Total War: WARHAMMER III

Total War: WARHAMMER III

The Great Settlement Battle Overhaul
333 Comments
Commisar Jon Fuklaw  [author] 24 May @ 8:21pm 
That's not really feasible, as that requires editing the campaign map.
Arthas 24 May @ 8:07pm 
Hope there will be a mod in the future that makes all settlements main cities (like Kislev or wood elf)
Space! 24 May @ 4:44pm 
Good to know!
Commisar Jon Fuklaw  [author] 23 May @ 4:48am 
No. I probably missed some cleanup.
Space! 22 May @ 10:34pm 
Hey, I was curious if Greenskins having walls even on tier one minor settlement buildings was intentional or a bug? It was just kinda funny running into walled greenskin hiding behind dwarfen walls in their tier one settlements... when playing as the dwarfs who don't get walls at tier one.
Weroupolmitneir 12 Dec, 2024 @ 10:32am 
+++Commisar Fuklaw, please update the mod for the Omens of Destruction update. I would appreciate being able to play your with your great creation again. The Emperor protects.+++
Nebilim 13 Oct, 2024 @ 1:24am 
Best Balanced Garrison !
BigBud 26 Jun, 2024 @ 10:47am 
happy father's day dad! I was wondering if this is still compatible with latest update?
Mythrantar 11 May, 2024 @ 10:01pm 
This mod is far superior to any of the other garrison on Tier 4 settlement mods, thank you for making it. Any chance you would add support for the TEB factions? Right now they have no garrisons... Thanks!
Shadowslasher 10 May, 2024 @ 3:08am 
update?
dupree0991 8 May, 2024 @ 7:36am 
Hay, if you are still maintaining the mod: Nurgle now has a garrison buildings too.
stevens2222 24 Apr, 2024 @ 5:01pm 
up?
Commisar Jon Fuklaw  [author] 22 Feb, 2024 @ 4:36pm 
Good for you, go blog about it somewhere else.
I'm not writing a 50 page changelog to sate your neuroticism.
WitcherHammer 22 Feb, 2024 @ 4:32pm 
Well, basically we have little idea what's inside. No screenshots, no lists. Any way already found another mod.
Commisar Jon Fuklaw  [author] 22 Feb, 2024 @ 11:55am 
Hahahaha. No.

Read the garrisons in RPFM if it's that interesting. You'll be there for a while.
WitcherHammer 21 Feb, 2024 @ 7:07am 
And garrison mages stuff
WitcherHammer 21 Feb, 2024 @ 7:03am 
Would've been nice to see list of garrison changes or make it as a submod
NPC 19 Feb, 2024 @ 3:08pm 
Will you be updating the garrisons with the new tzeentch units and kislev?
EmptyBruhhhhhh 17 Jan, 2024 @ 11:18pm 
Running it with Southern Empires, but they don't seem to have garrison at all without specific standalone garrison building. Do I need to tweak it with rpfm?
Mazisky 10 Jan, 2024 @ 2:13pm 
This mod looks very interesting, in theory it should make a defensive playstyle much better, right?
I Have No Enemies Brother 25 Nov, 2023 @ 9:10pm 
@Commisar Jon Fuklaw

Could this work with OLD WORLD mod ? Thanks for future response.
NPC 23 Nov, 2023 @ 7:26pm 
What do you think of CA's changes to the towers?

Now they have extremely short range
Commisar Jon Fuklaw  [author] 20 Nov, 2023 @ 4:11pm 
The patch isn't changing anything of importance related to this mod, so unless CA pulls a CA and needlessly restructures the relevant tables, I probably won't even have to do anything.
glospey 20 Nov, 2023 @ 10:31am 
I would assume 4.1 will break even a vanilla campaign. Then, you can be pleasantly surprised if it doesn't ;)
Bodongs 20 Nov, 2023 @ 10:03am 
Gonna be real interesting to see how you incorporate the new 4.1 changes into this mod! I have a feeling my ongoing campaign is fubar now but that's ok, patches are good.

