Total War: WARHAMMER II

Total War: WARHAMMER II

Military Buildings add to Garrisons (Updated for the Twisted and the Twilight)
105 Comments
The Lord Of Lmao 5 Oct, 2022 @ 7:47pm 
I narrowed it down it was a different garrison mod that adds more units. Was outdated too, my fault lol. Subbed to the wrong one xD
HARBiNG3R  [author] 5 Oct, 2022 @ 6:08pm 
I've never encountered any issues like what you are describing, this mod is a lot more simple.
The Lord Of Lmao 3 Oct, 2022 @ 8:40pm 
Will this mod cause heroes to appear on top of the towns stopping armies from attacking? The other version causes this and breaks the game especially when playing Empire.
Fabian Kruse 26 Aug, 2022 @ 4:44pm 
i miss this mod for wh3 so damn much. other garrison mods are not at all that good. this one really did the trick!
TTV.Inquisitor_Machina 9 Jul, 2022 @ 8:30pm 
@HARBiNG3R. Please consider it, This mod makes sieges so much more.... managable
piercebuster 9 Jul, 2022 @ 6:39pm 
I'm in a similar boat. I've been waiting for Immortal Empires to play WH3.
HARBiNG3R  [author] 9 Jul, 2022 @ 11:32am 
@Machina, I had figured PierceBuster was going to continue with his wonderful mod into HW3 but I guess they are not maintaining it anymore. I haven't decided yet if I want to do it, may be once I play Immortal Empires I change my mind.
TTV.Inquisitor_Machina 26 Jun, 2022 @ 9:26pm 
Will you be bringing this over to TW3?
piercebuster 2 Aug, 2021 @ 5:29pm 
@pgbojko If you use a lot of custom factions, you may want to try my successor to this mod (Harbing3r linked to it above.) I have submods for Cataph's and a dozen others.

You can keep using this one, too, if you want. This mod has no conflict with those factions, but they aren't supported, so they'll have weaker garrisons than the official races.
HARBiNG3R  [author] 2 Aug, 2021 @ 4:55pm 
I dont use those mods so I am not sure, try it.
Nighon 31 Jul, 2021 @ 5:08am 
Hi, is it working with factions mods ? Like OvN or cataph ?
HARBiNG3R  [author] 24 Jul, 2021 @ 5:16pm 
Thanks for the notice, i made a change. Hopefully this should be enough. Otherwise let me know.
piercebuster 22 Jul, 2021 @ 11:47pm 
Hey Harbinger just a heads-up, CA added new entries to the armed_citizenry_units_to_unit_groups_junctions_tables that didn't exist before so they'll cause duplicate spawnings. I didn't do an exhaustive review of every unit but I discovered these 3:

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

@Bardin
This mod won't cause crashing or anything with Trebor's Garrison Overhaul, but whenever that mod and this mod have duplicate entries in the above armed_citizenry table then it will cause double-spawning of that unit, so you end up with even more than intended.
HARBiNG3R  [author] 18 Jul, 2021 @ 1:37pm 
It should be working for those wondering. Please let me know if there are any issues.
Macallan 18 Jul, 2021 @ 6:53am 
still working? Please update this as it seems wh2 updates are over (so ur burden of updating hehe :D)
Ozmondo 16 Jul, 2021 @ 1:28pm 
Hopefully this will be updated soon, its great for when SFO is down. :steamthumbsup:
HARBiNG3R  [author] 5 Apr, 2021 @ 6:37am 
I am not sure, I have not used that mod before. Just know that even with all the extra units they might not all show up since the game caps how many units can be fielded.
Bardin 5 Apr, 2021 @ 4:38am 
Just to confirm, it is compatible with Trebor's Garrison Overhaul :steamthumbsup:
marc.on.pluto514 29 Mar, 2021 @ 5:12pm 
update
HARBiNG3R  [author] 11 Jan, 2021 @ 4:13pm 
I added your link to my page. Mod looks very nice.
piercebuster 11 Jan, 2021 @ 12:35am 
Like CaptainSnafu, I also had balance concerns with this mod. He isn't keeping his up to date anymore and I had more ideas to contribute so I made my own garrison mod. https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2355188205

