Total War: WARHAMMER II

Total War: WARHAMMER II

Optimal garrisons - use the best units in sieges!
50 Comments
Deep echo sound  [author] 17 Jun, 2023 @ 3:07am 
Hello. Sorry, I do not know the cause.
And I did not play any "warhammer" myself (except some unit testing) more than a year.
Because of what C.A. have done to these games. (Game 2 ambush bug and no Q.o.L. ports. Game 3 trash sieges and horrendous campaign A.I. with no challenge after turn 40.)

Also, C.A. refuses to fix horrible sieges in game 3, so I will not, most likely, ever port this to "Warhammer 3". And will not work on this mod here.
Nixon#1 14 Jun, 2023 @ 3:45pm 
Good day, sir.
I think there is a problem with the mod.
Can it be caused by other mods or something?

https://imgur.com/a/zmPMSqD

I missed a damn royal Hippos...

Or maybe it is the cause of Mortal Empires?
xwallacex 9 May, 2023 @ 6:21pm 
It worked, thanks for the mod bud
Deep echo sound  [author] 5 May, 2023 @ 7:29am 
It depends on their mod garrison priority values. Generally, mixing new unofficial units is not safe.
xwallacex 4 May, 2023 @ 2:43pm 
If you are using a mod that adds new units how would they be prioritized? Ex: I use the "dragon legion" mod for high elves. A lot of the units that are added are better than the vanilla units that get put in my garrisons currently. Wondering if this mod would help basically
Deep echo sound  [author] 6 Nov, 2022 @ 8:10pm 
Hello.
Maybe, and a very big maybe , I will look into it for the next patch in November C.A. is planning.
I do not know yet. I strongly dislike what they are doing with sieges. This stupid tower building and arcade U.I. everywhere. Also, they change garrisons like every single patch, breaking your work if you try to make a mod even for personal use only.

C.A. did very bad things to sieges, so I do not have high hopes for now, and do not play the game myself.
Silvermane 6 Nov, 2022 @ 9:22am 
Hi, will you update this mod for Immortal Empire ?
Flying dUCK 31 Jul, 2022 @ 3:36pm 
Thx :steamhappy:
Deep echo sound  [author] 2 Jul, 2022 @ 7:11pm 
Thanks. But I am not sure currently about time and need. I will look into garrison system of game 3. Maybe is it fine as is.
Carnage for Khaine 1 Jul, 2022 @ 10:07pm 
@Deep echo sound Hi, now that the immortal empires will be out soon, I am looking forward to your great work in WH3. I appreciate your wonderful mod.
Deep echo sound  [author] 21 Apr, 2022 @ 3:01pm 
Maybe for "Immortal empires".
Carnage for Khaine 20 Apr, 2022 @ 7:45am 
will there be a wh3 version of it? thanks@Deep echo sound
奥威尔·切瑞先生 19 Nov, 2021 @ 3:07am 
Storm rats have a higher priority than weapon teams. My city is full of storm rats. That's too bad
// 25 Sep, 2021 @ 12:17pm 
Thank you
MRTurnips 25 Sep, 2021 @ 12:00pm 
Oh thank you nice job
MRTurnips 25 Sep, 2021 @ 11:54am 
Im also curious about weapon teams, irondrakes are being replaced by quarrellers, meaning that they are being considered basic shooter (or even less)
Irondrakes and weapon teams should be considered at least strong shooters, and their AP variants AP shooters
This would be more effective in both real time and autoresolve
But idk how that priority table works
Deep echo sound  [author] 25 Sep, 2021 @ 11:47am 
I updated the mod as promised, they both are surely way, way higher priority than dwarf warriors or longbeards.
So they should always be in the garrison in vanilla game with this mod.
Deep echo sound  [author] 19 Sep, 2021 @ 3:54am 
Next week updated cavalry beta patch from C.A. is coming.
I will update this mod when this new official beta will come out.
reallyhairydave 19 Sep, 2021 @ 3:48am 
I'll try disabling the garrison mods one by one and see if I can track it down. Cheers
Deep echo sound  [author] 18 Sep, 2021 @ 11:47am 
Few mods for garrisons can conflict. In official table, I think they do not even have warplock jezzails and ratling guns.
reallyhairydave 16 Sep, 2021 @ 12:06pm 
Just curious, what priority would skaven weapons teams be? Specifically jezails and rattling guns because I have multiple that are supposed to be in the garrison who aren't showing up and I'm trying to work out if it's just the load order or something
HotPizza87 31 Aug, 2021 @ 4:28pm 
In that case, I'm still seeing skeletons and zombies with your mod instead of Black Knights. I don't think Black Knights have as much utility as these chaff units in siege battles but I still think they should get priority over them.
Deep echo sound  [author] 31 Aug, 2021 @ 6:15am 
No. They have an overall table of units for garrison. Say 22. And then the game cuts off them depending on the priority.

