Total War: WARHAMMER II

Total War: WARHAMMER II

Reporting For Duty — Garrison Upgrade
445 Comments
Autumnchain 24 Feb @ 7:30pm 
I hope you'll get into it at some point.
piercebuster  [author] 24 Feb @ 7:02pm 
@Autumnchain It wouldn't be for a hot minute - I haven't actually played #3 yet.

@FailSafe & Shamaster thanks for the bug reports. I'll update you when I fix them - no promises on when.
Autumnchain 24 Feb @ 6:07pm 
Is this mod ever coming to TWW3?
FailSafe 9 Sep, 2024 @ 8:50am 
which wouldnt be too bad, but if the AI use it, they wont be as restrained as a player :D
FailSafe 9 Sep, 2024 @ 8:49am 
just a little heads up, it appears the summons are bugged to be given to any agent, including those of reinforcing armies, I ended up with more than half a stack of black guard through the various heroes in two reinforcing armies :)
Shamaster 2 Jul, 2024 @ 5:13pm 
I don't know if you still maintain this mod (it's wonderful btw, a staple for all the playthroughs I've been doing while waiting in between wh3 updates. But if this is the mod giving doomrockets (the warp engineer spell) to garrison commanders then there's a hilarious interaction when a skaven settlement has acsess to the spell but doesn't have any hero unit in the garrison. Instead of firing 1 doom rocket that splits into many smaller rockets it fires the unit number (120) doom rockets that split into smaller rockets. It is very hard to dodge and will melt literally anything and then continue bombarding the area for a minute or so. It's very funny and probably thematically appropriate but also probably a bug or oversight. (If you're not updating it anymore it's not even a game breaker, but it is funny and worth noting.)
piercebuster  [author] 24 Jun, 2024 @ 2:14pm 
@Jon Did you try the SFO submod? Just because it's out-of-date doesn't mean it doesn't work. I don't know if it does work still, though. If it doesn't that's not something I can change.

So you know what to look for: if there are errors with SFO, it is most likely to be a duplication error. As in instead of having a garrison of 4 swordsmen and 4 archers, you have 8 swordsmen and 8 archers. Something like that. It's unlikely to cause the game to crash.