Fuklaw, do you think slotting in a Tier 4 settlement mod and disabling this could save a campaign?
Commisar Jon Fuklaw  [author] 20 Sep, 2023 @ 1:37am 
Wookie:
Definitely sounds like a compatibility issue with something. On the one hand, there shouldn't be more than a handful of mods that are critically incompatible with this. On the other hand, if something is, there's nothing I can do about it because it's probably conflicting with the datacore that's necessary to overwrite garrisons, rather than add to them.
Noble Poptart 19 Sep, 2023 @ 10:40pm 
Excellent mod, basically indispensable for any playthrough considering that the garrison nerfs have never been reverted. Thank you Commissar Jon! You are a champion of mankind's glory against the ruinous powers
Chuckawookie 12 Sep, 2023 @ 4:34pm 
It might be Formations 3 if anyone is also using that one.
Chuckawookie 12 Sep, 2023 @ 4:32pm 
Yeah I'm really not sure what the problem is. It's like the game waits until I'm invested in the campaign before it starts crashing. I'm playing as Rapturous Excess, the Slaaneshi faction in the Southern Chaos Wastes and I used to crash when I fought the garrison at Tor Elasor. Now it crashes when AI fights my garrison after I've taken the three islands. It won't crash at the start of battle sometime during it. Not sure why table edits would cause such a specific crash but maybe it's incompatibilities with some other mod.
LuminousClarity 12 Sep, 2023 @ 10:11am 
I was wondering if my suspicion was correct. I will need to look into it on my own time to see what is causing a crash (I'm not commissar, but I'll help in anyway I can since I'm using this mod in my modload).
Chuckawookie 10 Sep, 2023 @ 7:20pm 
Seems the mod isn't compatible with Immortal Empires Extended. I was able to load a settlement battle and deploy but when the lines clash the game would freeze and crash. I even edited the mod to remove the settlement and make it a field battle and the game would still crash only when the battle lines clash. Works fine in IE.
Commisar Jon Fuklaw  [author] 10 Sep, 2023 @ 5:51pm 
Should be fine now. Couple of porthole cameras were broken.
Chuckawookie 10 Sep, 2023 @ 5:41pm 
Is anyone else crashing during settlement battles? CA buffed garrisons in 4.0 so this mod may have been affected.
Shadowslasher 9 Sep, 2023 @ 1:26pm 
@Winterwolf update for 4.0...
Winter 9 Sep, 2023 @ 9:19am 
@Shadowslasher

Excuse me?
Shadowslasher 2 Sep, 2023 @ 5:19am 
update
Commisar Jon Fuklaw  [author] 19 Jun, 2023 @ 11:29pm 
Shouldn't be.
glospey 19 Jun, 2023 @ 9:08pm 
"Gates and forts are reworked. All have very high quality garrisons and encourage the stationing of an army, just as the Bastion does. Likewise, non-Cathay factions can benefit from controlling Bastion gates."

Unless you're Vampy Counts :'( Empty garrisons for them (at forts at least).
Valerius 18 Jun, 2023 @ 5:23am 
Alright, let's have a closer look, sounds like I can help out with that one this time.
Commisar Jon Fuklaw  [author] 18 Jun, 2023 @ 2:03am 
Long story short, I am the author of what was and may still be (I doubt it given the time everything's been left unmaintained) the #1 set of mods for CoE5, likely due to sheer volume of output. That out of the way, I was going to get the patch out for the Monkey Maharajah (and do some necessary maintenance) back when Illwinter released that faction in 5.22 (IIRC), but I needed some spritework done to make the vision happen, as was the case for quite a few factions I overhauled.

If you got the knack for low res spritework (the vast majority are 32x32, many are 64x64, and the largest so far being 192x192), I've got a reference database in my project archives and I think I can recover the design docs and reference images sent to my previous spriter.
Valerius 18 Jun, 2023 @ 1:38am 
I looked it up, yep. What I mean is, what's the thing you like to kickstart on that behalf? ;) If you tell me about the undertaking I can see how I can aid you with it. Also we can switch communication location too if you like to.