I ended up keeping only about 15% of the entries from this mod, but this framework saved me a ton of time. Thank you lots for it.
HARBiNG3R  [author] 12 Dec, 2020 @ 1:26pm 
you should be able to play without this mod mid campaign but mods that add unique buildings might have issues.
JohnnyCJK 12 Dec, 2020 @ 11:47am 
Can I remove the Mod mid campaign ? Mods that add unique Military Buildings do also work with adding units to the garrison
HARBiNG3R  [author] 12 Dec, 2020 @ 10:04am 
It should work, I have not seen if there have been any new changes to that mod though.
wolf.bang.jin 11 Dec, 2020 @ 4:25pm 
does this work with Tailored Faction Garrisons ????
HARBiNG3R  [author] 15 Oct, 2020 @ 5:57am 
Only thing I can think of is that you are running the old/original version of this file. That one was not updated. Not sure what else could be causing it.
hi3r0ph4nt 15 Oct, 2020 @ 3:32am 
I deinstalled the game, but I will test it if I play again. It happened in all cities
HARBiNG3R  [author] 14 Oct, 2020 @ 7:22pm 
@rhizomatic, can you give me more details on that? I looked at the code and looks fine. I also created a campaign to test it and it looks fine too. Not sure how you are getting 6. Is there a specific city with this? Gaean Vale T5 is what I tested and have 4 Sisters.
hi3r0ph4nt 14 Oct, 2020 @ 5:04pm 
Should sisters of avelorne building add 6 sisters to the garrison? I am only using the tailored faction garrisons mod and this one
Wendersnaven 23 Sep, 2020 @ 2:35am 
Confirmed this is working well with overhauls: SFO, Boyz, or others that edit buildings to limit faction unit production.

This is working with the garrison mods I have used for VH campaigns so far. (Better Dwarf, Elf, next is Empire) As 123 asked and pointed out, this does not interfere with settlement walls. I have also used this with T4 minor settlements without conflict.

Preparations for Legendary are complete. My thanks 2 U Harbringer. :wololo:
glythe 10 Aug, 2020 @ 2:59pm 
If no one has said so recently... this mod may not work exactly as you want but it is a solid upgrade. You can essentially make army recruitment areas have massive garrisons that do not need an army to guard them vs most threats.

At some point in the past there was a change in the way garrisons work so when given the choice between two units the AI will pick the one it values more. I have never upgraded a building and said oh man this downgrades the military units in this city. Nor have I ever built a low tier building that gives a new unit only to have it overwrite a "better" unit.
Macallan 10 Aug, 2020 @ 8:35am 
I get it. Tyvm. I will test it tonight.
HARBiNG3R  [author] 10 Aug, 2020 @ 8:25am 
It depends, this mod shouldn't stop you from loading any other mod that edits walls or growth buildings (to my current knowledge). However, by default not all units are available as defenders so some units we have to manually add them as available and assign them an ID. If for example, my mod and another mod adds lets say the Sisters of Avelorn with different IDs what i noticed was that garrisons and walls would double dip on those units. So if one building added lets say 2 Sisters of Avelorn it would instead add 4. With that said it's impossible to make sure that all mods are assigning the same ID to make sure that doesn't happen. However, I did play with John Austin's Tailored Faction Garrisons so I copied his IDs to make sure that wouldn't happen with his mod (at least from the time I made this mod);

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1991462316&searchtext=garrison
Macallan 10 Aug, 2020 @ 7:46am 
Ah one question this mod only edit military buildins right? So it should be compatible with other mod that edit only walls garrison (better quality units on it) and growth buildings right?
HARBiNG3R  [author] 10 Aug, 2020 @ 6:51am 
That's the only way I found to mod the garrison too but that's not something I can add to the mod. Each player has to manually do it themselves....damn you CA *shakes fist*