Overall, I do not recommend using SFO.
Jon 23 Jun, 2024 @ 8:43pm 
Is there an SFO version for this amazing mod? Thanks!
piercebuster  [author] 4 Oct, 2023 @ 4:44am 
@Gator
Unfortunately, no. But you could learn how to make that mod yourself! The regular settlement garrisons are structured the same way as the extra units from buildings underneath the hood. That is: the settlements are "buildings", too. If you overwrite the settlement garrison codes with values that don't resolve, then you'll eliminate the ones you don't want. Come by to the Modding Den discord for help getting your bearings - very friendly crew. You're looking to make a (conceptually, at least) simple mod that anyone can do, though it may be harder than you want to get right. You'll see. Give it a try! https://discord.gg/vAXTJh95
Gator 3 Oct, 2023 @ 2:30pm 
Is there a mod that removes the basic garrison from the main settlement building? I would very much like to turn WH2 into a non-20v20 every fight and I think this plus that would be amazing in doing that. Either way the mod is great.
tinywars 1 Mar, 2023 @ 12:49am 
Is this available for game 3?
Not Evil 22 Feb, 2023 @ 8:22pm 
@piercebuster sorry, that was pretty vague. Upgrading/adding military buildings, and upgrading the primary settlement building at the Sisters of Twilight main tree was not adding new units or upgrading the existing garrison. On all other campaigns I had played, when you moused over a new building level, it would show in the menu what new units you would be able to recruit, and also show what units would be added or upgraded at the garrison. That is no longer the case, nothing about the garrison is showing up or activating. I can send you my mod list or delete all other mods and see if that changes anything if you'd like.
piercebuster  [author] 20 Feb, 2023 @ 11:20pm 
@Not Evil
Can you elaborate on what "isn't working" means for you, please?
Not Evil 17 Feb, 2023 @ 5:42pm 
Does this still work? It isn't in my current WE Sisters of Twilight Campaign.
CaptainKampfkeks 30 Aug, 2022 @ 3:27am 
I agree. We waited so long for game 3, then for Immortal Empires, we can wait some more until the greatest mods are ported.
XIII07 30 Aug, 2022 @ 1:42am 
I think that's very understandable, considering how long this one took according to you.
But I think I speak for everyone if I say: I am just pleased you will make a WH3 version as well :praisesun:
piercebuster  [author] 29 Aug, 2022 @ 10:30am 
Just as a heads-up, this mod took more hours than all my other mods combined. It's going to be a while before it gets ported to WH3. Possibly around the next DLC.
PIXY_UNICORN 29 Aug, 2022 @ 3:04am 
@XIII07 totally agree!
Total war does not feel as dynamic without these garrisons
XIII07 23 Aug, 2022 @ 11:48pm 
Can't wait for this mod & better sieges to come out for WH3 IE eventually. Most garrisons are really lackluster and the idea of this mod, to get abilities/spells for heroes, makes it just such a fun experience :D
piercebuster  [author] 16 Aug, 2022 @ 11:45am 
@razvedchiki If you know Lua scripting, you could make a script to do that. I won't be adding that to this mod.
razvedchiki 16 Aug, 2022 @ 5:11am 
is it possible to remove from the garrison pools unique ror units that you have already recruited in your armies? ie if you have the carroburg greatswords then they dont spawn in altdorf garrison.
Accius 10 Aug, 2022 @ 9:06am 
Hmm sigh ok thanks.
Dragon32 9 Aug, 2022 @ 5:35pm 
@Accius
That's not been happening for me with this mod, I'd guess it's another one you've got.
Accius 9 Aug, 2022 @ 4:38pm 
After I sack a town, and go back to siege it, I see a full, unwounded garrison which is completely ridiculous. Not 100% sure it's your mod doing this but it's the only one that messes around with garrisons so..
CaptainKampfkeks 31 Jul, 2022 @ 8:02am 
And even if you do have snipers and gatlings, you can't place them on the wall... why, exactly? So glad this mod exists to fix that glaring oversight.
Marianojoey 30 Jul, 2022 @ 4:19pm 
hahahahahaha, your description made me roflol. :D

I was looking for something like this for the Skaven garrisons (seriously, the best ranged units in the whole game and their garrisons have a couple archers and perhaps a poison globadier... where are my F#*&ing Jezzails?).

Anyway, thanks :)
Espritviril`` 21 May, 2022 @ 5:33am 
Don't know if you are still maintaining this mod which I love but I noticed Nagarythe factions "Aesanar Camp" which is unique to them does not have any garrison. Some addition of shadow walkers as garrison would be nice for them.
shinymoogle 9 Apr, 2022 @ 6:54pm 
Wooo! OK, so I have an addendum to my last post. Out of pure obstinacy and a stubborn refusal to put down my current save file, I did some investigating of my own and I *think* I've managed to pinpoint the spellcaster issue.

I can't fit all the details in the character limit here but I made a discussion post with the issue and resolution. Interested parties can try that until Pierce has the time/interest for an official update.

Post: https://steamhost.cn/steamcommunity_com/workshop/filedetails/discussion/2355188205/3279191623121167864/
shinymoogle 9 Apr, 2022 @ 11:17am 
Here to confirm that this mod is no longer safe to remove from save files. Also causes Skaven garrison Warlock Engineers to lose access to magic entirely.
Hvorya 15 Feb, 2022 @ 5:26am 
Meh, game crashes after disabling this mod
Meowakin 3 Feb, 2022 @ 4:46pm 
Removing this mod is also causing my game to crash on load. The skaven shooting a swarm of doom rockets bug reared its ugly head...hadn't happened prior to attacking a garrison.

