warrior, 1 terradon rider and 1 kroxigor. All that in a building that takes several turns and costs 10000+ to build, takes up a building slot, and does absolutely nothing else. I know you want them to have 3 units, and that's fine, but at the least have the units be good. I mean, is there any reason why the saurus warrior isn't a temple guard unit? Basically every other building provides a better garrison than this. Maybe the building could give a buff to defender, like melee defense, leadership, ward save, ammunition etc
Picasso Sparks 18 Jan, 2022 @ 7:57am 
Really like how this mod makes defending sieges more interesting and worthwhile, especially in the early game. And makes attacking less of a steamroll. Nicely done.
MannenMyten 4 Dec, 2021 @ 8:36am 
Absolutely love the mod, BUT special Forts, like Fort Soll or Fort Bergbres doesn't have extra large garrisons from the mod. Only the normal cities. Can this be fixed?
Arny 27 Nov, 2021 @ 4:00am 
Hi,
It's still update for Thorek campaing?
Thx
DevilSlayer 18 Sep, 2021 @ 12:11pm 
Hi Iron! Love this mod and am happy to report it is compatible with 'Lords of the Land'... Just had a really awesome start to my campaign but then the settlement garrisons overflowed and the lords and heroes and elite units were gone :(

Is there any way to raise the 20 unit cap, just for the capitals?
Iron  [author] 11 Sep, 2021 @ 2:27pm 
@Quasar It should match, please comment with specific buildings that do not match and I will check them
Quasar X1 8 Sep, 2021 @ 1:47pm 
The garrison units listed on the settlement info card often don´t fit to the real units inside the garrison of the settlement. Is this a bug?
Mr. Tarzan 2 Aug, 2021 @ 12:47am 
Ah, I assumed the July 20th update had reworked them. Cheers, keep up the good work.
Iron  [author] 1 Aug, 2021 @ 3:25pm 
@Mr. Tarzan. Beastmen are unmodified currently. That is subject to change when I understand what would make sense for them.
Mr. Tarzan 1 Aug, 2021 @ 1:07pm 
But also no hero commander
Mr. Tarzan 1 Aug, 2021 @ 1:03pm 
Are the beastmen herdstone settlements working as intended? They are a nomad horde faction after all, so seeing their fully 20-unit garrisoned tier 2 settlement is a bit whack maybe...?
Shatilov 18 Jul, 2021 @ 3:44am 
i want to say the level 3 port provides no garrison units for the new dwarf faction Thorek.
Sebo 17 Jul, 2021 @ 12:25pm 
This is making main settlements like Hexoatl significantly worse than minor cities, went from an almost full 20 units garrison with temple guards to less than 15 units in total with basic saurus and jav skinks.
Iron  [author] 16 Jul, 2021 @ 6:01am 
@dat fishe boi Thanks for these, I will address them

@skoobeldoobel My own playtesting disagrees with this. Any further addition to garrisons would mean that I do not actually have to defend my cities or do not need to worry about making sure I build buildings with good garrison units for frontier cities.
skoobeldoobel 15 Jul, 2021 @ 11:16am 
Also, maybe increase the amount of low-quality militia troops in the main settlements, as the settlement grows. Keep the elite stuff to military buildings and mid-quality to tier 3 infrastructure
skoobeldoobel 15 Jul, 2021 @ 11:12am 
Main settlements are way too weak with this mod tbh. I think tier 2 infrastructure buildings should give garrison, rather than having it locked to tier 3. Maybe then also have tier 3 infrastructure give 2 units, rather than 1.
Dat Fishe 15 Jul, 2021 @ 12:37am 
@Iron It does work for the most part, but in addition to new stuff added by the DLC, there are also a couple of problems, namely the Engineer's Workshop having a Thunderer, but not the Engineer's Guild Hall, and the Pyramid of Itzl not giving a garrison at all.
Iron  [author] 14 Jul, 2021 @ 8:43pm 
Should work fine without an update, but I will update soon to fill in any new buildings introduced in the DLC
Dat Fishe 14 Jul, 2021 @ 8:14pm 
Will this be updated for the new expansion? No pressure either way, I just want to know whether I should keep coming back here to check or not.
Iron  [author] 20 May, 2021 @ 5:35am 
@Stomposaurus Garrisons do not generally work that way and take time to regenerate units. Even if you add units to a garrison with the mod, they start at 0 health and take a few turns to regenerate to full strength. I do not see how this mod could cause the problem you are describing, but if you have any more details I can keep an eye out for it.
Stomposaurus 20 May, 2021 @ 3:11am 
Think I might have found a bug(?), after fighting a break-out attempt from a city I was besieging and pretty much annihilating the enemy force, it seems the garrison "respawned" at full force?
dudoka 30 Mar, 2021 @ 10:47am 
Any chance to update?
Stubborn Pirate 27 Feb, 2021 @ 1:02pm 
Eltharion doesn't seem to get garrison troops for his mistwalker buildings. Might be intentional just thought I'd check.
SalzStange 12 Feb, 2021 @ 3:58pm 
Is the dwarf port fixed? Wanted to play a new dwarf game
Archarius 12 Feb, 2021 @ 2:17pm 
@Iron Found a very strange thing. Warlock Laboratory building, you can create in under-city with dooom engineer, provides garrison for some reason.
Archarius 29 Jan, 2021 @ 10:46am 
@Iron Think I found the another building that might missing unit or two for a garrison. It's a landmark "Pfeildorf Wine Market" in, well, Pfeildorf in Solland province.
Iron  [author] 17 Jan, 2021 @ 8:26am 
@Archaon yeah, I dont recall that unique port so you are probably correct. Adding it to the list
Archarius 16 Jan, 2021 @ 1:04pm 
It looks like landmark available for everyone, not just dark elves, so possibly everyone got no garrison from that port.
Archarius 16 Jan, 2021 @ 1:02pm 
Found another possible building with no garrison. A unique port at Dragon Fang Mount, where Malus starts.
Archarius 14 Jan, 2021 @ 1:07am 
@Iron np :)
Iron  [author] 13 Jan, 2021 @ 3:56pm 
@Archa0n thanks, will fix
Archarius 13 Jan, 2021 @ 9:26am 
Not sure if someone already mentioned it, probably did, but T5 dwarf ports possibly got no garrisons, while T3 got 2xQuarrellers. Maybe it's just like with with arachnarok spider for orcs and T5 port garrison is there, but require some other building for it to "show up"?
Iron  [author] 12 Dec, 2020 @ 11:41am 
@Drakken no, I have no interest in strengthening garrisons. I find them too strong in the base game, and I need sieges and city defense to be more challenging and require planning.
Drakken 12 Dec, 2020 @ 6:29am 
I like a lot of what the mod has to offer.