(Gonna be back on track a bit later today, just as a short intel for my next response)
Commisar Jon Fuklaw  [author] 18 Jun, 2023 @ 12:53am 
It's a "Roguelite"-styled companion to Dominions.
Valerius 17 Jun, 2023 @ 7:52pm 
I don't own that title, but maybe I can help out nonetheless. What's it about?
Commisar Jon Fuklaw  [author] 17 Jun, 2023 @ 7:48pm 
Now that you mention it, if I could get another sprite artist (my previous one fucked off into the ether), I could finally get the momentum necessary to get my CoE5 overhaul updated. God knows that's extremely overdue.
Valerius 17 Jun, 2023 @ 7:46pm 
Ah I see.
Well now I can comprehend some things a bit better. Thanks for sharing some background. If you happen to need some edits for graphics stuff, tell/add me. Doing graphics 2D is my real focus. ~

Best wishes ;)
Commisar Jon Fuklaw  [author] 17 Jun, 2023 @ 2:54pm 
Main issue should be in building_levels and entirely on my shoulders.

Looks like I lost a build at some point last year while reorganizing the mod structure after the WH3 workshop release. The WEF outpost chain was not originally all on the same building level, which was unsurprisingly the issue. I also had to remove some extraneous building effects for the WEF outpost chain. Well, maybe not had to. Regardless, issue resolved.
Valerius 17 Jun, 2023 @ 12:33pm 
@Commisar
Wow, in the name of the casual WEF players I say humbily 'Thank you very much, Sir!'. Hopefully you didn't exaggerate your workload too much, after all what I've learned is on your plate so far, I'd have expected it for taking some longer, so - great work again! :RyseCoin:

As I was busy with getting used to the overall mechanics of WEF yesterday (not being said casual WEF player) I was about to understand how exactly you built the mod to get to the right point.

In that - if you can recall now spontaneeously - could you tell me please, which table I missed that would've sorted the main building chain to work again? I just want to know how close I was to get a fix for that specific thing done. If you don't want to or don't remember, it's perfectly fine, I totally respect that. ;)
Commisar Jon Fuklaw  [author] 17 Jun, 2023 @ 2:33am 
Alright, WEF issue is sorted out now that I am done playing magical archives (and now my archives are on m.2's, so future events will waste far less time). That means 2-slot outposts are back on the menu.

Patch notes elaborates on some additional changes to WEF outpost/building effects.
Commisar Jon Fuklaw  [author] 16 Jun, 2023 @ 1:24pm 
Chuck:
I get it, having various things in memory helps a lot with modding or pulling apart mods. That said, everything in this mod ought be very specifically labeled on account of the size of certain tasks. That's had the dual effect of a damn near 90% reduction in the time it takes to set up a faction or account for an accursed subculture addition and making the various aspects of the mod as parsable as possible to newbies. It may not seem like it if you're really new, but RPFM will do 97% to 100% of the work of hunting shit down for you when you want to remove things - you just have to pull the right piece out of the Jenga tower, which I provided (assuming my memory didnt derp because I'm distracted )
Valerius 16 Jun, 2023 @ 8:09am 
Oh man, sry to hear that!
Had a familiar data loss in 2020 of about 2TB; ofc it was the main entertainment/modding content drive; spent a small fortune to get it recovered, because it simply wasn't possible anymore to do it yourself.
Good thing you had an archive going by the by for the sake of at least some things. Protocols and backups consume a lot of time and are annoying for the workflow, yet at pome point both pay off.

Okay, not keeping you longer now - gonna grab a coffee too and have a look into the tempfix again, if I can figure it out this may be at least a small support on that behalf of the to do list of yours.

Wishing best of circumstances to you, Commisar, don't let them get you down. ;)

@Chuckawookie
*pads on the shoulder while walking out for now*