It also seems my heroes from garrisons end up with zero active abilities/spells, even the vanilla ones they come with (at least the skaven warlock engineer's spells)
Fantaisie 28 Jan, 2022 @ 4:32pm 
When I remove this mod I can't load my save, it crashes during the loading screen. I want to change to the version without summoner heroes since I play with CTT. It's not a huge problem for me to keep using this version but It's supposed to be possible to remove the mod right?
Wolfy 10 Jan, 2022 @ 7:01am 
Amazing mod. Thanks a lot for your work!
Hot Wet Nobel Laureates 5 Jan, 2022 @ 2:44pm 
Seems*
Hot Wet Nobel Laureates 5 Jan, 2022 @ 2:44pm 
Yeah it send with this mod, Skaven spam nukes
Riley 5 Jan, 2022 @ 2:05pm 
I was playing norsca and fighting Throt in Hell Pit, and got absolutely nuked by something. Did a little looking around and found out that one of Hell Pit's Plague Monks have a doomrocket, and each entity shoots one when they use it.
Hot Wet Nobel Laureates 1 Jan, 2022 @ 2:24am 
Ok, thanks
Dragon32 30 Dec, 2021 @ 2:13am 
@Hot Wet Nobel Laureates
Earlier in the year piercebuster said they were working on a OvN submod.
Hot Wet Nobel Laureates 29 Dec, 2021 @ 9:54pm 
Also, will compatibility patches be needed for the ER mods that just add new units?
Hot Wet Nobel Laureates 29 Dec, 2021 @ 4:09pm 
Does anyone know if I would need a compatibility patch for OvN Lost Factions?
Marshall 19 Dec, 2021 @ 8:46pm 
I found the same bug as BlueFrog below, skaven garrisons have a unit of clan rats who all appear to have a single shot of the poison wind mortar, resulting in the clanrats instantly destroying units.
Space Hero 15 Dec, 2021 @ 9:23pm 
@piercebuster Would you consider making a submod for Xoudad's mods, like Sons of Asuryan or Sigmar's Heirs?
BlueFrog 14 Dec, 2021 @ 4:51am 
I like the Mod, but i found a rather egregious bug with it when besieging skaven. The Doomrocket skill that the main settlement building gives, seems to have no cooldown for the ai or something? all enemy clanrats had the skill and were just wiping half my army by spamming the skill (imagine skryre nukes, but half as strong but like 40 of them). Thankfully they got stuck somehow and stopped but the battle was lost either way
Matt Shield 8 Dec, 2021 @ 5:20am 
Sorry, I tried to be as clear as possible. Nevertheless, you're psychic powers were spot on. Thanks!
piercebuster  [author] 7 Dec, 2021 @ 10:45am 
@Matt Shield

My psychic telepathy powers are lacking as of late. But my best guess is you're using ID #s that are already in use.
Matt Shield 5 Dec, 2021 @ 4:39am 
I am trying to return the 2 ironbreakers and 2 hammerers to the Hall of Oaths (dwf_barracks_4), but simply changing the building_armed_citizenry_junction_table does not cut it. Are you willing to tell me what I am doing wrong?
GenezisO 4 Dec, 2021 @ 6:28pm 
Is this working for someone with SFO? I used SFO: Grimhammer II: Vanilla Garrisons SUBMOD but game crashes on start.
奥威尔·切瑞先生 19 Nov, 2021 @ 1:00am 
It is hoped that the weapons team will be the highest priority for the scuri
奥威尔·切瑞先生 19 Nov, 2021 @ 12:27am 
It's too bad that the order of storm rats is higher than the weapon team. It's incredible that my garrison is almost full of storm rats, and my weapon team can't play
piercebuster  [author] 17 Nov, 2021 @ 10:16am 
Not sure if I'll get to TK Extended before WH3 is out, but OvN will be out the week after Thanksgiving.