In vanilla, they almost always cut every cavalry and chariot units in favour of the worst units.
HotPizza87 30 Aug, 2021 @ 4:16pm 
Zombies are apparently more important than Black Knights from an Awakened Battlefield. Does it matter which order you build the buildings which add garrison units in terms of affecting what is in the garrison?
Deep echo sound  [author] 23 Jul, 2021 @ 11:45pm 
I will try to look at updating the mod after C.A. will release hotfix/normal patch for the game. So I can play it myself.
piercebuster 23 Jul, 2021 @ 1:35pm 
Hey Deep Echo, just a heads-up, CA added new entries to the armed_citizenry_units_to_unit_groups_junctions_tables that didn't exist before so each case will cause duplicate spawnings of that unit. I didn't do an exhaustive review of every single unit but these are the ones I discovered while updating my Reporting For Duty garrison mod:

fimir great weapons, ID 1292016334, wh_dlc08_nor_mon_fimir_1
feral manticore, ID 935511966, wh2_dlc10_def_mon_feral_manticore_0
giant slayers, ID 1102525750, wh2_dlc10_dwf_inf_giant_slayers
Tete_Brulee 24 Jun, 2021 @ 1:19pm 
I may have noticed a bug or a mistake in the mod.
In my VC campaign, on major settlement, the promised Wight King in my Garrison does not appear, as a unit of skelton warriors has taken his place. (I’d prefer to have the Bony King than the 160 skelly virgins... :)
Rohen 23 Jun, 2021 @ 12:29am 
yo author, after 1k hours of wh2 im starting to using more and more mods (especially mods like lost factions), but many mod makers make their major settlement garrisons (with a wall building built for extra garrison+better towers) too large, so that usefull units like artillerie are thrown out. ur mod fixes this for vanilla (so that e.g a warlock technician doesnt throw out a catapult), but ofc it doesnt work with other mods. I already had the idea way earlier, but ur mod fixed it for vanilla but now i had it again, do u think one could make a mod that adds a second garrison army slot(or just higher army sizes then 20, one quest battle has a 21 stack so i think that should be somewhat doable) or something, so that one just could have more then 20 units in the garrison and u wont have to worry about things like that.
Deep echo sound  [author] 12 Jan, 2021 @ 4:32pm 
Great work!
Let's hope that C.A. will overhaul sieges in game 3 in a good way.
piercebuster 12 Jan, 2021 @ 1:53pm 
I wish I had seen this mod before I did the same thing for Reporting For Duty. Would've saved me so much time!

Here it is if you'd like to take a look. It has a bunch of other cool things, too. :) https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2355188205
adsumarkus 13 Dec, 2020 @ 2:05am 
I thought that's what this mod does?
Deep echo sound  [author] 12 Dec, 2020 @ 9:29am 
Most D.L.C. units are not in the C.A.'s list. Probably, they need to be manually added.
adsumarkus 11 Dec, 2020 @ 1:56pm 
I have the mod, that adds units from recruitment buildings to the garrison. Will this mod make it, so the weapons-teams (which are supremely good at holding chokepoints of all kinds) finally show up?
Carnage for Khaine 5 Dec, 2020 @ 9:11pm 
update?
Deep echo sound  [author] 4 Oct, 2020 @ 12:38am 
I am fine with mistwalkers high priority.

