Total War: WARHAMMER III

Total War: WARHAMMER III

Garrison Rework
315 Comments
Kairos  [author] 29 Jun @ 12:10am 
I was planning to make a mod like this and a few others. But I don't know when I will do it and I can't promise the realization of it at all.
Eliphas 27 Jun @ 7:33am 
do you have plans on making some sort of compatability mod/patch with the "Tier 4 Minor Settlements" mod? Great mod btw
OHM 16 Jun @ 11:52am 
Well, I can say that this adds another level of difficulty. Settlements are more challenging to attack, even the AI don't just steam roll over garrisons especially with a Lord's army is also present.
ryukon 30 May @ 5:56am 
This mod makes garrisons much more varied and interesting compared to other similar mods that just add some more t1 spearmen and t1 archers. Now the garrisons have flying units, SEMs, monstrous infantry and so on.
TeamDoggo 28 May @ 12:07pm 
causes crash to desktop as of update 6 and newer
S.S.O. | Artegor 3 May @ 4:13am 
I tried again Your mod...and now it works great! Stronger garrison from the first turn! I also use mod that adds units to garrison from each building and adds commander with full abilities! Now it shows full potential! :D
✙Старийꑭ 12 Apr @ 3:01pm 
Радий бачити українізацію вахи)
sirkudjon 10 Apr @ 10:29am 
Sometimes the big massive units from garrison gets stuck in map and are unable to move. Also HE mage porthole is broken.
Xeonzs 5 Apr @ 4:51pm 
Excited to try this
Kairos  [author] 29 Mar @ 2:48am 
Unsubscribe and re-subscribe to the mod
dbohn01 28 Mar @ 1:38pm 
Hey Kairos, thanks for the mod! When loading a new game, I got this error message:
The following mods caused a crash to the Database Garrison_Rework.pack
The first invalid database record is 1296026877 in table building_level_armed_citizenry_junctions_tables and pack file Garrison_Rework.pack
I hope this helps and thanks for all of your great work!
Kairos  [author] 26 Mar @ 10:26am 
Yes, you can use this mod even if you don't have the DLC. If you have units in your garrison from the DLC, which you do not have, they will still fight in the battle, and you can control them as well as purchased units. At least I haven't heard any problems with this.
sirkudjon 26 Mar @ 5:08am 
"A variety of units were used, including from DLCs"
Does this mean it is required for the user to have these DLCs in their library? Ie. I don't own Shadows of Change DLC. Can I safely use this mod without Ostankya or Yuan Bo DLC?
Kairos  [author] 25 Mar @ 11:32am 
Garrisons are refreshed on the next turn
Evisulcxe 25 Mar @ 11:25am 
I have disabled the mod but in game the mod still works? Odd.
Kairos  [author] 25 Mar @ 10:59am 
Thanks for letting me know, I'll update as soon as I can
Evisulcxe 25 Mar @ 10:57am 
Causes crash on launch
UPD8 25 Mar @ 10:55am 
Causes CTD on launch with the new 6.1.0 patch
Sjchamor 25 Mar @ 10:38am 
I think they changed something in the garrisons, not working after the new update
Kairos  [author] 7 Mar @ 5:31am 
I'll probably add it after the major patch is released.
Euro 6 Mar @ 2:07pm 
When patch 6.1 comes around, do you plan on adding the new units to garrisons? Nan-Gau grenadiers would be semi-loreful/makes sense with Ninth Wall landmark/bastion gates
Kairos  [author] 6 Mar @ 8:36am 
Spells for wizards from mage buildings have not changed, they are the same as in the original game. But mages from defense buildings have 4 spells. A bright wizard from the garrison can use burning head, fireball, cascading fire cloak and piercing bolts of burning
DeathNote 6 Mar @ 1:59am 
I guess that works. Does the bright wizard only have fireball or does he come with anything else? Fireball is terrible lol
Kairos  [author] 5 Mar @ 8:30am 
A small update has been released that fixes the lack of spells in some mages. If you see a caster without spells, please let me know.
DeathNote 1 Mar @ 4:24pm 
anyway you can swap empire wizards out of the garrisons for melee heroes?
DenDik 24 Feb @ 9:33am 
Дяка величезна пану за мод!!!
† king 12 Feb @ 8:28am 
is this compatible with SFO?
Kairos  [author] 31 Jan @ 10:39pm 
Yeah, it's a known problem. I'll try to fix it as soon as possible.
Vandhal 31 Jan @ 5:30pm 
Playing as Dark Elves, the sorceress provided by the garrison has no spells, which makes her a very bad defender, but the one provided by building the sorceress building actually has spells. I dont run any other garrison mod and unsure if its a conflict with something.
Kairos  [author] 30 Jan @ 7:28am 
I didn't check, but I think it's unlikely
Dr. Manhattan 29 Jan @ 2:34pm 
Could this cause desynchs? Just wondering :)
the master of lies 23 Jan @ 10:05am 
thank you sir
Kairos  [author] 22 Jan @ 11:30am 
Made higher priority for irondrakes. Re-subscribe to make sure you are definitely using the updated mod
the master of lies 21 Jan @ 2:31pm 
I love irondrakes, but they are removed when the garrision has +20 units.
i assume this is because they are a tier 2 unit.