However, the gates for major cities are giving all of 3 units for the dwarfs... even fully upgraded? Fully upgraded I get an ironbreaker and 2 quarrellers? This should be upped to 4-5 units IMHO. The ironbreaker is nice but you can't defend a city with so few units.

It is hard to guard the walls of a city properly even when you have 20 units. Since you decreased the number of units in both the settlement at all levels and with gates it is almost impossible to get a full garrison with 8 slot cities.

I played for 100 turns with the mod and it is not for me. You could have just added units with the buildings like you did, ignored gates and settlements, and it would have been great. I was hoping to strengthen garrisons more.
Deviant 7 Dec, 2020 @ 12:05am 
I thought that you specifically make the main (first) character of the garrison a melee (at 90%), so that there was an additional point in building magic buildings with a magician in the garrison (or near-magic, like in Norsca - public order and magic). Also, in small garrisons, the magician is poorly realizing himself, and in large garrisons he realizes well. But the melee character feels good with a small garrison.
Iron  [author] 6 Dec, 2020 @ 5:30pm 
Updated for Twisted and Twilight. Feel free to comment with anything that looks like a bug please.

@Deviant I agree that those are mostly logical. I am curious about the Norscan Shaman-Sorcerer though. Do you just find the melee hero to always be more useful than a wizard? I have not disliked having a wizard hero/general.
Deviant 5 Dec, 2020 @ 2:01pm 
4) Sigmar temples have 4 heroes and 1 fanatic squad in the garrison - probably it should be the other way around.
Deviant 2 Dec, 2020 @ 7:25am 
0) Thanks for the mod!
1) Please add a "black orc" to the capital of Grimgor, and remove the goblin boss (at least on level 3+). I think it's pretty logical.
2) Replace the Norscan mage hero with a fimir or werewolf hero.
3) Just in case, let me remind you in the next update they add two melee heroes for the skaven ...
Iron  [author] 26 Nov, 2020 @ 7:14am 
The Black Pyramid could be made an exception, if it has some unnatural effect on the game, such as allowing you to take the Black Pyramid in the first 10 turns, but all other 8-slot cities end up with full 20 unit garrisons after they have all their tier 4 structures. I am not interested in making them stronger, because one of the goals of this mod is to require active defense of your cities unless you purposely fill your city full of military and defense structures
Fundayz 26 Nov, 2020 @ 6:02am 
The garrisons for 8-slot cities are way too weak, to the point of being a dealbreaker for me.

For example, the T4 garrison for the Black Pyramid of Nagash gives only 1 Tomb Guard, 1 Ushtabi, and 1 Skeleton Archer.

That is hardly "elite" as the mod description implies.

A lot of supposedly super strong locations can now be easily taken over by normal AI without even needing 20-stacks.
Iron  [author] 24 Nov, 2020 @ 7:40pm 
I rearranged High Elf unit priority (I did have archers over sisters) so hopefully that fixes your garrison.
Iron  [author] 24 Nov, 2020 @ 7:33pm 
this mod does rearrange unit priority, but it can be overwritten by other mods. I'll check out the Sisters of Avelorn case