And strong cav. still better than basic infantry just in prolonged melee.
Demigryph knights are still much better in prolonged melee than empire swordsmen. And so on.
Xeonzs 2 Oct, 2020 @ 12:32pm 
Small note; due to the age of the mod there's 5 entries missing, all 5 are mistwalker entries, I'll copy and paste them below so you don't have to look for them, just need to make 5 new empty entries, paste and then format, the values (last value, 10) is their default value.
1010771572 wh2_dlc15_hef_inf_mistwalkers_spireguard_0 wh2_dlc15_hef_inf_mistwalkers_spireguard_0 10
183992568 wh2_dlc15_hef_inf_mistwalkers_faithbearers_0 wh2_dlc15_hef_inf_mistwalkers_faithbearers_0 10
428018343 wh2_dlc15_hef_inf_mistwalkers_griffon_knights_0 wh2_dlc15_hef_inf_mistwalkers_griffon_knights_0 10
799796240 wh2_dlc15_hef_inf_mistwalkers_skyhawks_0 wh2_dlc15_hef_inf_mistwalkers_skyhawks_0 10
884018448 wh2_dlc15_hef_inf_mistwalkers_sentinels_0 wh2_dlc15_hef_inf_mistwalkers_sentinels_0 10
Xeonzs 2 Oct, 2020 @ 11:55am 
Considering my previous comment, could I request a infantry / arty focuses variant?
If not can I have permission to make my own variant, I have a small overhaul mod that I would integrate it into.
Xeonzs 2 Oct, 2020 @ 11:52am 
Why is in many cases cavalry put higher than infantry and ranged units?
That makes zero sense considering how siege battles work.

It's crowded and tight corridors, no space to maneuver or flank, no sight lines for direct-fire artillery either, the units that as best for garrison defense purposes are melee infantry, ranged infantry and monsters and indirect fire artillery, nothing else, EVERYTHING else should be lower priority.
Deep echo sound  [author] 13 Sep, 2020 @ 10:21am 
Right.
Carnage for Khaine 10 Sep, 2020 @ 7:26pm 
@Deep echo sound so this only impact on priority and dont mess up with other garrison mods, right?
Karl Franz 77 25 Aug, 2020 @ 11:45pm 
The empire need a local warrior priest, at least in the capitals. it's a heavily militarized religious society, & i think that they should have a local priest.
Karl Franz 77 25 Aug, 2020 @ 4:10am 
Is this mod compatible with Better Bretonnia Garrisons (Green Knight Aids Us!) by heavystorm? Better Bretonnia Garrisons (Green Knight Aids Us!)
Lulfd 11 Jun, 2020 @ 6:34am 
is this mod up to date?
Deep echo sound  [author] 30 May, 2020 @ 12:47am 
Everyone in the game is impacted at the same level.
N3V3RFORGOTT3N 29 May, 2020 @ 11:20pm 
how would Tor Yvresse be impacted by this? with the new campaign focused around defending u can have 23 units in your garrison (city+wall+mage+landmark) and its alot of useful stuff overall so out of all the units id rather see the 2 archers(LA) and 1 white lion missing then anything else even the arty but the game makes it so low lvl archers are better then arty or cav/eagles right
Deep echo sound  [author] 5 May, 2020 @ 6:14am 
Good. More useful stuff for "warhammer" community.
Dragon32 5 May, 2020 @ 6:09am 
OK cool. Thanks for the reply, Deep echo sound
Deep echo sound  [author] 5 May, 2020 @ 6:04am 
Not a in every city, but sometimes you build new buildings and new garrison units will go over a limit.

In Altdorf, for example, you can have at least 21 as the Empire.
In Vampire counts campaigns it it easy to have 23 and more garrison units in your top cities.
And so on.
Dragon32 5 May, 2020 @ 5:53am 
I've only played a couple of campaigns in WH2 so I'm not sure on this:
Does a garrison having more than 20 units available happen a lot?
Tingu 4 May, 2020 @ 11:01pm 
nice