is it perhaps possible that you can make them a higher tier for this mod, or make the dawi garrision a bit more elite with less units so the underdeep defensefe buildings still mater?

I dont want to throw the siege attrition imunity away, but then i throw away the irondrakes.
PhazezGova 11 Jan @ 11:41am 
Oh okay, thank you very much. Then I must have misunderstood and there shouldn't be any problems :)
Kairos  [author] 11 Jan @ 9:12am 
The mod does not change the type of battles for settlements. It only changes the units in garrisons
PhazezGova 11 Jan @ 7:09am 
So I have the following two mods that affect the garrison. One of them also changes the type of siege, is that what you meant in the description?
The two mods:

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3402319590
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2846183349
Kairos  [author] 1 Jan @ 6:10am 
Haven't tested it, but there shouldn't be any problems
Shadowslasher 1 Jan @ 3:21am 
ok cool one last question - Does this work with mods which give walls back to tier 3 minor settlements?
Kairos  [author] 28 Dec, 2024 @ 1:19pm 
That should work. But garrisons will remain as they are in settlement mod
Shadowslasher 28 Dec, 2024 @ 10:32am 
Is this compatible with tier 5 minor settlements?
ShowOfTimes 18 Dec, 2024 @ 5:17pm 
Fair point
Kairos  [author] 18 Dec, 2024 @ 11:57am 
Yes, it is possible, but the problem is that Skarsnik does not have strong infantry. Therefore, at high levels, the garrison will be weak, or with too many large top monsters. We need to change only the low levels of buildings or keep some orcs. Therefore, the result will be questionable, only for one lord, and it will take some time. But maybe in the future I will have inspiration and come up with something with garrisons for Skarsnik and Wurrzag.
ShowOfTimes 18 Dec, 2024 @ 2:48am 
Just wondering, is it possible to give Skarsnik a goblin/squig garrison. Just feels wrong and somewhat funny him having a garrison full of orcs. lol
»‡«nerubian»‡« 14 Dec, 2024 @ 1:50pm 
unsubscribe and re-subscribe fixed it, sorry for the confusion. No problems for me too
Kairos  [author] 14 Dec, 2024 @ 12:56pm 
This was the plan. The garrisons in the defense of the major settlements were one level higher than in normal. But in this update, due to changes made by the developers, the ogre garrisons are one level lower than they should be. I will update the mod in the near future and fix this.
marcin.g 14 Dec, 2024 @ 10:39am 
Earlier in the Kingdom of the Ogre, the garrison buildings were T1, T2 and T3, now only T2 and T3. Perhaps there is a problem with this.
marcin.g 14 Dec, 2024 @ 10:37am 
I don't know if it's a bug or intentional but currently in the Ogre kingdom it adds units from the garrison building:
- for the main settlement according to the slide
- for the minor settlement it adds units from the level below
That is, for example, for a minor settlement the T3 garrison building adds the same units as the garrison building in the main settlement at level T2
marcin.g 14 Dec, 2024 @ 10:36am 
To make it work you need to unsubscribe and re-subscribe.
Chrenergros 14 Dec, 2024 @ 9:40am 
Working for me after the last update