@Glythe, I gave it a thought but that is a bit messy. your UI would be a mess with army abilities and the AI would just spam them on top of your army.
Macallan 10 Aug, 2020 @ 4:03am 
Guys if u use 40 units army (by modding the save file using save parse etc) the garrison will work with up to 40 units :D

So on garrison details will remain showing up to 20 units but on battle u will get all the units up to 40. Hope it helps. Btw if u worried about balance using 40 units army it dont change much but AI will field same amount of armies (they dont care much about upkeep...) and u wont keep up unless u use a mod to lower upkeep a bit.

Thx for this mod its very good and adds deph to building options like building artilhery to help on garrison.
glythe 24 Jul, 2020 @ 12:26pm 
How about you make each military building be able to summon a unit? This would be similar to how tomb kings summon Ushabti but with the "does not degrade" aspect of Krell. Essentially it would be an army map ability granted by each military building.
apalamen 19 Jul, 2020 @ 6:49pm 
gideon has a great idea. this mod would be a must-have if done with garrison+reinforcing units. It never made much sense for the game to just throw a few more units to a heavily militarized tier 5 settlement with only a 20 stack anyways. Team that up with one of the mods that does away with the capture-the-flag aspect, and its a helluva fight you got on your hands, as any capital siege should be.
gideon1473 19 Jul, 2020 @ 11:36am 
I dont know anything about modding, but since the game treats garrisons as an army the max is 20 units and you would need to make your military building garrisons count as a reinforcing army. That way the settlement and walls would be the "garrison" and the military building units would "reinforce" after the battle starts. Another option, you could maybe do this using the waagh mechanic where military buildings determine presence and makeup of waagh
HARBiNG3R  [author] 19 Jul, 2020 @ 11:00am 
gideon is right, sorry I was misinformed on my last comment. I've looked at how I can change the cap limit and don't have a solution at the moment.
REITERPALLASCH 17 Jul, 2020 @ 1:49pm 
What Gideon Said.
gideon1473 14 Jul, 2020 @ 7:54pm 
This is good in theory, and I tried it, but none of the garrisons can hold more than 20 troops. if you look at garrison details it only lists 20 of the units as well. This means the mix of your garrison is subject to the order and tier of whatever you happen to build. I will come back to this after it's updated with an increase to garrison sizes
Rhyzers 14 Jul, 2020 @ 12:17pm 
You mentioned that the 20 unit limit isn't a hard lock. How can i go over 20 ?
HARBiNG3R  [author] 29 Jun, 2020 @ 4:10am 
Units gain ranks like normal garrison units, like through combat.
tylormelton 28 Jun, 2020 @ 7:23pm 
Will The units in the garrisons gain ranks or will they only gain ranks through technology?
HARBiNG3R  [author] 15 Jun, 2020 @ 5:33am 
That 20 unit limit isn't really a hard lock, you can go over it. You fight whatever is on the garrison. So expect to have some fat stacks to be sitting on high level settlements.
Wolfy 15 Jun, 2020 @ 12:00am 
The limit of units in the garrisons is 20. What happens if you have enough buildings to produce, for example, 30 garrison units? How is decided which units are available for the battle?
darthdud0 12 Jun, 2020 @ 1:56pm 
i will stick with this version, i like the stronger garrisons, it makes it more fun for me. :)
HARBiNG3R  [author] 12 Jun, 2020 @ 12:15pm 
I wanted to give CaptainSnafu some time to make his own lighter version of this mod and he just uploaded it. I think those of you who thought this version was too overpowered should definitely check it out. I will add the link to the description.
HARBiNG3R  [author] 10 Jun, 2020 @ 8:10pm 
Yes it's save compatible.